Expanding my comment, try something like this:
public class Player extends Shape
{
public var X,Y,v,vX,vY,size,a,r:Number;
public var k,counter,leftKey,rightKey,_color:uint;
public var line:Shape = new Shape();
public var dot:Shape = new Shape();
/*...*/
/*constructor, giving values to variables here, not important*/
/*...*/
public function Player(){
//draw shapes
graphics.lineStyle(1);
graphics.drawCircle(0,0,r);
graphics.lineTo(size,0);//can't test this now, but make sure the line is in the same direction as rotation 0 (guessing it's to the right)
//your other constructor code here
}
public function Move():void
{
a=a+0.05*k;
//player controls k parameter k=0 by default
//k=1 when right key pressed
//k=-1 when left key pressed
vX=v*Math.cos(a);
vY=v*Math.sin(a);
X=X+vX;
Y=Y+vY;
x=X+vX*size/(2*v);
y=Y+vY*size/(2*v);
rotation = a * 57.2957795;//quick'n'dirty radians to degrees
}
and if you want to draw the trails you can try something like this:
var canvas:Bitmap = new BitmapData(state.stageWidth,stage.stageHeight,true,0xFF000000);
var ct:ColorTransform = new ColorTransform(1,1,1,.1);
public function mainLoop(TimerEvent:Event):void
{
for (var i:uint=0; i<players; i++) {
player[i].Move();
canvas.draw(player[i],player[i].transform.concatenatedMatrix,ct);
}
}
Hope this makes sense.
Update
Here is a standalone code snippet to illustrate the idea above(which has untested syntax):
package {
import flash.display.Bitmap;
import flash.geom.ColorTransform;
import flash.display.BitmapData;
import flash.text.TextField;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.utils.Dictionary;
import flash.display.Sprite;
public class PlayerMoveTest extends Sprite {
private var keys:Dictionary = new Dictionary();
private var players:Vector.<Player> = new Vector.<Player>();
private var trails:BitmapData;
private var fade:ColorTransform = new ColorTransform(1,1,1,.1);
public function PlayerMoveTest() {
addEventListener(Event.ADDED_TO_STAGE,init);
}
private function init(e:Event):void{
trails = new BitmapData(stage.stageWidth,stage.stageHeight,true,0x00FFFFFF);
addChild(new Bitmap(trails));
for(var i:int = 0 ; i < 2; i++){
var p:Player = addChild(new Player(10+i*10)) as Player;
p.x = stage.stageWidth * .5;
p.y = stage.stageHeight * .5;
players.push(p);
}
stage.addEventListener(KeyboardEvent.KEY_DOWN,onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP,onKeyUp);
stage.addEventListener(Event.ENTER_FRAME,update);
}
private function onKeyDown(e:KeyboardEvent):void{
keys[e.keyCode] = true;
}
private function onKeyUp(e:KeyboardEvent):void{
keys[e.keyCode] = null;
}
private function update(e:Event):void{
if(keys[Keyboard.LEFT] != undefined) {players[0].a -= .05;players[1].a += .05;}
if(keys[Keyboard.RIGHT] != undefined) {players[0].a += .05;players[1].a -= .05;}
if(keys[Keyboard.UP] != undefined) {players[0].s += .15;players[1].s -= .15;}
if(keys[Keyboard.DOWN] != undefined) {players[0].s -= .15;players[0].s += .15;}
for(var i:int = 0 ; i < players.length; i++) {
players[i].move();
trails.draw(players[i],players[i].transform.concatenatedMatrix,fade);
}
}
}
}
import flash.display.*;
class Player extends Shape{
public var vx:Number,vy:Number,a:Number,size:Number,r:Number,s:Number;
public function Player(size:Number){
init(size);
}
private function init(size:Number):void{
vx = vy = a = s = 0;
this.size = size;
this.r = size * .25;
graphics.lineStyle(1);
graphics.drawCircle(0,0,r);
graphics.lineTo(size,0);
}
public function move():void{
rotation = a * 57.2957795;
vx = Math.cos(a) * s;
vy = Math.sin(a) * s;
x += vx;
y += vy;
if(x < 0) x = 0;
if(y < 0) y = 0;
if(x > stage.stageWidth) x = stage.stageWidth-width;
if(y > stage.stageHeight) y = stage.stageHeight-height;
}
}
You can test this code here and here's a preview:
Use the arrow keys to drive(up arrow accelerates, left/right steer).
The first player is the smaller one, having the correct controls, the other is simply mirroring the previous controls)