Bon, j'ai transformé mes classes Ball et Main...
J'ai commenté les Appels au son si la balle touche les limites comme ça tu peux voir si ça te semble plausible en copiant les classes dans un package com et en déclarant com.Main comme classe de base...
Là je n'ai plus eu de bug.
Ca te semble possible comme approche vu que par la suite je devrai aussi faire des hitTests sur les instances de Ball, récupérer la pseudo rotation et les envoyer "baldinguer" en fonction de leurs "rotations" respectives.
De plus il est maintenant possible de redimensionner le Stage comme on veut...
Les instances vont se replacer dans les limites intérieures.
Je ne sais pas du tout si j'avance dans la bonne direction ou si je reste confus.
A première vue (mais je me goure peut être c'est déjà un peu plus propre) et il me restera à revoir comment calculer l'angle de chaque balle après un hitTest...
Ma classe Main :
Et la Classe Ball :
J'ai commenté les Appels au son si la balle touche les limites comme ça tu peux voir si ça te semble plausible en copiant les classes dans un package com et en déclarant com.Main comme classe de base...
Là je n'ai plus eu de bug.
Ca te semble possible comme approche vu que par la suite je devrai aussi faire des hitTests sur les instances de Ball, récupérer la pseudo rotation et les envoyer "baldinguer" en fonction de leurs "rotations" respectives.
De plus il est maintenant possible de redimensionner le Stage comme on veut...
Les instances vont se replacer dans les limites intérieures.
Je ne sais pas du tout si j'avance dans la bonne direction ou si je reste confus.
A première vue (mais je me goure peut être c'est déjà un peu plus propre) et il me restera à revoir comment calculer l'angle de chaque balle après un hitTest...
Ma classe Main :
Code :
package com
{
import com.display.Ball;
import flash.display.Graphics;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
[SWF(width = "400", height = "300", frameRate = "60", backgroundColor = "#dddddd")]
public class Main extends MovieClip
{
private var b1:Ball;
private var b2:Ball;
private var b3:Ball;
private var b4:Ball;
private var b5:Ball;
private var testClip:Sprite;
private const ANGLE_TOP_LEFT:int=135;
private const ANGLE_BOTTOM_LEFT:int=-135;
private const ANGLE_TOP_RIGHT:int=45;
private const ANGLE_BOTTOM_RIGHT:int=-45;
public function Main()
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
trace("stageSize = " + getStageSize() + ", fps = " + stage.frameRate);
drawlineGuides();
addBalls();
stage.addEventListener(Event.RESIZE,onStageResize);
}
private function addBalls():void{
b1 = new Ball(500/2,250/2,10);
addChild(b1);
b1.color = 0x6666cc;
b1.rota = 135;
b1.drawBall();
b1.move(5);
b2 = new Ball(100,100,10);
addChild(b2);
b2.color = 0xff9900;
b2.rota = -110;
b2.drawBall();
b2.move(4);
b3 = new Ball(50,80,10);
addChild(b3);
b3.color = 0xff0000;
b3.rota = 60;
b3.drawBall();
b3.move(3);
b4 = new Ball(75,20,10);
addChild(b4);
b4.color = 0x00aa00;
b4.rota = 10;
b4.drawBall();
b4.move(4);
b5 = new Ball(125,130,10);
addChild(b5);
b5.color = 0x8457a2;
b5.rota = -45;
b5.drawBall();
b5.move(4);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b1.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b2.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b3.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b4.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b5.pauseResume);
}
private function rotate(e:Event):void{
testClip.rotation = b2.rotation-45;
}
private function getStageSize():Point{
var p:Point= new Point(stage.stageWidth,stage.stageHeight);
return p;
}
private function drawlineGuides():void{
var g:Graphics = this.graphics;
g.clear();
g.lineStyle(1,0x000000,1);
g.moveTo(0,stage.stageHeight/2);
g.lineTo(stage.stageWidth,stage.stageHeight/2);
g.moveTo(stage.stageWidth/2,0);
g.lineTo(stage.stageWidth/2,stage.stageHeight);
}
private function onStageResize(e:Event):void{
drawlineGuides();
}
}
}
Et la Classe Ball :
Code :
package com.display
{
/* this import is optionnal
if you want to run this class without the BongSound instance
comment all lines where the var bSound is called
*/
//import com.media.sound.BongSound;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.media.Sound;
public class Ball extends Sprite
{
private var _radius:int;
private var _rotation:Number;
private var _color:int;
private var _g:Graphics;
private var _g2:Graphics;
private var _speed:Number;
private var speedx:Number;
private var speedy:Number;
public var rota:Number;
private var smallCircle:Sprite;
private var rendered:Boolean = false;
public var paused:Boolean = false;
private const ZERO:uint = 0;
//private var bSound:BongSound;
/**
* Ball(posx:Number,posy:Number,radius:uint)<br/>
* this constructor create an instance of a bouncing ball<br/>
* the posx and posy must be included in the range of the defined stageWidth and stageHeight!<br/>
* Otherwise, the ball will be placed in the stage range.
*/
public function Ball(posx:Number,posy:Number,radius:uint)
{
//bSound = new BongSound();
smallCircle = new Sprite();
this.addChild(smallCircle);
this._radius = radius;
this.x = posx;
this.y = posy;
_g = this.graphics;
_g2 = smallCircle.graphics;
}
private function checkStageSize():void{
if(this.x + radius + speedx >= this.stage.stageWidth){
this.x = this.stage.stageWidth - this.width;
}
if(this.y + radius + speedy >= this.stage.stageHeight){
this.y = this.stage.stageHeight - this.height;
}
if(this.x - radius + speedx <= ZERO){
this.x = this.width;
}
if(this.y - radius + speedy <= ZERO){
this.y = this.height;
}
}
public function get speed():Number
{
return _speed;
}
public function set speed(value:Number):void
{
_speed = value;
}
public function get color():int
{
return _color;
}
public function set color(value:int):void
{
_color = value;
}
public function get radius():int
{
return _radius;
}
public function set radius(value:int):void
{
_radius = value;
}
/**
* drawBall()<br/>
* this function draws the main Ball Object
*/
public function drawBall():void
{
_g.clear();
_g.lineStyle(1,0x666666,1);
_g.beginFill(_color,1);
_g.drawCircle(0,0,this._radius);
_g.endFill();
_g.lineStyle(1,0x666666,1);
_g.beginFill(0xffffff,1);
_g.endFill();
}
/**
* drawPoint()<br/>
* this function draws the Point Object wich is placed in the direction/rotation of the main Ball instance.
*/
public function drawPoint():void{
_g2.clear();
_g2.lineStyle(1,0x666666,1);
_g2.beginFill(0xffffff,1);
_g2.drawCircle(ZERO, ZERO, this._radius/2);
smallCircle.x = Math.sin(deg2rad(rota+90))*this.radius/2;
smallCircle.y = Math.cos(deg2rad(rota+90))*this.radius/2;
_g2.endFill();
}
/**
* move(speed:Number):void<br/>
* this function set the speed and makes the Ball move.<br/>
* The displace function is called when an ENTER_FRAME event is triggered.
*/
public function move(speed:Number):void{
this.speed = speed;
this.addEventListener(Event.ENTER_FRAME,displace);
}
/**
* getRota():Number<br/>
* this function returns the rotation of the Ball instance.<br/>
* the rotation is returned in degrees.
*/
public function getRota():Number{
return rad2deg(Math.atan2(speedy,speedx));
}
/**
* pauseResume(e:MouseEvent):void
* Pause or resume movement.
*/
public function pauseResume(e:MouseEvent):void{
switch(paused){
case false:
this.removeEventListener(Event.ENTER_FRAME,displace);
paused = true;
break;
case true:
this.addEventListener(Event.ENTER_FRAME,displace);
paused = false;
break;
}
}
/**
* checkBounds():void<br/>
* <p>
* this function plays a Sound when the Ball instance hit the bounds.<br/>
* the rota variable is updated (even if the rotation of the Ball instance don't change).<br/>
* If the stage is resized, a call to checkStageSize() set the positions x & y in the bounds of the Stage.
* </p>
* @see checkStageSize()
*/
private function checkBounds():void{
if(this.x + radius + speedx >= this.stage.stageWidth){
//bSound.play();
rota = rad2deg(Math.atan2(-speedy,-speedx));
}
if(this.y + radius + speedy >= this.stage.stageHeight){
//bSound.play();
rota = rad2deg(Math.atan2(speedy,speedx));
}
if(this.x - radius + speedx <= ZERO){
//bSound.play();
rota = rad2deg(Math.atan2(-speedy,-speedx));
}
if(this.y - radius + speedy <= ZERO){
//bSound.play();
rota = rad2deg(Math.atan2(speedy,speedx));
}
checkStageSize();
}
/**
* <p>
* displace(e:Event):void
* displace the ball and calls drawPoint to place the sub-Sprite depending of the "rotation" of the Ball instance.</p>
* @see #drawPoint()
* @see #checkBounds()
*/
private function displace(e:Event):void{
checkBounds();
speedx = Math.sin(deg2rad(rota+90))*speed;
speedy = Math.cos(deg2rad(rota+90))*speed;
this.x += speedx;
this.y += speedy;
drawPoint();
}
public function deg2rad(value:Number):Number{
return value/180*Math.PI;
}
public function rad2deg(value:Number):Number{
return value*180/Math.PI;
}
}
}