【AS3代码】模仿现实世界中(地球重力)的甩球游戏
package
{
import com.ui.Ball;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
public class Main extends Sprite
{
private var ball:Ball;
private var vx:Number; //x轴运动向量
private var vy:Number; //y轴运动向量
private var bounce:Number = -0.7; //弹力
private var gravity:Number = 2.5; //地球重力
private var oldX :Number;
private var oldY:Number;
public function Main():void
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
ball = new Ball();
ball.x = stage.stageWidth / 2;
ball.y = stage.stageHeight / 2;
vx = Math.random() * 10 - 5;
vy = -10;
this.addChild(ball);
ball.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
vy += gravity; //重力+到Y轴上
ball.x += vx; //x运动向量+到x轴上
ball.y += vy;
var left:Number = 0;
var right:Number = stage.stageWidth;
var top:Number = 0;
var bottom:Number = stage.stageHeight;
if(ball.x + ball.width / 2 > right)
{
ball.x = right - ball.width / 2;
vx *= bounce; //反弹回来
}
else if(ball.x - ball.width / 2 < left)
{
ball.x = left + ball.width / 2;
vx *= bounce;
}
if(ball.y + ball.height / 2 > bottom)
{
ball.y = bottom - ball.height / 2;
vy *= bounce; //反弹回来
}
else if(ball.y - ball.height / 2 < top)
{
ball.y = top + ball.height / 2;
vx *= bounce;
}
}
private function onMouseDown(event:MouseEvent):void
{
oldX = ball.x;
oldY = ball.y;
vx = 0;
vy = 0;
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
ball.startDrag();
stage.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(Event.ENTER_FRAME, trackVelocity);
}
private function onMouseUp(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
ball.stopDrag();
stage.removeEventListener(Event.ENTER_FRAME, trackVelocity);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function trackVelocity(event:Event):void
{
vx = ball.x - oldX;
vy = ball.y - oldY;
oldX = ball.x;
oldY = ball.y;
}
}
}
{
import com.ui.Ball;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
public class Main extends Sprite
{
private var ball:Ball;
private var vx:Number; //x轴运动向量
private var vy:Number; //y轴运动向量
private var bounce:Number = -0.7; //弹力
private var gravity:Number = 2.5; //地球重力
private var oldX :Number;
private var oldY:Number;
public function Main():void
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
ball = new Ball();
ball.x = stage.stageWidth / 2;
ball.y = stage.stageHeight / 2;
vx = Math.random() * 10 - 5;
vy = -10;
this.addChild(ball);
ball.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
vy += gravity; //重力+到Y轴上
ball.x += vx; //x运动向量+到x轴上
ball.y += vy;
var left:Number = 0;
var right:Number = stage.stageWidth;
var top:Number = 0;
var bottom:Number = stage.stageHeight;
if(ball.x + ball.width / 2 > right)
{
ball.x = right - ball.width / 2;
vx *= bounce; //反弹回来
}
else if(ball.x - ball.width / 2 < left)
{
ball.x = left + ball.width / 2;
vx *= bounce;
}
if(ball.y + ball.height / 2 > bottom)
{
ball.y = bottom - ball.height / 2;
vy *= bounce; //反弹回来
}
else if(ball.y - ball.height / 2 < top)
{
ball.y = top + ball.height / 2;
vx *= bounce;
}
}
private function onMouseDown(event:MouseEvent):void
{
oldX = ball.x;
oldY = ball.y;
vx = 0;
vy = 0;
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
ball.startDrag();
stage.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(Event.ENTER_FRAME, trackVelocity);
}
private function onMouseUp(event:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
ball.stopDrag();
stage.removeEventListener(Event.ENTER_FRAME, trackVelocity);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function trackVelocity(event:Event):void
{
vx = ball.x - oldX;
vy = ball.y - oldY;
oldX = ball.x;
oldY = ball.y;
}
}
}