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untitled ActionScript Code
Posted by: Gabor | December 26, 2009 @ 1:18pm
ActionScript Code
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var G:Number = 100; function calcAcceleration(dot0:MovieClip, dot1:MovieClip):Point { var r:Point = new Point(dot1.x - dot0.x, dot1.y - dot0.y); /*if (r.length < 14.5) return new Point(0, 0);*/ var rSqr:Number = Math.pow(r.length, 2); r.normalize(G * dot1.m / rSqr); return r; } function normalizePositionVelocity(dot:MovieClip):void { /*if (dot.x > 550) dot.v.x = -Math.abs(dot.v.x); if (dot.x < 0) dot.v.x = Math.abs(dot.v.x); if (dot.y > 400) dot.v.y = -Math.abs(dot.v.y); if (dot.y < 0) dot.v.y = Math.abs(dot.v.y);*/ } function calcKineticEnergy(dot:MovieClip):Number { return dot.m * Math.pow(dot.v.length, 2) / 2; } function calcPotentialEnergy(dot0:MovieClip, dot1:MovieClip):Number { var r:Point = new Point(dot1.x - dot0.x, dot1.y - dot0.y); return -G * dot0.m * dot1.m / r.length; } addEventListener(Event.ENTER_FRAME, enterFrame) function enterFrame(event:Event):void { dot0.v = dot0.v.add(calcAcceleration(dot0, dot1)); dot0.v = dot0.v.add(calcAcceleration(dot0, dot2)); dot0.v = dot0.v.add(calcAcceleration(dot0, dot3)); normalizePositionVelocity(dot0); dot1.v = dot1.v.add(calcAcceleration(dot1, dot0)); dot1.v = dot1.v.add(calcAcceleration(dot1, dot2)); dot1.v = dot1.v.add(calcAcceleration(dot1, dot3)); normalizePositionVelocity(dot1); dot2.v = dot2.v.add(calcAcceleration(dot2, dot0)); dot2.v = dot2.v.add(calcAcceleration(dot2, dot1)); dot2.v = dot2.v.add(calcAcceleration(dot2, dot3)); normalizePositionVelocity(dot2); dot3.v = dot3.v.add(calcAcceleration(dot3, dot0)); dot3.v = dot3.v.add(calcAcceleration(dot3, dot1)); dot3.v = dot3.v.add(calcAcceleration(dot3, dot2)); normalizePositionVelocity(dot3); dot0.x += dot0.v.x; dot0.y += dot0.v.y; dot1.x += dot1.v.x; dot1.y += dot1.v.y; dot2.x += dot2.v.x; dot2.y += dot2.v.y; dot3.x += dot3.v.x; dot3.y += dot3.v.y; empty.graphics.lineStyle(1, 0x333333); empty.graphics.lineTo(dot0.x, dot0.y); var kineticEnergy = calcKineticEnergy(dot0) + calcKineticEnergy(dot1) + calcKineticEnergy(dot2) + calcKineticEnergy(dot3); var potentialEnergy = calcPotentialEnergy(dot0, dot1) + calcPotentialEnergy(dot0, dot2) + calcPotentialEnergy(dot0, dot3) + calcPotentialEnergy(dot1, dot2) + calcPotentialEnergy(dot1, dot3) + calcPotentialEnergy(dot2, dot3); kinE.text = new String(kineticEnergy); potE.text = new String(potentialEnergy); e.text = new String(kineticEnergy + potentialEnergy); }
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48 Votes
http://codebin.yi.org/439
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