RK4 Method
/**
* Copyright fakestar0826 ( http://wonderfl.net/user/fakestar0826 )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/veHt
*/
// forked from fakestar0826's RK2 Method
// forked from fakestar0826's Euler Method
package {
import flash.events.Event;
import flash.utils.Proxy;
import flash.display.Shape;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.geom.Point;
import flash.display.Sprite;
import flash.utils.getTimer;
public class FlashTest extends Sprite {
private var _ball:Sprite;
private var _position:Point;
private var _velocity:Point;
private var _gravity:Number = 32;
private var _bounce:Number = -0.6;
private var _oldTime:int;
private var _pixelsPerFoot:Number = 100;
public function FlashTest() {
// write as3 code here..
//stage.frameRate = 10;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
_ball = new Sprite();
_ball.graphics.beginFill(0xFF0000);
_ball.graphics.drawCircle(0, 0, 20);
_ball.graphics.endFill();
_ball.x = 50;
_ball.y = 50;
addChild(_ball);
_velocity = new Point(10, 0);
_position = new Point(_ball.x / _pixelsPerFoot, _ball.y / _pixelsPerFoot);
_oldTime = getTimer();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void
{
var time:int = getTimer();
var elapsed:Number = (time - _oldTime) / 1000;
_oldTime = time;
var accel1:Point = acceleration(_position, _velocity);
var position2:Point = new Point();
position2.x = _position.x + _velocity.x / 2 * elapsed;
position2.y = _position.y + _velocity.y / 2 * elapsed;
var velocity2:Point = new Point();
velocity2.x = _velocity.x + accel1.x / 2 * elapsed;
velocity2.y = _velocity.y + accel1.y / 2 * elapsed;
var accel2:Point = acceleration(position2, velocity2);
var position3:Point = new Point();
position3.x = _position.x + velocity2.x / 2 * elapsed;
position3.y = _position.y + velocity2.y / 2 * elapsed;
var velocity3:Point = new Point();
velocity3.x = _velocity.x + accel2.x / 2 * elapsed;
velocity3.y = _velocity.y + accel2.y / 2 * elapsed;
var accel3:Point = acceleration(position3, velocity3);
var position4:Point = new Point();
position4.x = _position.x + velocity3.x / 2 * elapsed;
position4.y = _position.y + velocity3.y / 2 * elapsed;
var velocity4:Point = new Point();
velocity4.x = _velocity.x + accel3.x / 2 * elapsed;
velocity4.y = _velocity.y + accel3.y / 2 * elapsed;
var accel4:Point = acceleration(position4, velocity4);
_position.x += (_velocity.x + velocity2.x * 2 + velocity3.x * 2 + velocity4.x) / 6 * elapsed;
_position.y += (_velocity.y + velocity2.y * 2 + velocity3.y * 2 + velocity4.y) / 6 * elapsed;
_velocity.x += (accel1.x + accel2.x * 2 + accel3.x * 2 + accel4.x) / 6 * elapsed;
_velocity.y += (accel1.y + accel2.y * 2 + accel3.x * 2 + accel4.x) / 6 * elapsed;
if(_position.y > (stage.stageHeight - 20) / _pixelsPerFoot)
{
_position.y = (stage.stageHeight - 20) / _pixelsPerFoot;
_velocity.y *= _bounce;
}
if(_position.x > (stage.stageWidth - 20) / _pixelsPerFoot)
{
_position.x = (stage.stageWidth - 20) / _pixelsPerFoot;
_velocity.x *= _bounce;
}
else if(_position.x < 20 / _pixelsPerFoot)
{
_position.x = 20 / _pixelsPerFoot;
_velocity.x *= _bounce;
}
_ball.x = _position.x * _pixelsPerFoot;
_ball.y = _position.y * _pixelsPerFoot;
}
private function acceleration(p:Point, v:Point):Point
{
return new Point(0, _gravity);
}
}
}