Simple physics
package
{
import flash.display.Sprite;
import flash.events.Event;
public class Particles extends Sprite
{
public var stageWidth : int = stage.stageWidth - 8;
public var stageHeight : int = stage.stageHeight - 8;
private var particles : Array = new Array;
private var particles_count : int = 100;
public function Particles()
{
addEventListener( Event.ADDED_TO_STAGE, init );
}
private function init( e : Event ) : void
{
removeEventListener( Event.ADDED_TO_STAGE, init );
for (var i : int = 0; i < particles_count; i++)
{
particles[i] = new Particle;
particles[i].x = Math.random() * stageWidth;
particles[i].y = Math.random() * stageHeight;
particles[i].vx = Math.random() * 20 - 10;
particles[i].vy = Math.random() * 20 - 10;
addChild( particles[i] );
}
addEventListener(Event.ENTER_FRAME, loop);
}
private function loop( e : Event ) : void
{
var distance : Object = {x:0, y:0};
var impact : Object = {x:0, y:0};
var impulse : Object = {x:0, y:0};
var impulseHalf : Object = {x:0, y:0};
var gravity : Object = {x: (mouseX - (stageWidth >> 1)) / stageWidth, y: (mouseY - (stageHeight >> 1)) / stageHeight };
for ( var i : int = 0; i < particles_count; i++)
{
var particle : Particle = particles[i];
for( var j : int = 0; j < particles_count; j++)
{
var particle2 : Particle = particles[j];
if (particle2 == particle)
continue;
distance.x = particle.x - particle2.x;
distance.y = particle.y - particle2.y;
var length : Number = Math.sqrt(distance.x * distance.x + distance.y * distance.y);
if (length < 16)
{
impact.x = particle2.vx - particle.vx; //) * particle.restitution;
impact.y = particle2.vy - particle.vy; //) * particle.restitution;
impulse.x = particle2.x - particle.x;
impulse.y = particle2.y - particle.y;
var mag : Number = Math.sqrt(impulse.x * impulse.x + impulse.y * impulse.y);
if (mag > 0)
{
mag = 1 / mag;
impulse.x *= mag;
impulse.y *= mag;
}
impulseHalf.x = impulse.x * .5;
impulseHalf.y = impulse.y * .5;
particle.x -= impulseHalf.x;
particle.y -= impulseHalf.y;
particle2.x += impulseHalf.x;
particle2.y += impulseHalf.y;
var dot : Number = impact.x * impulse.x + impact.y * impulse.y;
impulse.x *= dot;
impulse.y *= dot;
particle.vx += impulse.x * .9; // * particle.restitution;
particle.vy += impulse.y * .9; // * particle.restitution;
particle2.vx -= impulse.x * .9; //particle.restitution;
particle2.vy -= impulse.y * .9; //particle.restitution;
}
}
particle.x += particle.vx += gravity.x;
particle.y += particle.vy += gravity.y;
if (particle.y < 8 || particle.y > stageHeight)
{
particle.vy *= -.8;
particle.vx *= .98;
}
particle.y = (particle.y < 8) ? 8 : (particle.y > stageHeight) ? stageHeight : particle.y;
if (particle.x < 8 || particle.x > stageWidth)
particle.vx *= -.8;
particle.x = (particle.x < 8) ? 8 : (particle.x > stageWidth) ? stageWidth : particle.x;
}
}
}
}
import flash.display.Sprite;
class Particle extends Sprite
{
public var vx : Number = 0;
public var vy : Number = 0;
public function Particle()
{
graphics.beginFill(0x000000);
graphics.drawCircle(0,0,8);
graphics.endFill();
}
}