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: