// Guide the boid toward the current mouse pointer //var dx, dy; // Calculate the offset to move the boid closer //dx = (b.parent.getMouse('x') - b.x)/20; //dy = (b.parent.getMouse('y') - b.y)/20; // Scale this vector by a value determined by the mouse click // before adding it. //dx = 1 * dx; //dy = 1 * dy; var mouseWeight = b.mouseWeight != null ? b.mouseWeight : influence.mouseWeight; // Add this velocity b.velocityX += (b.parent.getMouse('x') - b.x) / mouseWeight; b.velocityY += (b.parent.getMouse('y') - b.y) / mouseWeight; velocityLimit) { b.velocityX = (vx / magV) * velocityLimit; b.velocityY = (vy / magV) * velocityLimit; } ]]> xMax) { b.velocityX -= boundFactor; } // Adjust Y if (b.y < yMin) { b.velocityY += boundFactor; } else if (b.y > yMax) { b.velocityY -= boundFactor; } ]]> var dampening = b.dampening != null ? b.dampening : influence.dampening; b.velocityX *= dampening; b.velocityY *= dampening; i; i++) { this.influences[i](this, vlist); } ]]> this.update();