forked from: flash on 2011-2-24

by fakestar0826 forked from flash on 2011-2-24 (diff: 113)
♥0 | Line 115 | Modified 2011-02-28 01:39:08 | MIT License
play

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/uHsu
 */

// forked from fakestar0826's flash on 2011-2-24
package {
    import flash.events.Event;
    import flash.display.Sprite;
    public class FlashTest extends Sprite 
    {
        private var ball0:Ball;
        private var ball1:Ball;
        private var bounce:Number = -1.0;
        
        public function FlashTest() 
        {
            // write as3 code here..
            ball0 = new Ball(40, 0xFF0000);
            ball0.mass = 2;
            ball0.x = 300;
            ball0.y = 300;
            ball0.vx = Math.random() * 10 - 5;
            ball0.vy = Math.random() * 10 - 5;
            addChild(ball0);
            
            ball1 = new Ball(60, 0x00FF00);
            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(e: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: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:Ball, ball1: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)
            {
                var angle:Number = Math.atan2(dy, dx);
                var sin:Number = Math.sin(angle);
                var cos:Number = Math.cos(angle);
                
                var x0:Number = 0;
                var y0:Number = 0;
                
                var x1:Number = dx * cos + dy * sin;
                var y1:Number = dy * cos - dx * sin;
                
                var vx0:Number = ball0.vx * cos + ball0.vy * sin;
                var vy0:Number = ball0.vy * cos - ball0.vx * sin;
                
                var vx1:Number = ball1.vx * cos + ball1.vy * sin;
                var vy1:Number = ball1.vy * cos - ball1.vx * sin;
                
                var vxTotal:Number = vx0 - vx1;
                vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) / (ball0.mass + ball1.mass);
                vx1 = vxTotal + vx0;
                x0 += vx0;
                x1 += vx1;
                
                var x0Final:Number = x0 * cos - y0 * sin;
                var y0Final:Number = y0 * cos + x0 * sin;
                var x1Final:Number = x1 * cos - y1 * sin;
                var y1Final:Number = y1 * cos + x1 * sin;
                
                ball1.x = ball0.x + x1Final;
                ball1.y = ball0.y + y1Final;
                ball0.x = ball0.x + x0Final;
                ball0.y = ball0.y + y0Final;
                
                ball0.vx = vx0 * cos - vy0 * sin;
                ball0.vy = vy0 * cos + vx0 * sin;
                ball1.vx = vx1 * cos - vy1 * sin;
                ball1.vy = vy1 * cos + vx1 * sin;
            }

        }

    }
}
import flash.display.Sprite;

class Ball extends Sprite
{
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var mass:Number = 1;
    public var radius:Number = 30
    public var color:uint = 0xFF0000;
    
    public function Ball(r:Number = 10, c:uint = 0xFF0000)
    {
        radius = r;
        color = c;
        
        graphics.beginFill(c);
        graphics.drawCircle(0, 0, r);
        graphics.endFill();
    }

}

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