5つの丸がランダムな位置に移動する5
forked from 5つの丸がランダムな位置に移動する4 (diff: 56)
ステージ上をクリックすると、丸がランダムな位置に移動します。
ActionScript3 source code
/**
* Copyright umhr ( http://wonderfl.net/user/umhr )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/jvGz
*/
/*
ステージ上をクリックすると、丸がランダムな位置に移動します。
*/
package{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class Main extends Sprite{
private var _marus:Array = new Array();
private var _onPositionXs:Array = new Array();
private var _onPositionYs:Array = new Array();
public function Main(){
for (var i:int = 0; i < 5; i++) {
_onPositionXs[i] = 0;
_onPositionYs[i] = 0;
}
var maru:Sprite = new Sprite();
maru.graphics.beginFill(0xFF0000);
maru.graphics.drawCircle(0,0,50);
maru.graphics.endFill();
this.addChild(maru);
_marus[0] = maru;
var maru2:Sprite = new Sprite();
maru2.graphics.beginFill(0xFF0000);
maru2.graphics.drawCircle(0,0,50);
maru2.graphics.endFill();
this.addChild(maru2);
_marus[1] = maru2;
var maru3:Sprite = new Sprite();
maru3.graphics.beginFill(0xFF0000);
maru3.graphics.drawCircle(0,0,50);
maru3.graphics.endFill();
this.addChild(maru3);
_marus[2] = maru3;
var maru4:Sprite = new Sprite();
maru4.graphics.beginFill(0xFF0000);
maru4.graphics.drawCircle(0,0,50);
maru4.graphics.endFill();
this.addChild(maru4);
_marus[3] = maru4;
var maru5:Sprite = new Sprite();
maru5.graphics.beginFill(0xFF0000);
maru5.graphics.drawCircle(0,0,50);
maru5.graphics.endFill();
this.addChild(maru5);
_marus[4] = maru5;
this.addEventListener(Event.ENTER_FRAME,onEnter);
stage.addEventListener(MouseEvent.CLICK,onClick);
}
private function onClick(event:MouseEvent):void{
for (var i:int = 0; i < 5; i++) {
_onPositionXs[i] = Math.random()*stage.stageWidth;
_onPositionYs[i] = Math.random()*stage.stageHeight;
}
}
private function onEnter(event:Event):void{
var dx:Number = _onPositionXs[0] - _marus[0].x;
var dy:Number = _onPositionYs[0] - _marus[0].y;
_marus[0].x += dx*0.1;
_marus[0].y += dy*0.1;
var dx2:Number = _onPositionXs[1] - _marus[1].x;
var dy2:Number = _onPositionYs[1] - _marus[1].y;
_marus[1].x += dx2*0.1;
_marus[1].y += dy2*0.1;
var dx3:Number = _onPositionXs[2] - _marus[2].x;
var dy3:Number = _onPositionYs[2] - _marus[2].y;
_marus[2].x += dx3*0.1;
_marus[2].y += dy3*0.1;
var dx4:Number = _onPositionXs[3] - _marus[3].x;
var dy4:Number = _onPositionYs[3] - _marus[3].y;
_marus[3].x += dx4*0.1;
_marus[3].y += dy4*0.1;
var dx5:Number = _onPositionXs[4] - _marus[4].x;
var dy5:Number = _onPositionYs[4] - _marus[4].y;
_marus[4].x += dx5*0.1;
_marus[4].y += dy5*0.1;
}
}
}
