topical media & game development
animation-ch09-Bubbles.ax
animation-ch09-Bubbles.ax
[swf]
[flash]
flex
package -- bubble(s)
package
{
import flash.display.Sprite;
import flash.events.Event;
class
public class @ax-animation-ch09-Bubbles extends Sprite
{
private var balls:Array;
private var numBalls:Number = 10;
private var centerBall:animation_ch09_Ball;
private var bounce:Number = -1;
private var spring:Number = 0.2;
constructor
public function @ax-animation-ch09-Bubbles()
{
init();
}
init(s)
private function init():void
{
balls = new Array();
centerBall = new animation_ch09_Ball(100, 0xcccccc);
addChild(centerBall);
centerBall.x = stage.stageWidth / 2;
centerBall.y = stage.stageHeight / 2;
balls
for(var i:uint = 0; i < numBalls; i++)
{
var ball:animation_ch09_Ball = new animation_ch09_Ball(Math.random() * 40 + 5, 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);
}
install listener
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
animation / frame(s)
private function onEnterFrame(event:Event):void
{
for(var i:uint = 0; i < numBalls; i++)
{
var ball:animation_ch09_Ball = balls[i];
move(ball);
var dx:Number = ball.x - centerBall.x;
var dy:Number = ball.y - centerBall.y;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
var minDist:Number = ball.radius + centerBall.radius;
check distance(s)
if(dist < minDist)
{
var angle:Number = Math.atan2(dy, dx);
var tx:Number = centerBall.x + Math.cos(angle) * minDist;
var ty:Number = centerBall.y + Math.sin(angle) * minDist;
ball.vx += (tx - ball.x) * spring;
ball.vy += (ty - ball.y) * spring;
}
}
}
move(s)
private function move(ball:animation_ch09_Ball):void
{
ball.x += ball.vx;
ball.y += ball.vy;
if(ball.x + ball.radius > stage.stageWidth)
{
ball.x = stage.stageWidth - ball.radius;
ball.vx *= bounce;
}
and bounce if necessary
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;
}
in all directions
else if(ball.y - ball.radius < 0)
{
ball.y = ball.radius;
ball.vy *= bounce;
}
}
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.