package { import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import flash.geom.Point; import flash.utils.getTimer; public class lib_flex_animation_code_06_RK4 extends Sprite { private var _ball:Sprite; private var _position:Point; private var _velocity:Point; private var _gravity:Number = 32; private var _bounce:Number = -0.6; private var _oldTime:int; private var _pixelsPerFoot:Number = 10; public function lib_flex_animation_code_06_RK4() { stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; _ball = new Sprite(); _ball.graphics.beginFill(0xff0000); _ball.graphics.drawCircle(0, 0, 20); _ball.graphics.endFill(); _ball.x = 50; _ball.y = 50; addChild(_ball); _velocity = new Point(10, 0); _position = new Point(_ball.x / _pixelsPerFoot, _ball.y / _pixelsPerFoot); _oldTime = getTimer(); addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { var time:int = getTimer(); var elapsed:Number = (time - _oldTime) / 1000; _oldTime = time; var accel1:Point = acceleration(_position, _velocity); var position2:Point = new Point(); position2.x = _position.x + _velocity.x / 2 * elapsed; position2.y = _position.y + _velocity.y / 2 * elapsed; var velocity2:Point = new Point(); velocity2.x = _velocity.x + accel1.x / 2 * elapsed; velocity2.y = _velocity.y + accel1.x / 2 * elapsed; var accel2:Point = acceleration(position2, velocity2); var position3:Point = new Point(); position3.x = _position.x + velocity2.x / 2 * elapsed; position3.y = _position.y + velocity2.y / 2 * elapsed; var velocity3:Point = new Point(); velocity3.x = _velocity.x + accel2.x / 2 * elapsed; velocity3.y = _velocity.y + accel2.y / 2 * elapsed; var accel3:Point = acceleration(position3, velocity3); var position4:Point = new Point(); position4.x = _position.x + velocity3.x * elapsed; position4.y = _position.y + velocity3.y * elapsed; var velocity4:Point = new Point(); velocity4.x = _velocity.x + accel3.x * elapsed; velocity4.y = _velocity.y + accel3.y * elapsed; var accel4:Point = acceleration(position4, velocity4); _position.x += (_velocity.x + 2 * velocity2.x + 2 * velocity3.x + velocity4.x) / 6 * elapsed; _position.y += (_velocity.y + 2 * velocity2.y + 2 * velocity3.y + velocity4.y) / 6 * elapsed; _velocity.x += (accel1.x + 2 * accel2.x + 2 * accel3.x + accel4.x) / 6 * elapsed; _velocity.y += (accel1.y + 2 * accel2.y + 2 * accel3.y + accel4.y) / 6 * elapsed; if(_position.y > (stage.stageHeight - 20) / _pixelsPerFoot) { _position.y = (stage.stageHeight - 20) / _pixelsPerFoot; _velocity.y *= _bounce; } if(_position.x > (stage.stageWidth - 20) / _pixelsPerFoot) { _position.x = (stage.stageWidth - 20) / _pixelsPerFoot; _velocity.x *= _bounce } else if(_position.x < 20 / _pixelsPerFoot) { _position.x = 20 / _pixelsPerFoot; _velocity.x *= _bounce; } _ball.x = _position.x * _pixelsPerFoot; _ball.y = _position.y * _pixelsPerFoot; } private function acceleration(p:Point, v:Point):Point { return new Point(0, _gravity); } } }