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A modified version of wandering dots. This retains the basic wandering behavior as well as a modified version of the Barslund Repulsion code. The guts of this algorithm, modified by us, are:
xDif = _root._xmouse-this._x; yDif = _root._ymouse-this._y; distance = Math.sqrt(xDif*xDif+yDif*yDif); if(distance < 120){ tempX = this._x-(force/distance)*(xDif/distance); tempY = this._y-(force/distance)*(yDif/distance); this._x=(((this._x-(vx))-this._x)/2+tempX); this._y=(((this._y-(vy))-this._y)/2+tempY); }
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