今回のお題は、
ステージのランダムな位置に、

ランダムに置いたオブジェクトをランダムな向きと速さで動かす
取りあえず、
body要素のonload属性で呼出す初期化の関数
<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script>
var stage;
var stageWidth;
var stageHeight;
var ballCount = 25;
function initialize() {
var canvasElement = document.getElementById("myCanvas");
stage = new createjs.Stage(canvasElement);
stageWidth = canvasElement.width;
stageHeight = canvasElement.height;
for (var i = 0; i < ballCount; i++) {
var nX = Math.random() * stageWidth;
var nY = Math.random() * stageHeight;
var velocityX = (Math.random() - 0.5) * 5;
var velocityY = (Math.random() - 0.5) * 5;
var ball = createBall(3, "black", nX, nY);
// ...[中略]...
stage.addChild(ball);
}
stage.update();
}
function createBall(radius, color, nX, nY) {
var ball = new createjs.Shape();
drawBall(ball.graphics, radius, color);
ball.x = nX;
ball.y = nY;
// ...[中略]...
return ball;
}
function drawBall(myGraphics, radius, color) {
myGraphics.beginFill(color);
myGraphics.drawCircle(0, 0, radius);
}
</script>
つぎに、
Ticker.
var balls = [];
function initialize() {
// ...[中略]...
for (var i = 0; i < ballCount; i++) {
// ...[中略]...
// var ball = createBall(3, "black", nX, nY);
var ball = createBall(3, "black", nX, nY, velocityX, velocityY);
balls.push(ball);
// ...[中略]...
}
// stage.update();
createjs.Ticker.addEventListener("tick", move);
}
// function createBall(radius, color, nX, nY) {
function createBall(radius, color, nX, nY, velocityX, velocityY) {
// ...[中略]...
ball.velocityX = velocityX;
ball.velocityY = velocityY;
return ball;
}
function move(eventObject) {
for (var i = 0; i < ballCount; i++) {
var ball = balls[i];
var nX = ball.x;
var nY = ball.y;
nX += ball.velocityX;
nY += ball.velocityY;
ball.x = roll(nX, stageWidth);
ball.y = roll(nY, stageHeight);
}
stage.update();
}
function roll(value, length) {
if (value > length) {
value -= length;
} else if (value < 0) {
value += length;
}
return value;
}
これらのsctipt要素をまとめたのが、

<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script>
var stage;
var stageWidth;
var stageHeight;
var balls = [];
var ballCount = 25;
function initialize() {
var canvasElement = document.getElementById("myCanvas");
stage = new createjs.Stage(canvasElement);
stageWidth = canvasElement.width;
stageHeight = canvasElement.height;
for (var i = 0; i < ballCount; i++) {
var nX = Math.random() * stageWidth;
var nY = Math.random() * stageHeight;
var velocityX = (Math.random() - 0.5) * 5;
var velocityY = (Math.random() - 0.5) * 5;
var ball = createBall(3, "black", nX, nY, velocityX, velocityY);
balls.push(ball);
stage.addChild(ball);
}
createjs.Ticker.addEventListener("tick", move);
}
function createBall(radius, color, nX, nY, velocityX, velocityY) {
var ball = new createjs.Shape();
drawBall(ball.graphics, radius, color);
ball.x = nX;
ball.y = nY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
return ball;
}
function drawBall(myGraphics, radius, color) {
myGraphics.beginFill(color);
myGraphics.drawCircle(0, 0, radius);
}
function move(eventObject) {
for (var i = 0; i < ballCount; i++) {
var ball = balls[i];
var nX = ball.x;
var nY = ball.y;
nX += ball.velocityX;
nY += ball.velocityY;
ball.x = roll(nX, stageWidth);
ball.y = roll(nY, stageHeight);
}
stage.update();
}
function roll(value, length) {
if (value > length) {
value -= length;
} else if (value < 0) {
value += length;
}
return value;
}
</script>
オブジェクト同士の間にバネのような引合う力を加える
いよいよ、
力は物体の加速度となる。したがって、
速度
var ratio = 1 / 2000;
function move(eventObject) {
// ...[中略]...
for (i = 0; i < ballCount - 1; i++) {
var ball0 = balls[i];
for (var j = i + 1; j < ballCount; j++) {
var ball1 = balls[j];
spring(ball0, ball1);
}
}
// ...[中略]...
}
function spring(object0, object1) {
var distanceX = object1.x - object0.x;
var distanceY = object1.y - object0.y;
var accelX = distanceX * ratio;
var accelY = distanceY * ratio;
object0.velocityX += accelX;
object0.velocityY += accelY;
object1.velocityX -= accelX;
object1.velocityY -= accelY;
}
加速度はオブジェクト同士の総当たりで決まるので、


var stage;
var stageWidth;
var stageHeight;
var balls = [];
var ballCount = 25;
var ratio = 1 / 2000;
function initialize() {
var canvasElement = document.getElementById("myCanvas");
stage = new createjs.Stage(canvasElement);
stageWidth = canvasElement.width;
stageHeight = canvasElement.height;
for (var i = 0; i < ballCount; i++) {
var nX = Math.random() * stageWidth;
var nY = Math.random() * stageHeight;
var velocityX = (Math.random() - 0.5) * 5;
var velocityY = (Math.random() - 0.5) * 5;
var ball = createBall(3, "black", nX, nY, velocityX, velocityY);
balls.push(ball);
stage.addChild(ball);
}
createjs.Ticker.addEventListener("tick", move);
}
function createBall(radius, color, nX, nY, velocityX, velocityY) {
var ball = new createjs.Shape();
drawBall(ball.graphics, radius, color);
ball.x = nX;
ball.y = nY;
ball.velocityX = velocityX;
ball.velocityY = velocityY;
return ball;
}
function drawBall(myGraphics, radius, color) {
myGraphics.beginFill(color);
myGraphics.drawCircle(0, 0, radius);
}
function move(eventObject) {
for (var i = 0; i < ballCount; i++) {
var ball = balls[i];
var nX = ball.x;
var nY = ball.y;
nX += ball.velocityX;
nY += ball.velocityY;
ball.x = roll(nX, stageWidth);
ball.y = roll(nY, stageHeight);
}
for (i = 0; i < ballCount - 1; i++) {
var ball0 = balls[i];
for (var j = i + 1; j < ballCount; j++) {
var ball1 = balls[j];
spring(ball0, ball1);
}
}
stage.update();
}
function roll(value, length) {
if (value > length) {
value -= length;
} else if (value < 0) {
value += length;
}
return value;
}
function spring(object0, object1) {
var distanceX = object1.x - object0.x;
var distanceY = object1.y - object0.y;
var accelX = distanceX * ratio;
var accelY = distanceY * ratio;
object0.velocityX += accelX;
object0.velocityY += accelY;
object1.velocityX -= accelX;
object1.velocityY -= accelY;
}
この動きは、
そこで次回は、
まだ未完成ではあるが、