Flash/Flex学习笔记(35):弹性运动续--弹簧
上一篇里演示的弹性运动加上摩擦力因素后,物体最终基本上都会比较准确的停在目标位置。但是我们回想一下现实世界中的弹簧,如果把弹簧的一头固定起来(即相当于目标点),而另一端栓一个球,把球拉开或压缩一定距离然后松手,事实上小球永远也不可能到达弹簧固定的那一端(因为弹簧即使压缩到最紧,也总有一定的长度)
所以如果要在Flash里模拟现实中的弹簧,真正的目标点绝不是弹簧的端点,而是目标点再偏移一段距离(即弹簧自然伸展时的长度)
var ball:Ball = new Ball(6);
addChild(ball);
ball.y = 20;
?ball.x = 20;
var targetX:Number=stage.stageWidth/2;
var targetY:Number=ball.y;
?var springLength = 100;//弹簧长度
?var spring = 0.2;//弹性系数
?var friction = 0.92;//摩擦系数
?//画辅助线,以便看得更清楚
?graphics.lineStyle(0.5,0xaaaaaa);
?graphics.moveTo(ball.x,ball.y);
?graphics.lineTo(stage.stageWidth-ball.x,ball.y);
?graphics.moveTo(targetX,targetY-10);
?graphics.lineTo(targetX,targetY+10);
?graphics.moveTo(targetX-springLength,targetY-8);
?graphics.lineTo(targetX-springLength,targetY+8);
?var rect:Rectangle = new Rectangle(ball.x,ball.y,stage.stageWidth-ball.x*2,0);
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
function EnterFrameHandler(e:Event):void{
?ball.vx += (targetX - springLength - ball.x)*spring;
ball.vx *= friction;
?ball.x += ball.vx;
}
?function MouseDownHandler(e:MouseEvent):void{
?(e.target as Sprite).startDrag(true,rect);
?removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?
function MouseUpHandler(e:MouseEvent):void{
?ball.stopDrag();
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
}
ball.addEventListener(MouseEvent.MOUSE_OUT,function(){Mouse.cursor = MouseCursor.AUTO});
ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND});
如果考虑到二维坐标的弹簧运动,要稍微复杂一点:

?
var ball:Ball = new Ball(10);
?addChild(ball);
?ball.y = 20;
ball.x = 20;
var targetX:Number=stage.stageWidth/2;
?var targetY:Number=stage.stageHeight/2;
?var springLength:uint = 100;//弹簧长度
?var spring:Number = 0.2;//弹性系数
?var friction:Number = 0.92;//摩擦系数
?var angle:Number = 0;
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
?stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine()});
?angle = Math.atan2(targetY - ball.y,targetX -ball.x);//确定夹角
?trace(angle*180/Math.PI);
?function EnterFrameHandler(e:Event):void{
?ball.vx += (targetX - springLength*Math.cos(angle) - ball.x)*spring;//调整目标点
?ball.vy += (targetY - springLength*Math.sin(angle) - ball.y)*spring;
?ball.vx *= friction;
?ball.vy *= friction;
?ball.x += ball.vx;
?ball.y += ball.vy;
?DrawLine();
?}
function DrawLine():void{
?graphics.clear();
graphics.lineStyle(1);
graphics.moveTo(targetX,targetY-10);
?graphics.lineTo(targetX,targetY+10);
?graphics.moveTo(targetX-10,targetY);
?graphics.lineTo(targetX+10,targetY);
?graphics.moveTo(targetX,targetY);
?graphics.lineStyle(0.5,0xaaaaaa);
?graphics.lineTo(ball.x,ball.y);
?}
?function MouseDownHandler(e:MouseEvent):void{
?(e.target as Sprite).startDrag(true);
removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?function MouseUpHandler(e:MouseEvent):void{
ball.stopDrag();
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?ball.addEventListener(MouseEvent.MOUSE_OUT,function(){Mouse.cursor = MouseCursor.AUTO});
?ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND});
上面的例子中,移动的方向(即夹角)与目标点都是固定的,如果改成动态的(比如鼠标当前所在位置),效果可能更逼真
?function EnterFrameHandler(e:Event):void{
?targetX = mouseX;//改成动态目标
?targetY = mouseY;
angle = Math.atan2(targetY - ball.y,targetX -ball.x);//动态夹角
?ball.vx += (targetX - springLength*Math.cos(angle) - ball.x)*spring;
?ball.vy += (targetY - springLength*Math.sin(angle) - ball.y)*spring;
?ball.vx *= friction;
?ball.vy *= friction;
ball.x += ball.vx;
?ball.y += ball.vy;
?DrawLine();
}
如果二个物体相互以对方所在位置为目标做弹性运动,同时再考虑弹簧长度,边界检测等因素,可以用AS3模拟出一个极逼真的弹簧模型:
?var ball_1:Ball = new Ball(10,0xff0000);
var ball_2:Ball = new Ball(10,0x0000ff);
?ball_1.x = stage.stageWidth * Math.random();
?ball_1.y = stage.stageHeight * Math.random();
?ball_2.x = stage.stageWidth/2;
?ball_2.y = stage.stageHeight/2;
?addChild(ball_1);
?addChild(ball_2);
?var spring:Number = 0.1;
?var springLength:uint = 100;
?var friction:Number = 0.9;
?var darggingBall:Ball;
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?ball_1.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?ball_2.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
?stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine();});
?ball_1.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
?ball_1.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
?ball_2.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
?ball_2.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
?function MouseOutHandler(e:MouseEvent){
?Mouse.cursor = MouseCursor.AUTO;
?}
?function MouseOverHandler(e:MouseEvent){
?Mouse.cursor = MouseCursor.HAND;
?}
function MouseDownHandler(e:MouseEvent):void{
?(e.target as Sprite).startDrag(true,new Rectangle(20,20,stage.stageWidth-40,stage.stageHeight-40));
?darggingBall = e.target as Ball;
?removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?function MouseUpHandler(e:MouseEvent):void{
?if (darggingBall!=null){
?darggingBall.stopDrag();
?darggingBall = null;
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}???
?}
?function EnterFrameHandler(e:Event):void{
?var dx1 = ball_2.x -ball_1.x;
var dy1 = ball_2.y -ball_1.y;???
?var angle1:Number = Math.atan2(dy1,dx1);????
ball_1.vx += (ball_2.x - springLength * Math.cos(angle1) - ball_1.x) * spring;
?ball_1.vy += (ball_2.y - springLength * Math.sin(angle1) - ball_1.y) * spring;??
?ball_1.vx *= friction;
?ball_1.vy *= friction;??
?ball_1.x += ball_1.vx;
?ball_1.y += ball_1.vy;
?var dx2 = ball_1.x -ball_2.x;
?var dy2 = ball_1.y -ball_2.y;???
var angle2:Number = Math.atan2(dy2,dx2);????
?ball_2.vx += (ball_1.x - springLength * Math.cos(angle2) - ball_2.x) * spring;
?ball_2.vy += (ball_1.y - springLength * Math.sin(angle2) - ball_2.y) * spring;??
?ball_2.vx *= friction;
?ball_2.vy *= friction;??
?ball_2.x += ball_2.vx;
?ball_2.y += ball_2.vy;
?DrawLine();
?CheckBoundary(ball_1);
CheckBoundary(ball_2);
?}
?function DrawLine():void{
?graphics.clear();
?graphics.lineStyle(0.5,0x666666);
?graphics.moveTo(ball_1.x,ball_1.y);
?graphics.lineTo(ball_2.x,ball_2.y);
}
?function CheckBoundary(b:Ball){
?if (b.x>stage.stageWidth-b.width/2 || b.x<=b.width/2){
?b.x -= b.vx;????????
b.vx *= -1;
?}
?if (b.y>stage.stageHeight-b.height/2 || b.y<=b.height/2){
?b.y -= b.vy;
?b.vy *= -1;
?}
?}
如果玩得再疯狂一点,多放一些小球,让第二个以第一个为目标,第三个以第二个为目标...最后一个再以第一个为目标,这样构成一个环,大概就是下面这个样子:
var spring:Number=0.1;
?var springLength:uint=150;
?var friction:Number=0.8;//摩擦力
?var darggingBall:Ball;
var ballNumber:uint = 3;//小球个数
var arrBalls:Array = new Array(ballNumber);
?for(var i:uint=0,j=arrBalls.length;i<j;i++){
?arrBalls[i] = new Ball(20,Math.random() * 0xffffff);
?var _ball:Ball = arrBalls[i];
?_ball.x=stage.stageWidth*Math.random();
?_ball.y=stage.stageHeight*Math.random();
?addChild(_ball);
?_ball.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
_ball.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
?_ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
?}
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?
?
stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
?
stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine();});
?//切换光标
?function MouseOutHandler(e:MouseEvent) {
?Mouse.cursor=MouseCursor.AUTO;
?}
//切换光标
?function MouseOverHandler(e:MouseEvent) {
?Mouse.cursor=MouseCursor.HAND;
?}
?//开始拖动
?function MouseDownHandler(e:MouseEvent):void {
?(e.target as Sprite).startDrag(true,new Rectangle(20,20,stage.stageWidth-40,stage.stageHeight-40));
?darggingBall=e.target as Ball;
?removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?}
?//结束拖动
?function MouseUpHandler(e:MouseEvent):void {
if (darggingBall!=null) {
?darggingBall.stopDrag();
?darggingBall=null;
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
}
?}
function EnterFrameHandler(e:Event):void {
?for(var i:uint=0,j=arrBalls.length-1;i<j;i++){
?SpringTo(arrBalls[i],arrBalls[i+1]);????????
?}
?SpringTo(arrBalls[arrBalls.length-1],arrBalls[0]);
?DrawLine();?
?for(i=0,j=arrBalls.length;i<j;i++){
CheckBoundary(arrBalls[i]);
?}
?}
//画连接线
?function DrawLine():void {
?graphics.clear();
?graphics.lineStyle(0.5,0x666666);
?//graphics.moveTo(ball_1.x,ball_1.y);
?//graphics.lineTo(ball_2.x,ball_2.y);
?for(var i:uint=0,j=arrBalls.length-1;i<j;i++){
?graphics.moveTo(arrBalls[i].x,arrBalls[i].y);
?graphics.lineTo(arrBalls[i+1].x,arrBalls[i+1].y);
?}
?graphics.lineTo(arrBalls[0].x,arrBalls[0].y);
?}
?//弹性运动处理??function SpringTo(targetBall:Ball,moveBall:Ball):void{
?var dy=targetBall.y-moveBall.y;
?var dx=targetBall.x-moveBall.x;?
?var angle1:Number=Math.atan2(dy,dx);
?moveBall.vx += (targetBall.x - springLength * Math.cos(angle1) - moveBall.x) * spring;
moveBall.vy += (targetBall.y - springLength * Math.sin(angle1) - moveBall.y) * spring;
?moveBall.vx *= friction;
?moveBall.vy *= friction;
?moveBall.x += moveBall.vx;
?moveBall.y += moveBall.vy;
?}
?//检测边界
?function CheckBoundary(b:Ball) {
?if (b.x>stage.stageWidth-b.width/2||b.x<=b.width/2) {
?b.x-=b.vx;
?b.vx*=-1;
?}
?if (b.y>stage.stageHeight-b.height/2||b.y<=b.height/2) {
b.y-=b.vy;
b.vy*=-1;
?}
}
思考一下:这样为啥不会造成死循环?