All the tutorials for using beginBitmapFill seem to center around dynamically drawing an object. Is it possible to simply apply a bitmap fill to an existing shape that's inside a movieclip? I know I can do this manually by selecting the shape and selecting a bitmap in the Color panel.. but is it possible to do it with code? This is what I'm trying and it's not giving errors, but it's also not working:
grl.tops.shapes.graphics.beginBitmapFill(new cubepattern(), null, true, false);
As others have commented, you can use readGraphicsData and drawGraphicsData respectively. It's even not over-complicated. Simply loop through the IGraphicsData of your desired shape, stop as soon as you've found an instance of the GraphicsBitmapFill class, create a new instance with another BitmapFill and finally apply the changes to the original shape.
Well, a picture is worth a thousand words.
Here's an example. This might seem a bit long but there's just a whole lot of code to prepare a shape and load images to be used as bitmap fills.
Set your eyes on the process() function.
package
{
import flash.display.Sprite;
import flash.display.Shape;
import flash.display.Graphics;
import flash.display.Loader
import flash.display.LoaderInfo;
import flash.display.IGraphicsData;
import flash.display.GraphicsBitmapFill;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
import flash.net.URLRequest;
import flash.utils.getQualifiedClassName;
public class Main extends Sprite
{
private var bitmapData1:BitmapData;
private var bitmapData2:BitmapData;
private var masterSprite:Sprite = new Sprite();
private var texturesLoaded:int = 0;
private var loader:Loader = new Loader();
public function Main():void
{
if (stage)
init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.load(new URLRequest("textureA.jpg"));
addChild(masterSprite);
masterSprite.x = masterSprite.y = 200;
}
private function onComplete(event:Event):void
{
switch (texturesLoaded)
{
case 0:
bitmapData1 = Bitmap(LoaderInfo(event.target).content).bitmapData;
loader.load(new URLRequest("textureB.jpg"));
break;
case 1:
bitmapData2 = Bitmap(LoaderInfo(event.target).content).bitmapData;
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onComplete);
drawStar();
process();
}
texturesLoaded++;
}
private function process():void
{
var tempShape:Shape = Shape(masterSprite.getChildAt(0));
var graphicsData:Vector.<IGraphicsData> = tempShape.graphics.readGraphicsData();
for (var a:int = 0; a < graphicsData.length; a++)
{
if (getQualifiedClassName(graphicsData[a]) == "flash.display::GraphicsBitmapFill")
{
var bitmapFill:GraphicsBitmapFill = new GraphicsBitmapFill(bitmapData2);
graphicsData[a] = bitmapFill; break;
}
}
tempShape.graphics.drawGraphicsData(graphicsData);
}
private function drawStar():void
{
var angles:Array = new Array(0, 36, 72, 108, 144, 180, 216, 252, 288, 324, 360);
var innerRadius:int = 40;
var outerRadius:int = 80;
var shape:Shape = new Shape();
shape.graphics.beginBitmapFill(bitmapData1);
shape.graphics.moveTo(0 + Math.cos(angles[a] * (Math.PI / 180)) * outerRadius, 0 + Math.sin(angles[a] * (Math.PI / 180)) * outerRadius);
for (var a:int = 0; a < angles.length; a++)
{
angles[a] -= 90;
if (a % 2 == 0)
{
shape.graphics.lineTo(0 + Math.cos(angles[a] * (Math.PI / 180)) * outerRadius, 0 + Math.sin(angles[a] * (Math.PI / 180)) * outerRadius);
}
else
{
shape.graphics.lineTo(0 + Math.cos(angles[a] * (Math.PI / 180)) * innerRadius, 0 + Math.sin(angles[a] * (Math.PI / 180)) * innerRadius);
}
}
shape.graphics.endFill();
masterSprite.addChild(shape);
}
}
}
Related
I am trying to develop a basic Snake game that involves some inverse kinematics and state machines. I'm trying to get it so when the first segment of the snake interacts with a certain "mouse", it disappears. However, when I do, it doesn't work and I end up getting ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
Here's my code:
package
{
import agent.Agent;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.geom.Point;
public class Main extends Sprite
{
private var Agents:Vector.<Agent>;
private var segments:Array;
private var numSegments:uint = 150;
private var player:Point = new Point (15, 15)
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
segments = new Array();
for(var i:uint = 0; i < numSegments; i++)
{
var segment:Segment = new Segment (5, 10);
addChild(segment);
segments.push(segment);
}
//updatePoint();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
// entry point
graphics.beginFill(0xeeeeee);
graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
Agents = new Vector.<Agent>();
addEventListener(Event.ENTER_FRAME, gameloop);
for (var x:int = 0; x < 10; x++)
{
var a:Agent = new Agent();
addChild(a);
Agents.push(a);
a.x = Math.random() * 10;
a.y = Math.random() * 10;
}
stage.addEventListener(MouseEvent.CLICK, createAgent);
}
private function createAgent(e:MouseEvent):void
{
var a:Agent = new Agent();
stage.addChild(a);
Agents.push(a);
a.x = mouseX;
a.y = mouseY;
}
private function gameloop(e:Event):void
{
for each (var a: Agent in Agents) {
a.update();
trace ("Follow me on Twitter.");
for each(var target: Segment in segments)
{
if (target.hitTestPtarget.x, a.y + target.y, true))
{
stage.removeChild(a);
}
}
}
}
private function onEnterFrame(event:Event):void
{
drag(segments[0], player.x, player.y);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
for(var i:uint = 1; i < numSegments; i++)
{
var segmentA:Segment = segments[i];
var segmentB:Segment = segments[i - 1];
drag(segmentA, segmentB.x, segmentB.y);
}
}
private function keyDown (evt: KeyboardEvent): void {
//87=w 68=d 83=s 65=a
if (evt.keyCode == 87)
{
player.y-=50;
}
else if (evt.keyCode == 83)
{
player.y+=50;
}
else if (evt.keyCode == 68)
{
player.x+=50;
}
else if (evt.keyCode == 65)
{
player.x-=50;
}
trace (player.x + " " + player.y);
}
private function drag(segment:Segment, xpos:Number, ypos:Number):void
{
var dx:Number = xpos - segment.x;
var dy:Number = ypos - segment.y;
var angle:Number = Math.atan2(dy, dx);
segment.rotation = angle * 180 / Math.PI;
var w:Number = segment.getPin().x - segment.x;
var h:Number = segment.getPin().y - segment.y;
segment.x = xpos - w;
segment.y = ypos - h;
}
}
}
I have tried looking at other posts with the same topic, but I just don't understand what I'm doing wrong. Any help would be greatly appreciated!
You are adding Agents and Segments locally (in Main) and later you are trying to remove them from the stage (which is the top level of the swf and is an another display object).
Either do stage.addChild(...) in your init function or (this is a better option imo) replace stage.removeChild(...) with a removeChild(...) everywhere else - this will keep the objects in a local Main space (who knows, maybe you would want to move around your Main later, make everything invisible at once etc).
[edit]
I was really stupid, all is working fine now.
So forget about this dummy question!
The rotation of the main clip was a big mistake.
I've changed this by adding a var called _rota with getter and setters.
I had not to rotate the clip but just to place another Sprite in it, so I can place the sub-Sprite in the right direction by using a simple function.
So I avoid all those loops...
My mistake SRY.
I just added a Sprite which have the rotation of the Main Sprite.
Changing the rotation of the main Sprite was the reason of this issue...
So, thank you and forget about this unclear question!!! :)
private function drawLine():void{
if(!clip){
clip = new Sprite();
addChild(clip);
}
var g:Graphics = clip.graphics;
g.clear();
g.lineStyle(1,0xffffff,1);
g.beginFill(0xffffff,1);
g.drawCircle(Math.sin(rota)*this.width/4,Math.cos(rota)*this.height/4,3);
g.endFill();
}
I was changing the rotation property of the clip, so it was usefulness
Now I have a pretty good result.
Solved...
Sorry again...
As you can see the particles are now set in the right direction an I have no more hitTest issues...
Particles are now moving on the direction showed by the white points.
[/edit]
The first thing that pops out at me is you're potentially modifying the position of both x and y properties twice.
If you run the logic once, and store your directionality, then you should be able to update the position of your ball in one go.
Replace your moveBall function with the following...
private var h:int = 1;
private var v:int = 1;
public function moveBall(e:Event):void {
speedx = Math.sin(deg2rad(rotation+90))*speed;
speedy = Math.cos(deg2rad(rotation+90))*speed;
if (x + radius + (speedx * h) > this.loaderInfo.width || (x + (speedx * h) - radius < 0)) {
h *= -1;
}
if (y + radius + (speedy * v) > this.loaderInfo.height || (y + (speedx * v) - radius < 0)) {
v *= -1;
}
this.x += (speedx * h);
this.y += (speedy * v);
}
As I need to set a Sprite in the right direction when the Ball instance change it's "pseudo rotation" (I avoid here the hitTest features)...
I've now two classes...
Do you thing I'm searching in the bright side of code or is it totally unclear? ;)
This is just a test, and I didn't spent time to code since a few years.
So this test is just to revise some basics about trigonometry...
Don't hesitate, to be rude if I'm wrong!
My new class Main :
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();
}
}
}
And here is my new class Ball :
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;
}
}
}
PrintScreens :
It is now possible to continue the moves even when the Stage is Resized avoiding the issues I had in the past...
In my flash-made game, if my character jump on top of an enemy movieclip it spawns 3 minions from another class by MovieClip(root).addChild(spawn1);. In my minions class I've put the code for them to fall and stop upon hitting the ground and also follow my character.
I have a VCam(virtual camera) movieClip to follow my character(who moves on the stage, not the stage around him) with this code build-in:
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.display.MovieClip;
//VCam
addEventListener(Event.ENTER_FRAME, handleEnterFrame);
function handleEnterFrame(event:Event):void {
if (parent) {
parent.scaleX = 1 / scaleX;
parent.scaleY = 1 / scaleY;
if (rotation == 0) {
parent.x = (width / 2 - x) / scaleX;
parent.y = (height / 2 - y) / scaleY;
parent.rotation = 0;
} else {
var bounds:Rectangle = getBounds(this);
var angle:Number = rotation * Math.PI / 180;
var midX:Number = -x / scaleX;
var midY:Number = -y / scaleY;
var rx:Number = -bounds.width / 2;
var ry:Number = -bounds.height / 2;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);
var rotatedX:Number = rx * cos - ry * sin;
var rotatedY:Number = ry * cos + rx * sin;
var cornerX:Number = midX - rotatedX;
var cornerY:Number = midY - rotatedY;
cos = Math.cos(-angle);
sin = Math.sin(-angle);
parent.x = cornerX * cos - cornerY * sin;
parent.y = cornerY * cos + cornerX * sin;
parent.rotation = -rotation;
}
}
}
addEventListener(Event.REMOVED, handleRemoved, false, 0, true);
function handleRemoved(event:Event):void
{
removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
removeEventListener(Event.REMOVED, handleRemoved);
}
When I jump with my character it seems that the minions follow the movement of my vcam and not behaving normally, jumping with the camera and falling throu'the ground when the character falls.
If I add a child normally from the main timeline by addChild(m_clip); it does not behave like that.
Is there an easy fix? Thanks!
This is the minions class code:
package {
import flash.display.*;
import flash.events.*;
public class EnemySpawned extends MovieClip {
protected var gravitysp: Number = 1;
protected var ySpeedsp: Number = 0;
protected var Speedsp: Number = 6.5;
var charMTL:MovieClip;
public function EnemySpawned()
{
this.addEventListener(Event.ENTER_FRAME, movement);
trace('exist');
}
function movement(event:Event):void
{
var MTL:MovieClip = MovieClip(root);
charMTL = MTL.char1;
ySpeedsp += gravitysp;
if(! MTL.ground_1.hitTestPoint(this.x, this.y, true))
{
this.y += ySpeedsp;
}
if(ySpeedsp > 40)
{
ySpeedsp = 40;
}
for(var j:int = 0; j<20; j++)
{
if(MTL.ground_1.hitTestPoint(this.x, this.y, true))
{
this.y--
ySpeedsp = 0;
}
}
var Distance:Number = charMTL.x - this.x;
if(Distance < -charMTL.width/2 - this.width/2)
{
this.x -= Speedsp;
}
if(Distance > charMTL.width/2 + this.width/2)
{
this.x += Speedsp;
}
}
}
}
There is no moving of ground_1 movieClip via code.
I am implementing this code for drawing the sound wave. It is in the adobe livedocs at soundmixer . My problem is how to widen up the sound wave? For example I would like it to be 655 pixels. I can change it to draw to different channels and also change the height of the drawing but cannot find how to change the width of the whole drawing
Any idea how to do that?
Thanks.
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundMixer;
import flash.net.URLRequest;
import flash.utils.ByteArray;
import flash.text.TextField;
public class SoundMixer_computeSpectrumExample extends Sprite {
public function SoundMixer_computeSpectrumExample() {
var snd:Sound = new Sound();
var req:URLRequest = new URLRequest("Song1.mp3");
snd.load(req);
var channel:SoundChannel;
channel = snd.play();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
}
private function onEnterFrame(event:Event):void {
var bytes:ByteArray = new ByteArray();
const PLOT_HEIGHT:int = 25;
const CHANNEL_LENGTH:int = 256;
SoundMixer.computeSpectrum(bytes, false, 0);
var g:Graphics = this.graphics;
g.clear();
g.lineStyle(0, 0x6600CC);
g.beginFill(0x6600CC);
g.moveTo(0, PLOT_HEIGHT);
var n:Number = 0;
for (var i:int = 0; i < CHANNEL_LENGTH; i++) {
n = (bytes.readFloat() * PLOT_HEIGHT);
g.lineTo(i * 2, PLOT_HEIGHT - n);
}
g.lineTo(CHANNEL_LENGTH * 2, PLOT_HEIGHT);
g.endFill();
g.lineStyle(0, 0xCC0066);
g.beginFill(0xCC0066, 0.5);
g.moveTo(CHANNEL_LENGTH * 2, PLOT_HEIGHT);
for (i = CHANNEL_LENGTH; i > 0; i--) {
n = (bytes.readFloat() * PLOT_HEIGHT);
g.lineTo(i * 2, PLOT_HEIGHT - n);
}
g.lineTo(0, PLOT_HEIGHT);
g.endFill();
}
private function onPlaybackComplete(event:Event):void {
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
}
change the x factor in your lineTo(x,y) calls.
for example, change:
g.lineTo(i * 2, PLOT_HEIGHT - n);
to something like:
var xfactor:Number = 655/256;
g.lineTo(i * xfactor, PLOT_HEIGHT - n);
since xfactor is fixed, calculate it before you enter your loops (not within them(
i've been studying this code example for Rung-Kutta physics but i don't understand what is happening with the acceleration(p:Point, v:Point):Point function. the function accepts 2 point objects as required arguments but doesn't use them in the function while simply returning a new point.
i'm unfamiliar with this style of argument passing. can someone explain the significance of this function to me?
the source is from Keith Peters' book Advanced ActionScript 3.0 Animation, Chapter 6 - Advanced Physics, page 246.
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.Point;
import flash.utils.getTimer;
public class RK2 extends Sprite
{
private var _ball:Sprite;
private var _position:Point;
private var _velocity:Point;
private var _gravity:Number = 32;
private var _bounce:Number = -0.6;
private var _oldTime:int;
private var _pixelsPerFoot:Number = 10;
public function RK2()
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
_ball = new Sprite();
_ball.graphics.beginFill(0xff0000);
_ball.graphics.drawCircle(0, 0, 20);
_ball.graphics.endFill();
_ball.x = 50;
_ball.y = 50;
addChild(_ball);
_velocity = new Point(10, 0);
_position = new Point(_ball.x / _pixelsPerFoot, _ball.y / _pixelsPerFoot);
_oldTime = getTimer();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
var time:int = getTimer();
var elapsed:Number = (time - _oldTime) / 1000;
_oldTime = time;
var accel1:Point = acceleration(_position, _velocity);
var position2:Point = new Point();
position2.x = _position.x + _velocity.x * elapsed;
position2.y = _position.y + _velocity.y * elapsed;
var velocity2:Point = new Point();
velocity2.x = _velocity.x + accel1.x * elapsed;
velocity2.y = _velocity.y + accel1.x * elapsed;
var accel2:Point = acceleration(position2, velocity2);
_position.x += (_velocity.x + velocity2.x) / 2 * elapsed;
_position.y += (_velocity.y + velocity2.y) / 2 * elapsed;
_velocity.x += (accel1.x + accel2.x) / 2 * elapsed;
_velocity.y += (accel1.y + accel2.y) / 2 * elapsed;
if(_position.y > (stage.stageHeight - 20) / _pixelsPerFoot)
{
_position.y = (stage.stageHeight - 20) / _pixelsPerFoot;
_velocity.y *= _bounce;
}
if(_position.x > (stage.stageWidth - 20) / _pixelsPerFoot)
{
_position.x = (stage.stageWidth - 20) / _pixelsPerFoot;
_velocity.x *= _bounce
}
else if(_position.x < 20 / _pixelsPerFoot)
{
_position.x = 20 / _pixelsPerFoot;
_velocity.x *= _bounce;
}
_ball.x = _position.x * _pixelsPerFoot;
_ball.y = _position.y * _pixelsPerFoot;
}
private function acceleration(p:Point, v:Point):Point
{
return new Point(0, _gravity);
}
}
}
I think the author may be using the method acceleration as a place holder, perhaps for updates on a subsequent chapter.
Of course as it is right now, the acceleration method could be rewritten as
private function acceleration(...rest):Point {
return new Point(0, _gravity);
}
Or the arguments could be removed completely (though that would require the places where the method is called to be updated to not contain any arguments.)
This isn't a style of programming per se, but, I have seen this type of placeholder code put into books before.
You also could set the arguments with a null as default, so they are optional.
private function acceleration(p:Point = null, v:Point = null):Point
{
return new Point(0, _gravity);
}