forked from: 歯車くるくる
鉛が詰まったときは、
* 歯車をマウスで動かせば取り出せるかも。
// forked from rsakane's 歯車くるくる
/*
* 鉛が詰まったときは、
* 歯車をマウスで動かせば取り出せるかも。
*/
package
{
import flash.display.MovieClip;
import flash.events.Event;
import com.actionsnippet.qbox.objects.*;
import com.actionsnippet.qbox.*;
public class Main extends MovieClip
{
private var sim:QuickBox2D;
private var pos:Array =
[
[1.0, 1.7, 7.5, 1.0, 3.0, 7, 0.0, 2.5, 10],
[1.9, 6.9, 5.0, 0.4, 2.0, 5, 0.2, 2.7, 10],
[5.85, 5.4, 4.5, 0.83, 1.3, 4, 0.2, 2.7, 10],
[9.9, 10.5, 8.0, 1.4, 2.0, 2, 0.2, 5.4, 70]
];
private var gear:QuickObject;
private var frame:int = 0;
private var balls:Vector.<QuickObject> = new Vector.<QuickObject>();
public function Main()
{
sim = new QuickBox2D(this);
sim.setDefault({fillColor:0x393939, lineAlpha:0, radius:1.5});
for (var i:int = 0; i < pos.length; i++)
{
gear = Shape.createGear(sim, pos[i][0], pos[i][1], pos[i][2], pos[i][3], pos[i][4], pos[i][5], pos[i][6], pos[i][7], pos[i][8]);
}
sim.mouseDrag();
sim.start();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
public function onEnterFrame(event:Event):void
{
if (frame++ % 40 == 0) balls.push(sim.addCircle( { x:Math.random() * 6 + 2, y: -5, radius:0.1, density:1000 } ));
for (var i:int = 0; i < balls.length; i++)
{
if (balls[i].body.GetPosition().y >= 18)
{
balls[i].destroy();
balls.splice(i--, 1);
}
}
}
}
}
import com.actionsnippet.qbox.QuickObject;
import com.actionsnippet.qbox.QuickBox2D;
class Shape
{
public static function createGear(sim:QuickBox2D, x:Number, y:Number, width:int, height:Number, radius:Number, num:int, angle:Number, scale:Number, density:Number):QuickObject
{
var gear:QuickObject = sim.addCircle( { radius:radius } );
var group:Array = [gear];
for (var degree:Number = 0; degree < 180; degree += 180 / num)
{
var rect:QuickObject = sim.addBox( { width:width, height:height, angle:degree * Math.PI / 180, density:density } );
group.push(rect);
}
gear = sim.addGroup( { objects:group } );
gear.x = x
gear.y = y;
gear.angle = angle;
sim.addJoint( { type:"revolute", a:gear.body, b:sim.w.GetGroundBody() } );
return gear;
}
}