bonjours, je n'ai jamais codé en as3 et je voudrais voir ce que devient ce code si simple normalement ;-) merci d'avance

Code : Sélectionner tout - Visualiser dans une fenêtre à part
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
function init()
{
    top = 0;
    left = 0;
    bottom = 280;
    right = Stage.width;
    vpx = 3;
    vpy = -4;
}
vx = 0;
vy = 0;
gravity = 0.5;
bounce = -0.7;
debut = getTimer();
 
Mouse.hide();
init();
onEnterFrame = function ()
{
    temps.text = Math.round(getTimer() - debut) / 1000;
    point._x = point._x + vpx;
    point._y = point._y + vpy;
    if (point._x + point._width / 2 > right) 
    {
        point._x = right - point._width / 2;
        vpx = vpx * -1;
    }
    else 
    {
        if (point._x - point._width / 2 < left) 
        {
            point._x = left + point._width / 2;
            vpx = vpx * -1;
        }
    }
    if (point._y + point._height / 2 > bottom) 
    {
        delete onEnterFrame;
        gotoAndStop("perdu");
    }
    else 
    {
        if (point._y - point._height / 2 < top) 
        {
            point._y = top + point._height / 2;
            vpy = vpy * -1;
        }
        else 
        {
            if (0 != (0 != point._y + point._height / 2 > pad._y & 0 != point._x > pad._x - pad._width / 2) & 0 != point._x < pad._x + pad._width / 2) 
            {
                point._y = pad._y - point._height / 2;
                vpy = vpy * -1.05;
                vpx = (point._x - pad._x) / 4;
                vpy = vpy * 1.05;
            }
        }
    }
    line._rotation = (Stage.width / 2 - _xmouse) * 0.22;
    pad._x = _xmouse;
    vy = vy + gravity;
    ball._x = ball._x + vx;
    ball._y = ball._y + vy;
    if (ball._y > 540) 
    {
        delete onEnterFrame;
        gotoAndStop("perdu");
    }
    bounds = line.getBounds(this);
    if (ball._x > bounds.xMin && ball._x < bounds.xMax) 
    {
        angle = line._rotation * 3.14159265359 / 180;
        cosine = Math.cos(angle);
        sine = Math.sin(angle);
        x = ball._x - line._x;
        y = ball._y - line._y;
        y1 = cosine * y - sine * x;
        if (y1 > (0 - ball._height) / 2) 
        {
            x1 = cosine * x + sine * y;
            vx1 = cosine * vx + sine * vy;
            vy1 = cosine * vy - sine * vx;
            y1 = (0 - ball._height) / 2;
            vy1 = vy1 * bounce;
            x = cosine * x1 - sine * y1;
            y = cosine * y1 + sine * x1;
            vx = cosine * vx1 - sine * vy1;
            vy = cosine * vy1 + sine * vx1;
            ball._x = line._x + x;
            ball._y = line._y + y;
        }
    }
}
;