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Dead Code Preservation :: Archived AS3 works from wonderfl.net

衝突

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by takenosin 19 May 2010
/**
 * Copyright takenosin ( http://wonderfl.net/user/takenosin )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/5xqM
 */

// forked from takenosin's 万有引力
// forked from takenosin's パーティクル
package {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.geom.Point;
    
    public class ClassName extends Sprite {
    	
    	private var Particles:Array;
    	private var numParticles:uint = 30;
    	
        public function ClassName() {
            // write as3 code here..          
            Particles = new Array();
            for(var i:uint = 0; i < numParticles; i++){
            	var size:Number = Math.random() * 25 + 5;
            	var Particle:Ball = new Ball(size);
            	Particle.x = Math.random() * stage.stageWidth;
            	Particle.y = Math.random() * stage.stageHeight;
            	Particle.mass = size;
            	addChild(Particle);
            	Particles.push(Particle);
            }
            
            addEventListener(Event.ENTER_FRAME,onEnterFrame);
            
        }
        
        private function onEnterFrame(event:Event):void{
        for(var i:uint = 0; i < numParticles; i++){
        var Particle:Ball = Particles[i];
        	Particle.x += Particle.vx;
        	Particle.y += Particle.vy;
        	}
        	
        	for(i = 0; i < numParticles - 1; i++){
        		var PartA:Ball = Particles[i];
        		for(var j:uint = i + 1; j < numParticles; j++){
        			var PartB:Ball = Particles[j];
        			checkCollision(PartA,PartB);
        			gravitate(PartA,PartB);
        		}
        	}          
        }
        private function gravitate(PartA:Ball,PartB:Ball):void{
        	var dx:Number = PartB.x - PartA.x;
        	var dy:Number = PartB.y - PartA.y;
        	var distSQ:Number = dx * dx + dy * dy;
        	var dist:Number = Math.sqrt(distSQ);
        	var force:Number = PartA.mass * PartB.mass / distSQ;
        	var ax:Number = force * dx / dist;
        	var ay:Number = force * dy / dist;
        	PartA.vx += ax / PartA.mass;
        	PartA.vy += ay / PartA.mass;
        	PartB.vx += ax / PartB.mass;
        	PartB.vy += ay / PartB.mass;
        }
        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){
        	//角度とサイン、コサインの計算
        	var angle:Number = Math.atan2(dy,dx);
        	var sin:Number = Math.sin(angle);
        	var cos:Number = Math.cos(angle);
        	//ball0の位置の回転
        	var x0:Number = 0;
        	var y0:Number = 0;
        	//ball1の位置の回転
        	var x1:Number = dx * cos + dy * sin;
        	var y1:Number = dy * cos - dx * sin;
        	//ball0の速度の回転
        	var vx0:Number = ball0.vx * cos + ball0.vy * sin;
        	var vy0:Number = ball0.vy * cos - ball0.vx * sin;
        	//ball1の速度の回転
        	var vx1:Number = ball1.vx * cos + ball1.vy * sin;
        	var vy1:Number = ball1.vy * cos - ball1.vx * sin;
        	//衝突反応
        	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;
        	//位置の回転
        	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;
        	//実際の画面位置への調整
        	ball1.x = ball0.x + x1Final;
        	ball1.y = ball0.y + y1Final;
        	ball0.x = ball0.x + x0Final;
        	ball0.y = ball0.y + y0Final;
        	//速度の回転
        	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 radius:Number;
	private var color:uint;
	public var vx:Number = 0;
	public var vy:Number = 0;
	public var mass:Number = 1;
	
	public function Ball(radius:Number=40,color:uint=0x66ffff){
		this.radius = radius;
		this.color = color;
		
		graphics.beginFill(color);
		graphics.drawCircle(0,0,radius);
		graphics.endFill();
	}
}