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

ActionScriptアニメーションより練習2(衝突判定)

...
ActionScript3.0アニメーションのP264の練習
package  {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.geom.Rectangle;

        /**
        * ...
        * ActionScript3.0アニメーションのP264の練習
        */
	
	[SWF(width="400", height="400", backgroundColor="0xFFFFFF", frameRate="30")]
	
	public class MultiAngleBounce extends Sprite {
		
		private var ball:Ball;
		private var lines:Array;
		private var numLines:uint = 5;
		private var gravity:Number = 0.3;
		private var bounce:Number = -0.6;
		
		public function MultiAngleBounce() {
			init();
		}
		
		private function init():void {
			//ボールを作成
			ball = new Ball(20);
			addChild(ball);
			ball.x = 100;
			ball.y = 50;
			
			//5本のラインを作成(中心基準で、太さ1px、長さ100px)
			lines = new Array();
			for ( var i:uint = 0; i < numLines; i++) {
				var line:Sprite = new Sprite();
				line.graphics.lineStyle(1);
				line.graphics.moveTo( -50, 0);
				line.graphics.lineTo(50, 0);
				addChild(line);
				lines.push(line);
			}
			//線の配置と回転
			lines[0].x = 100;
			lines[0].y = 100;
			lines[0].rotation = 30;
			lines[1].x = 100;
			lines[1].y = 230;
			lines[1].rotation = 45;
			lines[2].x = 250;
			lines[2].y = 180;
			lines[2].rotation = -30;
			lines[3].x = 150;
			lines[3].y = 330;
			lines[3].rotation = 10;
			lines[4].x = 230;
			lines[4].y = 250;
			lines[4].rotation = -30;
			
			addEventListener(Event.ENTER_FRAME , xEnteFrame);
			
		}
		
		private function xEnteFrame(e:Event):void {
			//通常のモーションコード
			ball.vy += gravity;
			ball.x += ball.vx;
			ball.y += ball.vy;
			
			//ステージ枠での跳ね返り
			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 = 0 + 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 = 0 + ball.radius;
				ball.vy *= bounce;
			}
			
			//各線のチェック
			for (var i:uint = 0; i < numLines; i++) {
				checkLine(lines[i]);
			}
			
		}
		
		private function checkLine(line:Sprite):void{
			//線の境界ボックスの取得
			var bounds:Rectangle = line.getBounds(this);
			
			//ボールのx座標が線の内側に入っていれば
			if (ball.x > bounds.left && ball.x < bounds.right) {
				//角度、サイン、コサインの取得
				var angle:Number = line.rotation * Math.PI / 180;
				var cos:Number = Math.cos(angle);
				var sin:Number = Math.sin(angle);
				
				//線を基準にしたボールの位置を取得
				var x1:Number = ball.x - line.x;
				var y1:Number = ball.y - line.y;
				//座標系(y)の回転
				var y2:Number = cos * y1 - sin * x1;
				//速度(y方向)の回転
				var vy1:Number = cos * ball.vy - sin * ball.vx;
				
				//もし、回転後のボールの最下端のy座標が線の座標よりも下、かつ、最初からボールが線よりも下になかったなら
				if (y2 > -ball.radius && y2 < vy1) {
					//座標系(x)の回転
					var x2:Number = cos * x1 + sin * y1;
					//速度(x方向)の回転
					var vx1:Number = cos * ball.vx + sin * ball.vy;
					
					//線のちょうど上に来るように補正
					y2 = -ball.radius;
					//速度ベクトルを逆転
					vy1 *= bounce;
					
					//もとの座標系に戻す
					x1 = cos * x2 - sin * y2;
					y1 = cos * y2 + sin * x2;
					ball.vx = cos * vx1 - sin * vy1;
					ball.vy = cos * vy1 + sin * vx1;
					ball.x = line.x + x1;
					ball.y = line.y + y1;
				}
			}
		}
	}
}
import flash.display.Shape;

class Ball extends Shape {
	
	public var vx:Number = 0;
	public var vy:Number = 0;
	public var radius:Number;
	
	function Ball(radius:Number = 20) {
		this.radius = radius;
		var color:Number = Math.random() * 0xFFFFFF;
		graphics.beginFill(color);
		graphics.drawCircle(0, 0, radius);
		graphics.endFill();
	}
}