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MotionObject.as
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package {
import flash.events.*;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.display.MovieClip;
import libs.Globals;
public class MotionObject extends MovieClip {
//private var Globals.StageWidth:Number = 1280;
//private var Globals.StageHeight:Number = 800;
public var butterflyType:String = "";
private var switchDelay:Number=36;
private var switchTimer:Number=36;
private var xSpeed:Number=8;//speed on x
private var ySpeed:Number=8;//speed on y
private var xSpeedOld:Number=8;//speed on x
private var ySpeedOld:Number=8;//speed on y
private var runAwaySpeed:Number = 27.5;
private var net1Pos:Point = new Point();
private var net2Pos:Point = new Point();
//vars for rotation
//public var circleSpeed = 15;//speed of movement around center
public var circleSpeed = (Math.random() * 60) - 30;
public var xCenter:Number= (Math.random()* 600) - 100;
public var yCenter:Number= (Math.random()* 400) - 100
public var degree = (Math.random()* 358) - 179;
public var radian;
private var multiplier:Number=1;
protected var startingPlanetFuel:Number;
private var startLocX:Number;
private var startLocY:Number;
private var timeToRotate:Number = 15;
private var frameTime:Number=0;
public var circleRadius:Number=50;
//public var circleRadius = (radius /5 ) + (Math.random() * 150);
protected var gravity:Number;
protected var swf;
private var collisionDist:Number;
private var minRadius:Number;
private var maxRadius:Number;
private var oldButterflyX:Number=0;
private var oldButterflyY:Number=0;
private var directionSwitch:Number=1;
//vars for rand movement
private var frameNumber:Number=0;//current number of frames in cycle
private var timer:Number = 30;//frames before reset
private var xSpeedDegrade:Number=1;//slowly reduce speed of travel
private var ySpeedDegrade:Number=1;
private static var butterFlyCount:Number=0;
public var newPoint:Point = new Point(500,500);//create new point for butterfly to track
public function MotionObject() {
//set butterflies to rotate either clockwise or counter clockwise on spawn
butterFlyCount++;
if(butterFlyCount % 2 == 0) //even
{
directionSwitch = 1;
//trace("even");
}
else { //odd
directionSwitch = -1;
//trace("odd");
}
}
//all the enterframe listeners condensed to this, called from ButterflyCatcher.as
public function motionObjectUpdate(){
moveToPoint();// move to the next point
circleMotion();//move in a circle
runAwayOnVector();//run away when the zapper is too close
delayButterflySwitch();//prevent infinite art style switchin
}
/*
* quasi-randomly generated points for butterflies to fly to
* flight jitteryness
* speed slowdown
*
*/
private function moveToPoint(){
//jitteryness if desired
xCenter += Math.random()* 1 - .5;//random motion if desired
yCenter += Math.random()*1 - .5;
//slow down speed after each speed change
xSpeedDegrade -=.25;
ySpeedDegrade -=.25;
//set minimum speed degradation
if(xSpeedDegrade <=0){
xSpeedDegrade = 0;
}
if(ySpeedDegrade <=0){
ySpeedDegrade = 0;
}
if(xSpeed >= 7.25){//set minimum speeds
xSpeed-=.25;
}
if(ySpeed >= 7.25){
ySpeed-=.25;
}
//move the butterfly towards the point it is following
if(xCenter < newPoint.x){
xCenter += xSpeed;
}
if(xCenter > newPoint.x){
xCenter -= xSpeed;
}
if(yCenter > newPoint.y){
yCenter -= ySpeed;
}
if(yCenter < newPoint.y){
yCenter += ySpeed;
}
//if we collided with the borders then pick a new point
if(xCenter <=50 || xCenter > Globals.StageWidth || yCenter < 50 || yCenter > Globals.StageHeight){
recalculateMovement();
}
//if we reached the point then pick a new point
if(Math.abs(xCenter-newPoint.x) <=10 && Math.abs(yCenter-newPoint.y) <=10){
recalculateMovement();
}
}
/*
* circular motion based on a center point, NOT on the actual x,y of the butterfly
* all motion modifies the xCenter and yCenter execept in this function
* here we modify the this.x and this.y using xCenter and yCenter
*/
public function circleMotion()
{
var mousePoint:Point = this.localToGlobal(new Point(mouseX, mouseY));
var vX:Number = this.x - mousePoint.x;
var vY:Number = this.y - mousePoint.y;
var vL:Number = Math.sqrt((vX*vX) + (vY*vY));
circleSpeed = 5;
degree += circleSpeed;
radian = (degree/180)*Math.PI;
if(radian >= 2*Math.PI || radian <= -2*Math.PI)
{
degree = 0;
radian=0;
}
if(directionSwitch == 1){
this.x = xCenter - ( Math.cos(radian)*circleRadius);
this.y = yCenter + ( Math.sin(radian)*circleRadius);
}
if(directionSwitch == -1){
this.x = xCenter - ( -1 * Math.cos(radian)*circleRadius);
this.y = yCenter + ( Math.sin(radian)*circleRadius);
}
frameTime++;
if(frameTime >= timeToRotate){
frameTime=0;
}
//no longer necessary to prevent feakouts
if(Math.abs(radian) == 0){
//trace("0");
}
//no longer necessary to prevent feakouts
if(Math.abs(radian) == Math.PI){
//trace("0");
}
}
//makes the butterflies fly away based on distance and angle from zapper
private function runAwayOnVector() {
var mousePoint:Point = this.localToGlobal(new Point(mouseX, mouseY));
/*var vX:Number = this.x - mousePoint.x;
var vY:Number = this.y - mousePoint.y;
var vL:Number = Math.sqrt((vX*vX) + (vY*vY));
var dX:Number = vX/vL;
var dY:Number = vY/vL;
//if witin a 150 px then run away
if(vL < 150) {
xCenter += dX * runAwaySpeed;
yCenter += dY * runAwaySpeed;
}
*/
var vX1:Number = this.x - net1Pos.x;
var vY1:Number = this.y - net1Pos.y;
var vX2:Number = this.x - net2Pos.x;
var vY2:Number = this.y - net2Pos.y;
var vL1:Number = Math.sqrt((vX1*vX1) + (vY1*vY1));
var vL2:Number = Math.sqrt((vX2*vX2) + (vY2*vY2));
var dX1:Number = vX1/vL1;
var dY1:Number = vY1/vL1;
var dX2:Number = vX2/vL2;
var dY2:Number = vY2/vL2;
var dX3:Number;
var dY3:Number;
if(vL1 < 150 && vL2 < 150) {
dX3 = (dX1 + dX2);
dY3 = (dY1 + dY2);
xCenter += dX3 * runAwaySpeed;
yCenter += dY3 * runAwaySpeed;
} else if(vL1 < 150) {
xCenter += dX1 * runAwaySpeed;
yCenter += dY1 * runAwaySpeed;
} else if(vL2 < 150) {
xCenter += dX2 * runAwaySpeed;
yCenter += dY2 * runAwaySpeed;
}
}
/*
* when a butterfly reaches its destination, it chooses a new point to follow to
*
*/
private function recalculateMovement():void{//reset speed, point, degrade, etc
//reset the circulation speed of the butterfly
circleSpeed = (Math.random() * 60) - 30;
xSpeed = xSpeedOld;//reset initial speeds
ySpeed = ySpeedOld;
//find the edge of the mask(middle) on the x axis
var middle:Number = Globals.PercentControlled * Globals.StageWidth;
//if the butterfly is art, move to the game side
if(this.butterflyType == "art"){
newPoint.x = middle - (Math.random()* middle);
newPoint.y = Math.random()* Globals.StageHeight;
}
//if the butterfly is game, move to the art side
if(this.butterflyType == "game"){
newPoint.x = middle + (Math.random()* (Globals.StageWidth - middle));
newPoint.y = Math.random()* Globals.StageHeight;
}
//if the butterfly is too close to the borders
//set the butterfly to fly back towards the center
if(newPoint.x < 50){
newPoint.x = middle;
}
if(newPoint.x > Globals.StageWidth - 50){
newPoint.x = middle;
}
if(newPoint.y < 50){
newPoint.y = Globals.StageHeight/2;
}
if(newPoint.y > Globals.StageHeight - 50){
newPoint.y = Globals.StageHeight/2;
}
//reset speed degradation everytime a new point is picked
xSpeedDegrade = .25;
ySpeedDegrade = .25;
}
//find distance between butterfly and net
public function distance(x1:Number,y1:Number,x2:Number,y2:Number) {//distance for later use
return Math.abs(Math.sqrt(Math.pow(x2-x1,2)+Math.pow(y2-y1,2)));
}
//get the net position from the doc class
public function netLocs(catcher1:Catcher,catcher2:Catcher){
net1Pos = new Point(catcher1.x, catcher1.y);
net2Pos = new Point(catcher2.x, catcher2.y);
}
/*
* set which kind of butterfly it is
* if its art butterfly, switch to game
* if its game, switch to art
* delay switching back and forth with a timer to prevent spazzing
*/
public function setButterflyType(noSound:Boolean = false){
if(butterflyType == "art" && switchTimer >= switchDelay){
butterflyType = "game";
this.anim.gotoAndStop("game");
switchTimer = 0;
if(!noSound){Globals.soundBuffer.push("TransformB.mp3");}
trace("SWITCH FROM ART");
}
if(butterflyType == "game" && switchTimer >= switchDelay){
butterflyType = "art";
this.anim.gotoAndStop("art");
switchTimer = 0;
if(!noSound){Globals.soundBuffer.push("TransformA.mp3");}
}
}
/*
* gives a brief delay between when you can switch a butterfly and then switch it again
* prevents infinite switch looping on collisions
*/
private function delayButterflySwitch(){
switchTimer++;
if(switchTimer >= switchDelay){
//switchTimer = 0;
}
}
}
}