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Barslund Repulsion, from levitated.net. The algorithm here:

xDif = _root._xmouse-this._x;
yDif = _root._ymouse-this._y;
distance = Math.sqrt(xDif*xDif+yDif*yDif);
tempX = this._x-(force/distance)*(xDif/distance);
tempY = this._y-(force/distance)*(yDif/distance);
this._x=(homeX-this._x)/2+tempX;
this._y=(homeY-this._y)/2+tempY;

runs on a framescript for every item on the screen. While the movement code bears little resemblance to this technique, it gave us a seed for point-based interactions.

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Last Update Date: March 15, 2005



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