package { import flash.display.Sprite; import flash.events.Event; import flash.display.StageScaleMode; import flash.display.StageAlign; import flash.geom.Point; public class object_ax_billiard extends Sprite { private var balls:Array; private var numBalls:uint = 20; private var bounce:Number = -1.0; public function object_ax_billiard() { init(); } private function init():void { stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; balls = new Array(); for(var i:uint = 0; i < numBalls; i++) { var radius:Number = Math.random() * 50 + 20; var ball:animation_ch11_Ball = new animation_ch11_Ball(radius); ball.mass = radius; ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 10 - 5; ball.vy = Math.random() * 10 - 5; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:animation_ch11_Ball = balls[i]; ball.x += ball.vx; ball.y += ball.vy; checkWalls(ball); } for(i = 0; i < numBalls - 1; i++) { var ballA:animation_ch11_Ball = balls[i]; for(var j:Number = i + 1; j < numBalls; j++) { var ballB:animation_ch11_Ball = balls[j]; checkCollision(ballA, ballB); } } } private function checkWalls(ball:animation_ch11_Ball):void { if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } private function checkCollision(ball0:animation_ch11_Ball, ball1:animation_ch11_Ball):void { var dx:Number = ball1.x - ball0.x; var dy:Number = ball1.y - ball0.y; var dist:Number = Math.sqrt(dx*dx + dy*dy); if(dist < ball0.radius + ball1.radius) { // calculate angle, sine and cosine var angle:Number = Math.atan2(dy, dx); var sin:Number = Math.sin(angle); var cos:Number = Math.cos(angle); // rotate ball0's position var pos0:Point = new Point(0, 0); // rotate ball1's position var pos1:Point = rotate(dx, dy, sin, cos, true); // rotate ball0's velocity var vel0:Point = rotate(ball0.vx, ball0.vy, sin, cos, true); // rotate ball1's velocity var vel1:Point = rotate(ball1.vx, ball1.vy, sin, cos, true); // collision reaction var vxTotal:Number = vel0.x - vel1.x; vel0.x = ((ball0.mass - ball1.mass) * vel0.x + 2 * ball1.mass * vel1.x) / (ball0.mass + ball1.mass); vel1.x = vxTotal + vel0.x; // update position var absV:Number = Math.abs(vel0.x) + Math.abs(vel1.x); var overlap:Number = (ball0.radius + ball1.radius) - Math.abs(pos0.x - pos1.x); pos0.x += vel0.x / absV * overlap; pos1.x += vel1.x / absV * overlap; // rotate positions back var pos0F:Object = rotate(pos0.x, pos0.y, sin, cos, false); var pos1F:Object = rotate(pos1.x, pos1.y, sin, cos, false); // adjust positions to actual screen positions ball1.x = ball0.x + pos1F.x; ball1.y = ball0.y + pos1F.y; ball0.x = ball0.x + pos0F.x; ball0.y = ball0.y + pos0F.y; // rotate velocities back var vel0F:Object = rotate(vel0.x, vel0.y, sin, cos, false); var vel1F:Object = rotate(vel1.x, vel1.y, sin, cos, false); ball0.vx = vel0F.x; ball0.vy = vel0F.y; ball1.vx = vel1F.x; ball1.vy = vel1F.y; } } private function rotate(x:Number, y:Number, sin:Number, cos:Number, reverse:Boolean):Point { var result:Point = new Point(); if(reverse) { result.x = x * cos + y * sin; result.y = y * cos - x * sin; } else { result.x = x * cos - y * sin; result.y = y * cos + x * sin; } return result; } } }