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Nov 17th, 2012
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  1. package  {
  2.    
  3. public class LeaderFlocker extends Flocker{
  4. //The constructor class for the LeaderFlocker fish, which is programmed to swim in a figure-eight formation and avoid the other fish.
  5. //Passes in a reference to the flock manager class, and the current x and y coordinates, and well as the speed of the fish.
  6. public function LeaderFlocker(aMan:Manager, aX:Number=0, aY:Number=0, aSpeed:Number=0 )
  7. {
  8.     super(aMan, aX, aY, aSpeed);
  9.     aMan.addChild(this);
  10. }  
  11.        
  12. //Calculates the Vector force every frame for guiding the fish.
  13. package  {
  14.    
  15.     public class LeaderFlocker extends Flocker{
  16.         //The constructor class for the LeaderFlocker fish, which is programmed to swim in a figure-eight formation and avoid the other fish.
  17.         //Passes in a reference to the flock manager class, and the current x and y coordinates, and well as the speed of the fish.
  18.         public function LeaderFlocker(aMan:Manager, aX:Number=0, aY:Number=0, aSpeed:Number=0 )
  19.         {
  20.             super(aMan, aX, aY, aSpeed);
  21.             aMan.addChild(this);
  22.         }  
  23.        
  24.         //Calculates the Vector force every frame for guiding the fish.
  25.         override protected function calcSteeringForce( ):Vector2{
  26.             //the initial blank Vector to be eventually returned.
  27.             var steeringForce:Vector2 = new Vector2( );
  28.            
  29.             //When the user clicks the screen, the seekingfoodpoint boolean is set to true, which overrides main steering force to simply move
  30.             //towards the point that was clicked.
  31.             if(seekingfoodpoint){
  32.                 //the arrival() method calculates the direction towards the spot that was clicked, and has the fish slow down as
  33.                 //the fish gets closer to the spot that was clicked, until eventually the fish reaches the point, which sets
  34.                 //seekingfoodpoint to false.
  35.                 steeringForce = steeringForce.add(arrival().multiply(500));
  36.                
  37.             }
  38.             //the fish is not seeking food, and will swim around normally.
  39.             else{          
  40.                 //adds the flowfield steering force, which makes the fish move in the figure-eight formation
  41.                 steeringForce=steeringForce.add(flowField().multiply((500)));
  42.                
  43.                 //if the fish is in danger of moving off of the screen, then reverse the steering force
  44.                 //so that the fish does not move off-screen.
  45.                 if((this.x<150 && steeringForce.x<0) || (this.x>770 && steeringForce.x>0))
  46.                     steeringForce=new Vector2(-steeringForce.x,steeringForce.y);
  47.                 if((this.y<200 && steeringForce.y<0) || (this.y>620 && steeringForce.y>0))
  48.                     steeringForce=new Vector2(steeringForce.x,-steeringForce.y);
  49.             }
  50.            
  51.             //if the force associated with the separation of fishes is present (which it normally is not unless other fish are
  52.             //very close) then add this force to the steeringForce.
  53.             var v:Vector2=separation();
  54.             if((v.x!=0 && v.y!=0) ){
  55.                 steeringForce = steeringForce.add(separation().multiply(500));
  56.             }
  57.             return steeringForce;
  58.         }
  59.        
  60.         //This function is responsible for the figure-eight direction that the koi generally moves in.
  61.         public function flowField():Vector2{
  62.             var futurePosition:Vector2;
  63.             var flowdir:Vector2;
  64.             //the flowField method is divided into 3 sections, based on where the fish is horizontally.
  65.            
  66.             //if the fish has an s value of less than 400, then a spot slightly ahead of the fish is found. We then calculate
  67.             //where that point is relative to a point near the middle of the screen and off to the left a little.
  68.             //this vector is rotated 90 degrees to get a vector that turns the fish slowly around the
  69.             //point near the middle of the screen in a counterclockwise direction.
  70.             if(this.x< 400){
  71.                 futurePosition = position.add(fwd.multiply(speed*.1));
  72.                 flowdir= futurePosition.subtract(new Vector2(600,400));
  73.                 flowdir=flowdir.perpRight();
  74.                 flowdir.normalize();
  75.                 return flowdir;
  76.             }
  77.            
  78.             //if the fish is near the middle of the screen, the vector returned will be in a diagonal direction depending upon
  79.             //the fish's horizontal velocity. If the fish is moving to the right, the fish will keep moving right and downward.
  80.             //If it is going left, the fish will move left and downward.
  81.             else if(this.x>=400 && this.x<600){
  82.                 if(fwd.x>0)
  83.                     return new Vector2(.333,.9);
  84.                 else
  85.                     return new Vector2(-.333,.9);
  86.             }
  87.             //if the fish is far to the right, there is a similar idea from when the fish is far to the left, except since
  88.             //the fish is on the opposite end, the fish will be turning in the opposite direction.
  89.             else{
  90.                 futurePosition = position.add(fwd.multiply(speed*.1));
  91.                 flowdir= futurePosition.subtract(new Vector2(400,400));
  92.                 flowdir=flowdir.perpRight().perpRight().perpRight();
  93.                 flowdir.normalize();
  94.                 return flowdir;
  95.             }      
  96.         }
  97.     }
  98. }
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