topical media & game development
animation-ch11-Billiard3.ax
animation-ch11-Billiard3.ax
[swf]
[flash]
flex
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
public class @ax-animation-ch11-Billiard3 extends Sprite
{
private var ball0:animation_ch11_Ball;
private var ball1:animation_ch11_Ball;
private var bounce:Number = -1.0;
public function @ax-animation-ch11-Billiard3()
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
ball0 = new animation_ch11_Ball(150);
ball0.mass = 2;
ball0.x = stage.stageWidth - 200;
ball0.y = stage.stageHeight - 200;
ball0.vx = Math.random() * 10 - 5;
ball0.vy = Math.random() * 10 - 5;
addChild(ball0);
ball1 = new animation_ch11_Ball(90);
ball1.mass = 1
ball1.x = 100;
ball1.y = 100;
ball1.vx = Math.random() * 10 - 5;
ball1.vy = Math.random() * 10 - 5;
addChild(ball1);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
ball0.x += ball0.vx;
ball0.y += ball0.vy;
ball1.x += ball1.vx;
ball1.y += ball1.vy;
checkCollision(ball0, ball1);
checkWalls(ball0);
checkWalls(ball1);
}
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 x0:Number = 0;
var y0:Number = 0;
// rotate ball1's position
var x1:Number = dx * cos + dy * sin;
var y1:Number = dy * cos - dx * sin;
// rotate ball0's velocity
var vx0:Number = ball0.vx * cos + ball0.vy * sin;
var vy0:Number = ball0.vy * cos - ball0.vx * sin;
// rotate ball1's velocity
var vx1:Number = ball1.vx * cos + ball1.vy * sin;
var vy1:Number = ball1.vy * cos - ball1.vx * sin;
// collision reaction
var vxTotal:Number = vx0 - vx1;
vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) / (ball0.mass + ball1.mass);
vx1 = vxTotal + vx0;
x0 += vx0;
x1 += vx1;
// rotate positions back
var x0Final:Number = x0 * cos - y0 * sin;
var y0Final:Number = y0 * cos + x0 * sin;
var x1Final:Number = x1 * cos - y1 * sin;
var y1Final:Number = y1 * cos + x1 * sin;
// adjust positions to actual screen positions
ball1.x = ball0.x + x1Final;
ball1.y = ball0.y + y1Final;
ball0.x = ball0.x + x0Final;
ball0.y = ball0.y + y0Final;
// rotate velocities back
ball0.vx = vx0 * cos - vy0 * sin;
ball0.vy = vy0 * cos + vx0 * sin;
ball1.vx = vx1 * cos - vy1 * sin;
ball1.vy = vy1 * cos + vx1 * sin;
}
}
}
}
(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.