yyy98
06-10-2008, 07:33 AM
In Chapter 10 of “Making Things Move!”, I have learned how to use advanced coordinate rotation in my Script, but I found that it has a little inaccurate. In the file of Rotate3.as, I changed the random arrangement to linear arrange with 45 degrees, and set the ball’s size a little smaller, here’s the full document class(Rotate3.as):
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
public class Rotate3 extends Sprite
{
private var balls:Array;
private var numBalls:uint = 10;
private var vr:Number = .05;
public function Rotate3()
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
balls = new Array();
for(var i:uint = 0; i < numBalls; i++)
{
var ball:Ball = new Ball(10);
balls.push(ball);
addChild(ball);
ball.x = stage.stageWidth / 2 + (i + 1) * 15
ball.y = stage.stageHeight / 2 + (i + 1) * 15
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
var angle:Number = (mouseX - stage.stageWidth / 2) * .01;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);
for(var i:uint = 0; i < numBalls; 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;
}
}
}
}
Ball Class:
package {
import flash.display.Sprite;
public class Ball extends Sprite {
public var radius:Number;
private var color:uint;
public var vx:Number = 0;
public var vy:Number = 0;
public var mass:Number = 1;
public function Ball(radius:Number=40, color:uint=0xff0000) {
this.radius = radius;
this.color = color;
init();
}
public function init():void {
graphics.beginFill(color);
graphics.drawCircle(0, 0, radius);
graphics.endFill();
}
}
}
I make the rotation speed higher, test this example. Put your mouse to the right side of the stage. Two minutes later, you’ll find the position of those balls getting a little offset. If you continue to test it, the “offset-situation” would be more and more. Why advanced coordinate rotation has a little inaccurate somehow? Thanks.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
public class Rotate3 extends Sprite
{
private var balls:Array;
private var numBalls:uint = 10;
private var vr:Number = .05;
public function Rotate3()
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
balls = new Array();
for(var i:uint = 0; i < numBalls; i++)
{
var ball:Ball = new Ball(10);
balls.push(ball);
addChild(ball);
ball.x = stage.stageWidth / 2 + (i + 1) * 15
ball.y = stage.stageHeight / 2 + (i + 1) * 15
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
var angle:Number = (mouseX - stage.stageWidth / 2) * .01;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);
for(var i:uint = 0; i < numBalls; 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;
}
}
}
}
Ball Class:
package {
import flash.display.Sprite;
public class Ball extends Sprite {
public var radius:Number;
private var color:uint;
public var vx:Number = 0;
public var vy:Number = 0;
public var mass:Number = 1;
public function Ball(radius:Number=40, color:uint=0xff0000) {
this.radius = radius;
this.color = color;
init();
}
public function init():void {
graphics.beginFill(color);
graphics.drawCircle(0, 0, radius);
graphics.endFill();
}
}
}
I make the rotation speed higher, test this example. Put your mouse to the right side of the stage. Two minutes later, you’ll find the position of those balls getting a little offset. If you continue to test it, the “offset-situation” would be more and more. Why advanced coordinate rotation has a little inaccurate somehow? Thanks.