topical media & game development
animation-ch10-AngleBounceFinal.ax
animation-ch10-AngleBounceFinal.ax
[swf]
[flash]
flex
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.geom.Rectangle;
public class @ax-animation-ch10-AngleBounceFinal extends Sprite
{
private var ball:animation_ch10_Ball;
private var line:Sprite;
private var gravity:Number = 0.3;
private var bounce:Number = -0.6;
public function @ax-animation-ch10-AngleBounceFinal()
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
ball = new animation_ch10_Ball();
addChild(ball);
ball.x = 100;
ball.y = 100;
line = new Sprite();
line.graphics.lineStyle(1);
line.graphics.lineTo(300, 0);
addChild(line);
line.x = 50;
line.y = 200;
line.rotation = 30;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
line.rotation = (stage.stageWidth/ 2 - mouseX) * .1;
// normal motion code
ball.vy += gravity;
ball.x += ball.vx;
ball.y += ball.vy;
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;
}
var bounds:Rectangle = line.getBounds(this);
if(ball.x > bounds.left && ball.x < bounds.right)
{
// get angle, sine and cosine
var angle:Number = line.rotation * Math.PI / 180;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);
// get position of ball, relative to line
var x1:Number = ball.x - line.x;
var y1:Number = ball.y - line.y;
// rotate coordinates
var y2:Number = cos * y1 - sin * x1;
// rotate velocity
var vy1:Number = cos * ball.vy - sin * ball.vx;
// perform bounce with rotated values
if(y2 > -ball.height / 2 && y2 < vy1)
{
// rotate coordinates
var x2:Number = cos * x1 + sin * y1;
// rotate velocity
var vx1:Number = cos * ball.vx + sin * ball.vy;
y2 = -ball.height / 2;
vy1 *= bounce;
// rotate everything back;
x1 = cos * x2 - sin * y2;
y1 = cos * y2 + sin * x2;
ball.vx = cos * vx1 - sin * vy1;
ball.vy = cos * vy1 + sin * vx1;
ball.x = line.x + x1;
ball.y = line.y + y1;
}
}
}
}
}
(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.