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

code on 2009-1-2

code from ActionScript3.0 アニメーション
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by ke_takahashi 14 Dec 2010
// write as3 code here..
// code from ActionScript3.0 アニメーション
package {
  import flash.display.Sprite;
  import flash.events.Event;
  import flash.geom.Rectangle;

  public class MultiAngleBounce extends Sprite {
    private var ball:Ball;
    private var lines:Array;
    private var numLines:uint = 
    private var gravity:Number = 0.3;
    private var bounce:Number = -0.6;

    public function MultiAngleBounce() {
      init();
    }

    private function init():void {
      ball = new Ball(20);
      addChild(ball);
      ball.x = 100;
      ball.y = 50;

      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);
      }

      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, onEnterFrame);
    }

    private function onEnterFrame(event:Event):void {
      ball.vy += gravity;
      ball.x += ball.vx;
      ball.y += ball.vy;

      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 = 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 = ball.radius;
        ball.vy *= bounce;
      }

      for (var i:uint = 0; i < numLines; i++) {
        checkLine(lines[i]);
      }
    }

    private function checkLine(line:Sprite):void {
      var bounds:Rectangle = line.getBounds(this);
      if (ball.x > bounds.left && ball.x < bounds.right) {
        var angle:Number = line.rotation * Math.PI / 180;
        var cos:Number = Math.cos(angle);
        var sin:Number = Math.sin(angle);

        var x1:Number = ball.x - line.x;
        var y1:Number = ball.y - line.y;

        var y2:Number = cos * y1 - sin * x1;
      
        var vy1:Number = cos * ball.vy - sin * ball.vx;

        if (y2 > -ball.height / 2 && y2 < vy1) {
          var x2:Number = cos * x1 + sin * y1;
          var vx1:Number = cos * ball.vx + sin * ball.vy;

          y2 = -ball.height / 2;
          vy1 *= bounce;

          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.Sprite;

class Ball extends Sprite {    
      public var radius:Number;    
      public var color:uint;    
      public var vx:Number = 0;    
      public var vy:Number = 0;    
      
     public function Ball(radius:Number=40, color:uint=0xff0000) {    
        this.radius = radius;    
       this.color = color;    
        init();    
      }       
       
     public function init():void {    
       graphics.beginFill(color);    
       graphics.drawCircle(0,0,radius);    
       graphics.endFill();    
     }       
}