진자의 플래시 소스가 있습니다. Flex에서 사용하고 싶습니다. 소스 코드에서 이미지 (hand.png 및 pend.png)의 무비 클립 (ball0_mc 및 ball2_mc)을 대체합니다. 그러나 마지막 응용 프로그램에서 다른 종류의 물리 현상을 얻습니다. 움직임이 느려지고 로프가 이미지에서 벗어납니다.Flex 4.5에 AS2 코드 적용
누구든지이 특정 예에서 내가 잘못한 것을 조언 할 수 있습니까?
AS2 소스 : 플렉스에서
function lines(Void)
{
_root.createEmptyMovieClip("lines", _root.getNextHighestDepth());
with (lines)
{
clear();
lineStyle(1, 0);
_root.moveTo(ball0_mc._x, ball0_mc._y);
_root.lineTo(ball2_mc._x, ball2_mc._y);
}
return undefined;
}
function verlet(ball)
{
var __reg3 = ball.mc._x;
var __reg2 = ball.mc._y;
ball.mc._x = ball.mc._x + (ball.mc._x - ball.oldx);
ball.mc._y = ball.mc._y + (ball.mc._y - ball.oldy);
ball.mc._y = ball.mc._y + grav * dt * dt;
ball.oldx = __reg3
ball.oldy = __reg2
}
function constraints(ball0, ball1)
{
var __reg7 = new flash.geom.Point(ball0.mc._x, ball0.mc._y);
var __reg6 = new flash.geom.Point(ball1.mc._x, ball1.mc._y);
var __reg1 = __reg6.subtract(__reg7);
var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
var __reg4 = (__reg5 - restlength)/__reg5 * (ball0.mass * 1 + ball1.mass * 1);
ball0.mc._x = ball0.mc._x + ball0.mass * 1 * __reg1.x * __reg4;
ball0.mc._y = ball0.mc._y + ball0.mass * 1 * __reg1.y * __reg4;
ball1.mc._x = ball1.mc._x - ball1.mass * 1 * __reg1.x * __reg4;
ball1.mc._y = ball1.mc._y - ball1.mass * 1 * __reg1.y * __reg4;
return undefined;
}
var t = 0;
var ct = 0;
var dt = 0;
var particles = new Array();
var ball = new Object();
ball.oldx = ball0_mc._x;
ball.oldy = ball0_mc._y;
ball.mc = ball0_mc;
ball.mass = 0.2;
particles.push(ball);
var ball = new Object();
ball.oldx = ball2_mc._x;
ball.oldy = ball2_mc._y;
ball.mc = ball2_mc;
ball.mass =0.2;
particles.push(ball);
var grav = 0.5;
var restlength = 120;
_root.onEnterFrame = function (Void)
{
++t;
dt = t - ct;
ct = t;
var __reg1 = 1;
while (__reg1 < particles.length)
{
var __reg2 = particles[__reg1];
verlet(__reg2);
++__reg1;
}
constraints(particles[0], particles[1]);
particles[0].mc._x = _xmouse;
particles[0].mc._y = _ymouse;
lines();
return undefined;
}
;
결과 :
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx"
width="760" height="760" minWidth="760" minHeight="760"
creationComplete="application1_creationCompleteHandler(event)">
<fx:Script>
<![CDATA[
import mx.core.IVisualElement;
import mx.events.FlexEvent;
private var t = 0;
private var ct = 0;
private var dt = 0;
private var particles:Array = new Array();
private var grav = 0.5;
private var restlength = 120;
private var mass = 0.2;
protected function application1_creationCompleteHandler(event:FlexEvent):void
{
rope.xFrom = hand.x+30;
rope.yFrom = hand.y+50;
rope.xTo = pend.x + 10;
rope.yTo = pend.y;
addEventListener(MouseEvent.MOUSE_MOVE, startDragging);
var ball = new Object();
ball.oldx = hand.x;
ball.oldy = hand.y;
ball.mc = hand;
ball.mass = 0.2;
particles.push(ball);
var ball = new Object();
ball.oldx = pend.x;
ball.oldy = pend.y;
ball.mc = pend;
ball.mass =0.2;
particles.push(ball);
//constraints(particles[1], particles[2]);
}
protected function verlet(ball):void
{
var __reg3 = ball.mc.x;
var __reg2 = ball.mc.y;
ball.mc.x = ball.mc.x + (ball.mc.x - ball.oldx);
ball.mc.y = ball.mc.y + (ball.mc.y - ball.oldy);
ball.mc.y = ball.mc.y + grav * dt * dt;
ball.oldx = __reg3
ball.oldy = __reg2
}
protected function constraints(ball0, ball1):void
{
var __reg7 = new flash.geom.Point(ball0.mc.x, ball0.mc.y);
var __reg6 = new flash.geom.Point(ball1.mc.x, ball1.mc.y);
var __reg1 = __reg6.subtract(__reg7);
var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
var __reg4 = (__reg5 - restlength)/__reg5 * (ball0.mass * 1 + ball1.mass * 1);
ball0.mc.x = ball0.mc.x + ball0.mass * 1 * __reg1.x * __reg4;
ball0.mc.y = ball0.mc.y + ball0.mass * 1 * __reg1.y * __reg4;
ball1.mc.x = ball1.mc.x - ball1.mass * 1 * __reg1.x * __reg4;
ball1.mc.y = ball1.mc.y - ball1.mass * 1 * __reg1.y * __reg4;
}
protected function startDragging(event:MouseEvent):void
{
hand.x = this.mouseX;
hand.y = this.mouseY;
rope.xFrom = hand.x+30;
rope.yFrom = hand.y+50;
rope.xTo = pend.x + 10;
rope.yTo = pend.y;
++t;
dt = t - ct;
ct = t;
var __reg1 = 1;
while (__reg1 < particles.length)
{
var __reg2 = particles[__reg1];
verlet(__reg2);
++__reg1;
}
constraints(particles[0], particles[1]);
}
]]>
</fx:Script>
<s:Line id="rope">
<s:stroke>
<s:SolidColorStroke color="black" weight="1.2"/>
</s:stroke>
</s:Line>
<s:Image id="hand" x="365" y="76" smooth="true" source="@Embed('images/hand.png')"/>
<s:Image id="pend" x="410" y="392" smooth="true" source="@Embed('images/pend.png')"/>
</s:Application>