Euler Method
♥0 |
Line 66 |
Modified 2011-01-11 01:02:15 |
MIT License
archived:2017-03-20 07:46:17
ActionScript3 source code
/**
* Copyright fakestar0826 ( http://wonderfl.net/user/fakestar0826 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/kBHw
*/
package {
import flash.events.Event;
import flash.utils.Proxy;
import flash.display.Shape;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.geom.Point;
import flash.display.Sprite;
import flash.utils.getTimer;
public class FlashTest extends Sprite {
private var _ball:Sprite;
private var _position:Point;
private var _velocity:Point;
private var _gravity:Number = 32;
private var _bounce:Number = -0.6;
private var _oldTime:int;
private var _pixelsPerFoot:Number = 100;
public function FlashTest() {
// write as3 code here..
//stage.frameRate = 10;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
_ball = new Sprite();
_ball.graphics.beginFill(0xFF0000);
_ball.graphics.drawCircle(0, 0, 20);
_ball.graphics.endFill();
_ball.x = 50;
_ball.y = 50;
addChild(_ball);
_velocity = new Point(10, 0);
_position = new Point(_ball.x / _pixelsPerFoot, _ball.y / _pixelsPerFoot);
_oldTime = getTimer();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void
{
var time:int = getTimer();
var elapsed:Number = (time - _oldTime) / 1000;
_oldTime = time;
var accel:Point = acceleration(_position, _velocity);
_position.x += _velocity.x * elapsed;
_position.y += _velocity.y * elapsed;
_velocity.x += accel.x * elapsed;
_velocity.y += accel.y * elapsed;
if(_position.y > (stage.stageHeight - 20) / _pixelsPerFoot)
{
_position.y = (stage.stageHeight - 20) / _pixelsPerFoot;
_velocity.y *= _bounce;
}
if(_position.x > (stage.stageWidth - 20) / _pixelsPerFoot)
{
_position.x = (stage.stageWidth - 20) / _pixelsPerFoot;
_velocity.x *= _bounce;
}
else if(_position.x < 20 / _pixelsPerFoot)
{
_position.x = 20 / _pixelsPerFoot;
_velocity.x *= _bounce;
}
_ball.x = _position.x * _pixelsPerFoot;
_ball.y = _position.y * _pixelsPerFoot;
}
private function acceleration(p:Point, v:Point):Point
{
return new Point(0, _gravity);
}
}
}