然后回到主场景中,在第一帧输入下面代码:
| 以下为引用的内容: number_of_balls = 6;//可能会引起问题发生的!建议这里最大数为3。我提供的演示有问题了。 speed_limit = 10;//速度的设置。 for (x=1; x<=number_of_balls; x++) { ball = attachMovie("ball", "ball_"+x, _root.getNextHighestDepth(), {_x:Math.random()*400-50, _y:Math.random()*300-50}); ball.collision = 0; ball.mass = 1; ball.xspeed = Math.random()*8-4; ball.yspeed = Math.random()*8-4; ball.onEnterFrame = function() { if (this._x<15) { this._x = 15; this.xspeed *= -1; } else if (this._x>485) { this._x = 485; this.xspeed *= -1; } if (this._y<15) { this._y = 15; this.yspeed *= -1; } else if (this._y>385) { this._y = 385; this.yspeed *= -1; } if (this.xspeed>speed_limit) { this.xspeed = speed_limit; } if (this.xspeed this.xspeed = speed_limit*-1; } if (this.yspeed>speed_limit) { this.yspeed = speed_limit; } if (this.yspeed this.yspeed = speed_limit*-1; } this._x += this.xspeed; this._y += this.yspeed; }; } function manage_bounce(ball, ball2) { dx = ball._x-ball2._x; dy = ball._y-ball2._y; collisionision_angle = Math.atan2(dy, dx); magnitude_1 = Math.sqrt(ball.xspeed*ball.xspeed+ball.yspeed*ball.yspeed); magnitude_2 = Math.sqrt(ball2.xspeed*ball2.xspeed+ball2.yspeed*ball2.yspeed); direction_1 = Math.atan2(ball.yspeed, ball.xspeed); direction_2 = Math.atan2(ball2.yspeed, ball2.xspeed); new_xspeed_1 = magnitude_1*Math.cos(direction_1-collisionision_angle); new_yspeed_1 = magnitude_1*Math.sin(direction_1-collisionision_angle); new_xspeed_2 = magnitude_2*Math.cos(direction_2-collisionision_angle); new_yspeed_2 = magnitude_2*Math.sin(direction_2-collisionision_angle); final_xspeed_1 = ((ball.mass-ball2.mass)*new_xspeed_1+(ball2.mass+ball2.mass)*new_xspeed_2)/(ball.mass+ball2.mass); final_xspeed_2 = ((ball.mass+ball.mass)*new_xspeed_1+(ball2.mass-ball.mass)*new_xspeed_2)/(ball.mass+ball2.mass); final_yspeed_1 = new_yspeed_1; final_yspeed_2 = new_yspeed_2; ball.xspeed = Math.cos(collisionision_angle)*final_xspeed_1+Math.cos(collisionision_angle+Math.PI/2)*final_yspeed_1; ball.yspeed = Math.sin(collisionision_angle)*final_xspeed_1+Math.sin(collisionision_angle+Math.PI/2)*final_yspeed_1; ball2.xspeed = Math.cos(collisionision_angle)*final_xspeed_2+Math.cos(collisionision_angle+Math.PI/2)*final_yspeed_2; ball2.yspeed = Math.sin(collisionision_angle)*final_xspeed_2+Math.sin(collisionision_angle+Math.PI/2)*final_yspeed_2; } _root.onEnterFrame = function() { for (x=1; x for (y=x+1; y<=number_of_balls; y++) { distance_x = Math.abs(_root["ball_"+x]._x-_root["ball_"+y]._x); distance_y = Math.abs(_root["ball_"+x]._y-_root["ball_"+y]._y); distance = Math.sqrt(distance_x*distance_x+distance_y*distance_y); if (distance<=30 && (_root["ball_"+x].collision == 0 or _root["ball_"+y].collision == 0)) { _root["ball_"+x].collision = 1; _root["ball_"+y].collision = 1; manage_bounce(_root["ball_"+x],_root["ball_"+y]); } else if (distance>30) { _root["ball_"+x].collision = 0; _root["ball_"+y].collision = 0; } } } }; |

