class
public class @tmp-@ax-animation-ch09-Bubbles2 extends Sprite
{
private var balls:Array;
private var numBalls:Number = 30;
private var bounce:Number = -0.5;
private var spring:Number = 0.05;
private var gravity:Number = 0.1;
constructor
public function @tmp-@ax-animation-ch09-Bubbles2()
{
init();
}
init(s)
private function init():void
{
balls = new Array();
for(var i:uint = 0; i < numBalls; i++)
{
var ball:animation_ch09_Ball = new animation_ch09_Ball(Math.random() * 30 + 20, Math.random() * 0xffffff);
ball.x = Math.random() * stage.stageWidth;
ball.y = Math.random() * stage.stageHeight;
ball.vx = Math.random() * 6 - 3;
ball.vy = Math.random() * 6 - 3;
addChild(ball);
balls.push(ball);
}
process ball
for(var j:uint = i + 1; j < numBalls; j++)
{
var ball1:animation_ch09_Ball = balls[j];
var dx:Number = ball1.x - ball0.x;
var dy:Number = ball1.y - ball0.y;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
var minDist:Number = ball0.radius + ball1.radius;
check distance(s)
if(dist < minDist)
{
var angle:Number = Math.atan2(dy, dx);
var tx:Number = ball0.x + dx / dist * minDist;
var ty:Number = ball0.y + dy / dist * minDist;
var ax:Number = (tx - ball1.x) * spring;
var ay:Number = (ty - ball1.y) * spring;
ball0.vx -= ax;
ball0.vy -= ay;
ball1.vx += ax;
ball1.vy += ay;
}
}
}
move
private function move(ball:animation_ch09_Ball):void
{
ball.vy += gravity;
ball.x += ball.vx;
ball.y += ball.vy;
check stage
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;
}
and bounce, if necessary
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;
}
}
}
}