角度がついたものへの反射

by _wonder forked from base (diff: 70)
♥0 | Line 74 | Modified 2010-06-01 18:11:04 | MIT License
play

ActionScript3 source code

/**
 * Copyright _wonder ( http://wonderfl.net/user/_wonder )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/Opgl
 */

// forked from _wonder's base
package {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.geom.Rectangle;
    
    import flash.geom.Rectangle;
    public class FlashTest extends Sprite {
		private var ball:Ball;
		private var line:Sprite;
		private var gravity:Number = 0.5;
		private var bounce:Number = -0.8;
		
		public function FlashTest() {
            init();
        }
        
        private function init():void {
        		ball = new Ball(10);
        		addChild( ball );
        		ball.x = 100;
        		ball.y = 50;
        		
        		line = new Sprite();
        		line.graphics.lineStyle(1);
        		line.graphics.lineTo( 200,0 );
        		addChild( line );
        		line.x = 50;
        		line.y = 100;
        		line.rotation = 10;
        		
        		addEventListener(Event.ENTER_FRAME, onEnterFrame);
        }
        
        private function onEnterFrame(e:Event):void {
        		line.rotation = ( stage.stageWidth / 2 - mouseX ) * 0.1;
        		ball.vy += gravity;
        		ball.x += ball.vx;
        		ball.y += ball.vy;
        		
        		var bounds:Rectangle = line.getBounds(this);
        		if( ball.x > bounds.left && ball.x < bounds.right ){
        		var angle:Number = line.rotation * Math.PI / 180;
        		var cos:Number = Math.cos( angle );
        		var sin:Number = Math.sin( angle );
        		
        		var x1:Number = ball.x - line.x;
        		var y1:Number = ball.y - line.y;
        		
        		var y2:Number = cos * y1 - sin * x1;
        		
        		
        		
        		if( y2 > -ball.height / 2 ){
        			var x2:Number = cos * x1 + sin * y1;
        			
        			var vx1:Number = cos * ball.vx + sin * ball.vy;
        			var vy1:Number = cos * ball.vy - sin * ball.vx;
        		
        			y2 = -ball.height / 2;
        			vy1 *= bounce;
        			
        			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;
        		}
        		}
        		
        }
    }
}

import flash.display.Sprite;

class Ball extends Sprite {
	public var radius:Number;
	public var color:uint;
	public var vx:Number = 0;
	public var vy:Number = 0;
	
	public function Ball(radius:Number=40, color:uint=0Xff0000){
		this.radius = radius;
		this.color = color;
		init();
	}
	
	public function init():void {
		graphics.beginFill(color);
		graphics.drawCircle(0, 0, radius);
		graphics.endFill();
	}
}