topical media & game development
animation-ch11-Billiard4.ax
animation-ch11-Billiard4.ax
[swf]
[flash]
flex
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.geom.Point;
public class @ax-animation-ch11-Billiard4 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-Billiard4()
{
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 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
pos0.x += vel0.x;
pos1.x += vel1.x;
// 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;
}
}
}
(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.