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The code temporarily stores the current position in its pristine state, before any changes are made to it. Next, the object is moved according to the velocity. xPos += vx; yPos += vy; Where are the vx and vy velocity values coming from Not from a private variable, but from public getters: public function { return xPos } public function { return yPos } get vx():Number _previousX; get vy():Number _previousY;
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Here s the key to understanding Verlet integration: The velocity isn t stored as a variable. It s being dynamically calculated by subtracting the object s previous position from its current position. That s the job of the vx and vy getters. The velocity is set by pressing the arrow keys. But even then, its value isn t stored. It s calculated in real-time based on the current and previous positions: public function set { _previousX = xPos } public function set { _previousY = yPos } vx(value:Number):void - value; vy(value:Number):void - value;
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So when the velocity is being set, it s actually just modifying the _previousX and _previousY variables, which in turn are used to calculate velocity. The last thing the update method does is to copy the temporary positions, which record the position of the object before it was adjusted by velocity, into the _previousX and _previousY variables: _previousX = _temporaryX; _previousY = _temporaryY; _previousX and _previousY will now be used in the next frame as the object s previous position. Thanks to this bit of clever programming acrobatics, we can refer to the object s velocity without needing to store it as a variable. We ve essentially taken velocity out of the equation, and this will make our physics code much more stable.
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The benefits of this approach are not obvious in this simple example. In fact, if all you wanted to do was move an object around the stage with a keyboard, Euler integration would probably be a better choice, because the code would be much simpler. Using Verlet integration really pays off in physics simulations with multiple objects interacting, as you ll see in the chapters ahead. But it s important for you to understand how Verlet integration works in a simple example before we start building in more complexity. As I mentioned earlier, an interesting feature of Verlet integration is that whenever you change the object s position, you re also going to change its velocity. This line of code, which changes the object s position, will also affect its velocity: xPos = 10; It will move the object to an x position of 10 on the stage, but it will also automatically set vx to 10. It may seem like a small thing, but the fact that you can reposition the object and affect its velocity simultaneously will greatly simplify your code and reduce the amount of debugging you ll need to do. There is one drawback to this. Let s say you want to position an object in the center of the stage, like this: xPos = 275; yPos = 200; This will also set the vx to 275 pixels per frame, and vy to 200 pixels per frame. Can you imagine what will happen You ll see little more that a flicker of the object on the stage before it flies off at an impossible speed! This means that we need to come up with way to reposition the object on the stage without changing its velocity. The Player class has setters called setX and setY that do just that. public function set setX(value:Number):void { _previousX = value - vx; xPos = value; } public function set setY(value:Number):void { _previousY = value - vy; yPos = value; } setX and setY neutralize the _previousX and _previousY values so that the velocity isn t affected by a change of position. Use setX and setY to reposition objects on the stage.
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