flash on 2015-11-15
♥0 |
Line 115 |
Modified 2015-11-15 21:47:17 |
MIT License
archived:2017-03-30 11:41:55
ActionScript3 source code
/**
* Copyright mutantleg ( http://wonderfl.net/user/mutantleg )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/M8F1
*/
package {
import flash.events.Event;
import flash.display.Sprite;
public class FlashTest extends Sprite {
public function FlashTest() {
vecLine = new Vector.<xLine>(0, false);
var i:int; var a:xLine;
for (i =0; i<32;i+=1)
{
a = new xLine(0,0,0,0);
a.x0 = Math.random()*400;
a.y0 = Math.random()*400;
a.x1 = a.x0+Math.random()*140-70;
a.y1 = a.y0+Math.random()*140-70;
vecLine.push(a);
}//nexti
addRect(4,4,430,430);
myBall = new xBall();
myBall.cx=230; myBall.cy=240;
stage.addEventListener(Event.ENTER_FRAME, onEnter);
}//ctor
public function addRect(ax:Number,ay:Number, aw:Number, ah:Number):void
{
vecLine.push(new xLine(ax,ay, ax+aw, ay));
vecLine.push(new xLine(ax,ay+ah, ax+aw, ay+ah));
vecLine.push(new xLine(ax,ay, ax, ay+ah));
vecLine.push(new xLine(ax+aw,ay, ax+aw, ay+ah));
}//addrect
public var myBall:xBall;
public var vecLine:Vector.<xLine>;
public function onEnter(e:Event):void
{
var ms:Number;
var ta:Number;
var a:xBall;
var d:Number;
var mx:Number; var my:Number;
mx = stage.mouseX; my = stage.mouseY;
a = myBall;
ta = Math.atan2(my-a.cy, mx-a.cx);
d = getMag(mx-a.cx, my-a.cy);
ms = 0.3;
if (d < 30) {ms=0; a.vx*=0.9; a.vy*=0.9;}
a.vx += Math.cos(ta)*ms;
a.vy += Math.sin(ta) *ms;
a.vx *= 0.99;
a.vy *= 0.99;
lineTest(a);
a.cx += a.vx;
a.cy += a.vy;
graphics.clear();
graphics.lineStyle(2, 0);
graphics.drawCircle(a.cx, a.cy, a.rad);
var i:int; var num:int; var w:xLine;
num = vecLine.length;
for (i = 0; i < num; i += 1)
{
w = vecLine[i];
graphics.moveTo(w.x0, w.y0);
graphics.lineTo(w.x1, w.y1);
}//nexti
}//onenter
public function lineTest(m:xBall):void
{
var i:int; var num:int; var a:xLine;
var nx:Number; var ny:Number; var ta:Number;
var d:Number; var dot:Number;
num=vecLine.length;
for (i=0;i<num;i+=1)
{
a = vecLine[i];
getClosePoint(m.cx,m.cy, a);
d = getMag(m.cx-closex, m.cy-closey);
if (d > m.rad) { continue; }
ta = Math.atan2(closey - m.cy, closex - m.cx);
m.cx += Math.cos(ta) * (d - m.rad);
m.cy += Math.sin(ta) * (d - m.rad);
nx = Math.cos(ta); ny = Math.sin(ta);
dot = m.vy * ny + m.vx * nx;
if (dot > 0.5)
{ m.vx -= nx * dot; m.vy -= ny * dot; }
}//nexti
}//linetest
public function getMag(ax:Number, ay:Number):Number
{ return Math.sqrt(ax * ax + ay * ay); }
public var closex:Number = 0;
public var closey:Number = 0;
public function getClosePoint(px:Number, py:Number, a:xLine):Number
{
var t:Number;
var ax:Number; var ay:Number;
var bx:Number; var by:Number;
ax = px - a.x0; ay = py - a.y0;
bx = a.x1 - a.x0; by = a.y1 - a.y0;
t = (ax*bx + ay*by) / (bx*bx + by*by);
if (t < 0) { t = 0;} if (t > 1) { t = 1; }
closex = a.x0 + (a.x1 - a.x0) * t;
closey = a.y0 + (a.y1 - a.y0) * t;
return t;
}//getclose
}//classend
}
internal class xBall
{
public var cx:Number = 0; public var cy:Number = 0;
public var vx:Number = 0; public var vy:Number = 0;
public var rad:Number = 16;
}//xball
internal class xLine
{
public var x0:Number = 0; public var y0:Number = 0;
public var x1:Number = 0; public var y1:Number = 0;
public function xLine(ax:Number, ay:Number, bx:Number, by:Number)
{ x0 = ax; y0 = ay; x1 = bx; y1 = by; }
}//xline