Flash/Flex学习笔记(22):摩擦力与屏幕环绕
摩擦力:
假如一个物体在某个方向上沿直线运行,摩擦力会使该方向上的速度越来越小,直到停止。 
上图示意了该过程,物体以moveAngle角度正向运动,最终的速度speed矢量为vx矢量与vy矢量的矢量和,在每个单位时间内的位移即Speed矢量的大小,分解到x,y轴后,即为vx与vy;加入摩擦力后,speed矢量每单位时间将减少Friction值,也就是视觉上的越来越慢。
var ball:Ball = new Ball(10);
ball.x = stage.stageWidth/2;
?ball.y = stage.stageHeight/2;
?addChild(ball);
Mouse.cursor = MouseCursor.BUTTON;
?var Velocity:Number = 10;//速度最大值
?var friction = 0.4;//摩擦力因子
stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
?function MouseDownHandler(e:MouseEvent):void{
?graphics.clear();
?//初始化小球位置以速度
ball.x = stage.stageWidth/2;
?ball.y = stage.stageHeight/2;
?ball.vx = (Math.random()*2-1) * Velocity;
?ball.vy = (Math.random()*2-1) * Velocity;???
?graphics.moveTo(ball.x,ball.y);
?graphics.lineStyle(1,0xcccccc,1);
}
function MouseUpHandler(e:MouseEvent):void{?
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
function EnterFrameHandler(e:Event):void{
?ball.x += ball.vx;
ball.y += ball.vy;
?var speed:Number = Math.sqrt(ball.vx*ball.vx + ball.vy*ball.vy);
?var moveAngle = Math.atan2(ball.vy,ball.vx);
?speed -= friction;
?//减速后的新速度
ball.vx = speed*Math.cos(moveAngle);
?ball.vy = speed*Math.sin(moveAngle);
?//防止减速过度,就成反向运动
?if (speed<=friction){
?ball.vx = 0;
?ball.vy = 0;
?removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}???
?graphics.lineTo(ball.x,ball.y);
?}
上面这种方法从物理意义上讲最接近现实情况,不过有些复杂,在实际开发中还有一种更简单的办法,虽然不怎么严密,但从视觉效果上很难看出问题
?var ball:Ball = new Ball(10);
ball.x = stage.stageWidth/2;
?ball.y = stage.stageHeight/2;
?addChild(ball);
Mouse.cursor = MouseCursor.BUTTON;
?var Velocity:Number = 10;
var friction = 0.9;//摩擦力因子(小于1大于0即可)
?stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
?function MouseDownHandler(e:MouseEvent):void{
?graphics.clear();???
?ball.x = stage.stageWidth/2;
?ball.y = stage.stageHeight/2;
ball.vx = (Math.random()*2-1) * Velocity;
?ball.vy = (Math.random()*2-1) * Velocity;???
?graphics.moveTo(ball.x,ball.y);
graphics.lineStyle(1,0xcccccc,1);
?}
function MouseUpHandler(e:MouseEvent):void{?
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?function EnterFrameHandler(e:Event):void{
?ball.x += ball.vx;
?ball.y += ball.vy;
?ball.vx = ball.vx * friction;//直接让x轴速度不断衰减
ball.vy = ball.vy * friction;//直接让y轴速度不断衰减??
?if (Math.abs(ball.vx)<=0.0001 || Math.abs(ball.vy)<=0.0001){
ball.vx = 0;
?ball.vy = 0;
removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
}???
//trace(ball.vx);
//trace(ball.vy);
?graphics.lineTo(ball.x,ball.y);
?}
屏幕环绕:
这个叫法也许从字面上不太直观,说得更白一点就是:一个物体如果在运动过程中跑出了舞台边界,开发人员就要想办法让其从舞台的另一端出现,并继续运动,以保持连贯。前面的一篇文章 Flash/Flex学习笔记:运动学原理 中有一个飞船的示例,加入屏幕环绕处理后,代码如下:
package {
?import flash.display.Sprite;
?import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
?import flash.display.StageAlign;
import flash.display.StageScaleMode;
import fl.controls.Label;
?public class ShipSim2 extends Sprite {
?private var ship:Ship;
?private var vr:Number=0;
private var thrust:Number=0;
?private var vx:Number=0;
private var vy:Number=0;????????
public function ShipSim2() {
init();
}
?private function init():void {
?stage.scaleMode=StageScaleMode.NO_SCALE;
stage.align=StageAlign.TOP_LEFT;????????????
?ship = new Ship();
?addChild(ship);
?ship.x=stage.stageWidth/2;
ship.y=stage.stageHeight/2;
?addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler);
?}
?private function KeyDownHandler(event:KeyboardEvent):void {
?switch (event.keyCode) {
?case Keyboard.LEFT :
?vr=-5;
?break;
case Keyboard.RIGHT :
vr=5;
?break;
?case Keyboard.UP :
?thrust=0.2;
?ship.draw(true);
?break;
?default :
break;
}
?}
?private function KeyUpHandler(event:KeyboardEvent):void {
?vr=0;???????????
?thrust=0;
?ship.draw(false);
?}
?private function EnterFrameHandler(event:Event):void {
?ship.rotation+=vr;
?var angle:Number=ship.rotation*Math.PI/180;
var ax:Number=Math.cos(angle)*thrust;
var ay:Number=Math.sin(angle)*thrust;
?vx+=ax;
?vy+=ay;
?ship.x+=vx;
?ship.y+=vy;
?var left:Number=0;
?var right:Number=stage.stageWidth;
?var top:Number=0;
?var bottom:Number=stage.stageHeight;
//屏幕环绕处理
?if (ship.x>right + ship.width/2) {
?ship.x=left-ship.width/2;
?} else if (ship.x < left - ship.width/2) {
?ship.x=right+ship.width/2;
?}
?if (ship.y-ship.height/2>bottom) {
?ship.y=top-ship.height/2;
} else if (ship.y < top - ship.height / 2) {
?ship.y=bottom+ship.height/2;
?}
?}
?}
}
最后把这二者结合起来,看下效果: