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- package
- {
- import flash.display.MovieClip;
- import flash.utils.Timer;
- import flash.events.TimerEvent;
- import flash.events.Event;
- public class Game extends MovieClip
- {
- public var mangoes:Array = [];
- public function Game()
- {
- for (var i:int = 0; i < 500; i ++)
- {
- // lolwtf flash random so broken (number between 1 and max stageWidth)
- var randX:int = Math.floor(Math.random()*(stage.stageWidth-1))+1;
- var randY:int = Math.floor(Math.random()*((stage.stageHeight / 2)-1))+1
- var mango:Mango = new Mango(randX, randY);
- var physics:Physics = new Physics(mango);
- mangoes[i] = physics;
- addChild(mango);
- }
- // Start physics after all mango objects have been loaded onto stage
- for (var j:int = 0; j < mangoes.length; j++)
- {
- var tempMango:Physics = mangoes[j];
- tempMango.startGrav();
- }
- }
- }
- }
- package
- {
- import flash.display.MovieClip;
- public class Mango extends MovieClip
- {
- protected var _randomMovement:Boolean = true;
- protected var _movementSpeed:int = 5;
- public function Mango(xCoord:int, yCoord:int)
- {
- x = xCoord;
- y = yCoord;
- }
- public function get randomMovement():Boolean
- {
- return _randomMovement;
- }
- public function get movementSpeed():int
- {
- return _movementSpeed;
- }
- public function set movementSpeed(value:int):void
- {
- _movementSpeed = value;
- }
- public function bounce():void
- {
- }
- }
- }
- package
- {
- import flash.display.MovieClip;
- import flash.events.Event;
- public class Physics extends MovieClip
- {
- protected var object:MovieClip;
- protected var gravity:Number = Math.random();
- protected var accel:Number = Math.random();
- private var vx:Number = Math.random();
- private var vy:Number = Math.random();
- private var ax:Number = Math.random();
- private var ay:Number = Math.random();
- public function Physics(obj:MovieClip)
- {
- object = obj;
- }
- public function startGrav():void
- {
- addEventListener(Event.ENTER_FRAME, onEnter);
- }
- private function onEnter(e:Event):void
- {
- // Initiate Gravity
- vx += ax;
- vy += (ay + gravity) + accel;
- object.x += vx;
- object.y += vy;
- // Check speed cap
- // Check collisions
- // bounce
- // ax = 0;
- // ay = 0;
- }
- }
- }
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