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forked from: ActionScriptアニメーションより練習2(衝突判定)

// forked from sakusan393's ActionScriptアニメーションより練習2(衝突判定)
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();
    }
}