Reputation: 233
package {
import flash.display.Sprite;
import flash.geom.Point;
import flash.events.Event;
public class Game2 extends Sprite {
var balls:Array;
var radius:Number = 50;
var centerX:Number = stage.stageWidth / 2;
var centerY:Number = stage.stageHeight / 2;
var i:int = 0;
var angle:Number = 0.1;
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
public function Game2() {
init();
}
function init():void
{
balls = new Array();
for(i = 0; i < 8; i++)
{
var ball:Ball = new Ball(10, 0x00FF00);
var xposition = centerX + Math.cos(i / 8 * Math.PI * 2) * radius;
var yposition = centerY + Math.sin(i / 8 * Math.PI * 2) * radius;
ball.x = xposition;
ball.y = yposition;
addChild(ball);
balls.push(ball);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
function onEnterFrame(e:Event):void
{
for(i = 0; i < balls.length; i++)
{
var ball:Ball = balls[i];
var x1:Number = ball.x - stage.stageWidth / 2;
var y1:Number = ball.y - stage.stageHeight / 2;
var x2:Number = cos * x1 - sin * y1;
var y2:Number = cos * y1 + sin * x1;
ball.x = stage.stageWidth / 2 + x2;
ball.y = stage.stageHeight / 2 + y2;
}
}
}
}
Can someone explain the work of this formula?:
var x2:Number = cos * x1 - sin * y1;
var y2:Number = cos * y1 + sin * x1;
i just can't figure it out, if we edit it like this:
var x2:Number = x1 - y1;
var y2:Number = x1 + y1;
all the balls are moving so fast and get out of screen bounds, and also why if we change it like this:
var x2:Number = cos * x1 - sin * y1;
var y2:Number = cos * y1 + sin * x1;
or
var x2:Number = cos * x1 - sin * y1;
var y2:Number = cos * y1 + sin * x1;
it will work equal, as far as i understanded is that here happens some kind of simetry, if we are on the left or right sides the velocity x == 0 and y is at the maximum velocity of its position the y slows down each time he get closer to the top or bottom, if we are on the top or bottom the velocity y == 0 and x is at maximum speed of his position then also slows down each time he gets closer to the right or left sides, i traced it, but i can't understand why we have to multiply it by cos and sin, i've traced this moments but still can't figure it out, can anyone explain this moment?
Upvotes: 0
Views: 264
Reputation: 7521
The two formulas represent a rotation matrix multiplied with a vector.
Upvotes: 2