import flash.display.Sprite;
import flash.events.Event;
public class Spring extends Sprite {
private var ball:Ball ;
private var spring:Number = 0.1;//弹性系数
private var gravity:Number = 5;
private var friction:Number = 0.95;//摩擦力系数
private var vx:Number = 0;
private var vy:Number = 0;
public function Spring () {
init();
}
private function init():void
{
ball = new Ball();
addChild(ball);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void
{
var dx:Number = mouseX - ball.x ;
var dy:Number = mouseY - ball.y ;
var ax:Number = dx * spring;
var ay:Number = dy * spring;
vx += ax ;
vy += ay ;
vy += gravity ;
vx *= friction;
vy *= friction;
ball.x += vx ;
ball.y += vy ;
graphics.clear();
graphics.lineStyle(1);
graphics.moveTo(mouseX, mouseY);
graphics.lineTo(ball.x, ball.y);
}
}
}
、、making things move P164
----------------------拓展:弹性链
package {
import flash.display.Sprite;
import flash.events.Event;
public class Spring extends Sprite {
private var ballnumbers:int=10 ;
private var spring:Number = 0.1;//弹性系数
private var gravity:Number = 5;
private var friction:Number = 0.8;//摩擦力系数
private var arr:Array ;
public function Spring () {
init();
}
private function init():void
{
arr = new Array();
for (var i:int = 0; i < ballnumbers; i++ ) {
var ball:Ball = new Ball(10);
addChild(ball);
arr.push(ball);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void {
graphics.clear();
graphics.lineStyle(1);
graphics.moveTo(mouseX, mouseY);
moveBall( mouseX, mouseY,arr[0]);
graphics.lineTo(arr[0].x, arr[0].y);
for (var i:int = 1; i < ballnumbers; i++ ) {
var ballA:Ball = arr[i-1];
var ballB:Ball = arr[i];
moveBall( ballA.x, ballA.y,ballB);
}
}
private function moveBall(targetX:Number,targetY:Number,ball:Ball):void
{
var dx:Number = targetX - ball.x;
var dy:Number = targetY - ball.y ;
var ax:Number = dx * spring;
var ay:Number = dy * spring;
ball.vx += ax ;
ball.vy += ay ;
ball.vy += gravity ;
ball.vx *= friction;
ball.vy *= friction;
ball.x += ball.vx;
ball.y += ball.vy;
graphics.lineTo(ball.x, ball.y);
}
}
}
//修改了函数的参数部分,我认为这样更好理解,都是以前面的球作为主导,前的坐标减去后的坐标,参数也可以提供两个球,在enter中把第一个球的坐标设置成mouseX mouseY,原参数是考虑到第一个 鼠标的坐标。为了一个改变剩余的全部。
---------------拓展二 多目标弹性
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class Spring extends Sprite {
private var ball:Ball;
private var arr:Array;
private var friction:Number = 0.8;
private var spring:Number = 0.1;
private var balls:Number = 3;
public function Spring () {
init();
}
private function init():void
{
ball = new Ball(20);
addChild(ball);
arr = new Array();
for (var i:int = 0; i < balls; i++ ) {
var handle:Ball = new Ball(10, 0x0000ff);
handle.x = Math.random() * stage.stageWidth;
handle.y = Math.random() * stage.stageHeight;
handle.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
addChild(handle);
arr.push(handle);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
addEventListener(MouseEvent.MOUSE_UP, onRelease);
}
private function onRelease(e:MouseEvent):void
{
stopDrag();
}
private function onDrag(e:MouseEvent):void
{
e.target.startDrag();
}
private function onEnterFrame(e:Event):void {
for (var i:int = 0; i < balls ; i++ ) {
var handle:Ball = arr[i] as Ball;
var dx:Number = handle.x - ball.x;
var dy:Number = handle.y - ball.y ;
ball.vx += dx * spring;
ball.vy += dy * spring;
}
ball.vx *= friction;
ball.vy *= friction;
ball.x += ball.vx;
ball.y += ball.vy;
graphics.clear();
graphics.lineStyle(1);
for (var j:int = 0 ; j < balls ; j ++ ) {
graphics.moveTo(ball.x, ball.y );
graphics.lineTo(arr[j].x, arr[j].y);
}
}
}
}