弹簧连接多个物体(目标偏移)

弹簧连接多个物体(目标偏移)
package 
{
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.Graphics;

/**
* ...弹簧连接多个物体(目标偏移)
* @author zkl
* 来自:Action Script3.0 Animation
*/
public class DoubleSpring extends Sprite
{
private var ball0:Ball;
private var ball1:Ball;
private var ball2:Ball;
private var ball0Draging:Boolean = false;
private var ball1Draging:Boolean = false;
private var ball2Draging:Boolean = false;

private var spring:Number = 0.1;
//private var vx:Number = 0;
//private var vy:Number = 0;
private var friction:Number = 0.95;
private var springLength:Number = 100;

public function DoubleSpring():void
{
init();
}

private function init():void
{
ball0 = new Ball(20);
addChild(ball0);
ball0.x = Math.random() * stage.stageWidth;
ball0.y = Math.random() * stage.stageHeight;
ball0.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);

ball1 = new Ball(20);
addChild(ball1);
ball1.x = Math.random() * stage.stageWidth;
ball1.y = Math.random() * stage.stageHeight;
ball1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);

ball2 = new Ball(20);
addChild(ball2);
ball2.x = Math.random() * stage.stageWidth;
ball2.y = Math.random() * stage.stageHeight;
ball2.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);

addEventListener(Event.ENTER_FRAME, EnterFrame);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
}

private function EnterFrame(e:Event):void
{
if (!ball0Draging) {
springTo(ball0, ball1);
springTo(ball0, ball2);
}
if (!ball1Draging) {
springTo(ball1, ball0);
springTo(ball1, ball2);
}
if (!ball2Draging) {
springTo(ball2, ball0);
springTo(ball2, ball1);
}
graphics.clear();
graphics.lineStyle(1);
graphics.moveTo(ball0.x, ball0.y);
graphics.lineTo(ball1.x, ball1.y);
graphics.lineTo(ball2.x, ball2.y);
}

private function springTo(ballA:Ball,ballB:Ball):void
{
var dx:Number = ballB.x - ballA.x;
var dy:Number = ballB.y - ballA.y;
var angle:Number = Math.atan2(dy, dx);
var targetX:Number = ballB.x + Math.cos(angle) * springLength;
var targetY:Number = ballB.y + Math.sin(angle) * springLength;
ballA.vx += (targetX - ballA.x) * spring;
ballA.vy += (targetY - ballA.y) * spring;
ballA.vx *= friction;
ballA.vy *= friction;
ballA.x += ballA.vx;
ballA.y += ballA.vy;

}

private function mouseDown(e:MouseEvent):void
{
e.target.startDrag();
if (e.target == ball0) {
ball0Draging = true;
}
if (e.target == ball1) {
ball1Draging = true;
}
if (e.target == ball2) {
ball2Draging = true;
}
}
private function mouseUp(e:MouseEvent):void
{
ball0.stopDrag();
ball1.stopDrag();
ball2.stopDrag();
ball0Draging = false;
ball1Draging = false;
ball2Draging = false;
}

}

}
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