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flash as3实现简单球体物理模拟
时间:2022-06-28 22:16:38 编辑:袖梨 来源:一聚教程网
代码如下 | 复制代码 |
package { import flash.display.Sprite; import flash.events.Event; import flash.geom.Point; import net.hires.debug.Stats; /** * ... * @author lizhi */ [SWF(width = 465, height = 465, backgroundColor = 0xffffff, frameRate = 100)] public class Main extends Sprite { private var g:Point = new Point(0,0.01); private var b:Number = 0.5; private var cf:Number = 0.02; private var w:Number; private var h:Number; private var sb:Ball; private var max:Number = 40; private var numCols:int; private var grid:Array; public function Main():void { w = stage.stageWidth; h = stage.stageHeight; numCols = Math.ceil(h / max); var c:int = 150; var b:Ball; while(c-->0){ var ball:Ball = new Ball(); if (sb) { b.next = ball; b = ball; }else { sb = b = ball; } ball.x = w * Math.random(); ball.y = h * Math.random(); ball.r = 1 + 19 * Math.random(); } sb.r = 20; addEventListener(Event.ENTER_FRAME, update); addChild(new Stats()); } private function update(e:Event):void { grid = []; var b1:Ball = sb; sb.x = mouseX; sb.y = mouseY; while (b1) { var x:int = (b1.x + 0.5) / max; var y:int = (b1.y + 0.5) / max; var v:int = y * numCols + x; if (grid[v]==null) { grid[v] = []; } grid[v].push(b1); b1.c = 0; b1 = b1.next; } for (var k:int = grid.length - 1; k >= 0;k-- ) { var balls:Array = grid[k]; if (balls) { var arr2:Array = grid[k - 1]; if (arr2) { balls = balls.concat(arr2); } arr2 = grid[k - numCols]; if (arr2) { balls = balls.concat(arr2); } arr2 = grid[k - numCols - 1]; if (arr2) { balls = balls.concat(arr2); } arr2 = grid[k - numCols + 1]; if (arr2) { balls = balls.concat(arr2); } for (var i:int = 0; i < balls.length; i++ ) { b1 = balls[i]; b1.fy += g.y; if (b1.x - b1.r < 0) b1.fx += b; if (b1.x + b1.r > w) b1.fx -= b; if (b1.y - b1.r < 0) b1.fy += b; if (b1.y + b1.r > h) b1.fy -= b; for (var j:int = i + 1; j < balls.length; j++ ) { var b2:Ball = balls[j]; var dx:Number = b1.x - b2.x; var dy:Number = b1.y - b2.y; var d:Number = b1.r + b2.r; if (dx * dx + dy * dy < d * d ) { b1.fx += dx *cf; b1.fy += dy *cf; b2.fx -= dx *cf; b2.fy -= dy * cf; b1.c = 0xff0000; b2.c = 0xff0000; } } } } } graphics.clear(); b1 = sb; while (b1) { b1.vx += b1.fx; b1.vy += b1.fy; b1.vx *= 0.95; b1.vy *= 0.95; b1.x += b1.vx; b1.y += b1.vy; b1.fx = 0; b1.fy = 0; graphics.lineStyle(0,b1.c); graphics.drawCircle(b1.x, b1.y, b1.r); b1 = b1.next; } } } } class Ball { public var next:Ball; public var c:uint = 0; public var x:Number = 0; public var y:Number = 0; public var r:Number = 10; public var vx:Number = 0; public var vy:Number = 0; public var fx:Number = 0; public var fy:Number = 0; } |
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