• Flash/Flex学习笔记(25):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。

    view source

    print?

    01
    var ball:Ball = new Ball(10);

    02
    ball.x = stage.stageWidth/2;

    03
    ball.y = stage.stageHeight/2;

    04
    addChild(ball);

    05
    Mouse.cursor = MouseCursor.BUTTON;

    06
    var Velocity:Number = 10;//速度最大值

    07
    var friction = 0.4;//摩擦力因子

    08
    stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);

    09
    stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);

    10

    11
    function MouseDownHandler(e:MouseEvent):void{

    12
    graphics.clear();

    13
    //初始化小球位置以速度

    14
    ball.x = stage.stageWidth/2;

    15
    ball.y = stage.stageHeight/2;

    16
    ball.vx = (Math.random()*2-1) * Velocity;

    17
    ball.vy = (Math.random()*2-1) * Velocity;   

    18
    graphics.moveTo(ball.x,ball.y);

    19
    graphics.lineStyle(1,0xcccccc,1);

    20
    }

    21

    22
    function MouseUpHandler(e:MouseEvent):void

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    addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

    24
    }

    25

    26
    function EnterFrameHandler(e:Event):void{

    27
    ball.x += ball.vx;

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    ball.y += ball.vy;

    29

    30
    var speed:Number = Math.sqrt(ball.vx*ball.vx + ball.vy*ball.vy);

    31
    var moveAngle = Math.atan2(ball.vy,ball.vx);

    32

    33
    speed -= friction;

    34

    35
    //减速后的新速度

    36
    ball.vx = speed*Math.cos(moveAngle);

    37
    ball.vy = speed*Math.sin(moveAngle);

    38

    39
    //防止减速过度,就成反向运动

    40
    if (speed<=friction){

    41
    ball.vx = 0;

    42
    ball.vy = 0;

    43
    removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);

    44
    }   

    45
    graphics.lineTo(ball.x,ball.y);

    46

    47
    }

    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

    view source

    print?

    01
    var ball:Ball = new Ball(10);

    02
    ball.x = stage.stageWidth/2;

    03
    ball.y = stage.stageHeight/2;

    04
    addChild(ball);

    05
    Mouse.cursor = MouseCursor.BUTTON;

    06
    var Velocity:Number = 10;

    07
    var friction = 0.9;//摩擦力因子(小于1大于0即可)

    08
    stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);

    09
    stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);

    10

    11
    function MouseDownHandler(e:MouseEvent):void{

    12
    graphics.clear();   

    13
    ball.x = stage.stageWidth/2;

    14
    ball.y = stage.stageHeight/2;

    15
    ball.vx = (Math.random()*2-1) * Velocity;

    16
    ball.vy = (Math.random()*2-1) * Velocity;   

    17
    graphics.moveTo(ball.x,ball.y);

    18
    graphics.lineStyle(1,0xcccccc,1);

    19
    }

    20

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    function MouseUpHandler(e:MouseEvent):void

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    addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

    23
    }

    24

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    function EnterFrameHandler(e:Event):void{

    26
    ball.x += ball.vx;

    27
    ball.y += ball.vy;

    28

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    ball.vx = ball.vx * friction;//直接让x轴速度不断衰减

    30
    ball.vy = ball.vy * friction;//直接让y轴速度不断衰减  

    31

    32
    if (Math.abs(ball.vx)<=0.0001 || Math.abs(ball.vy)<=0.0001){

    33
    ball.vx = 0;

    34
    ball.vy = 0;

    35
    removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);

    36
    }   

    37

    38
    //trace(ball.vx);

    39
    //trace(ball.vy);

    40
    graphics.lineTo(ball.x,ball.y);

    41

    42
    }

    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(23):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:

    view source

    print?

    01
    package {

    02
    import flash.display.Sprite;

    03
    import flash.events.Event;

    04
    import flash.events.KeyboardEvent;

    05
    import flash.ui.Keyboard;

    06
    import flash.display.StageAlign;

    07
    import flash.display.StageScaleMode;

    08
    import fl.controls.Label;

    09

    10
    public class ShipSim2 extends Sprite {

    11

    12
    private var ship:Ship;

    13
    private var vr:Number=0;

    14
    private var thrust:Number=0;

    15
    private var vx:Number=0;

    16
    private var vy:Number=0;        

    17

    18
    public function ShipSim2() {

    19
    init();

    20
    }

    21

    22
    private function init():void {

    23
    stage.scaleMode=StageScaleMode.NO_SCALE;

    24
    stage.align=StageAlign.TOP_LEFT;            

    25

    26
    ship = new Ship();

    27
    addChild(ship);

    28
    ship.x=stage.stageWidth/2;

    29
    ship.y=stage.stageHeight/2;

    30
    addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

    31
    stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler);

    32
    stage.addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler);

    33
    }

    34

    35
    private function KeyDownHandler(event:KeyboardEvent):void {

    36
    switch (event.keyCode) {

    37
    case Keyboard.LEFT :

    38
    vr=-5;

    39
    break;

    40
    case Keyboard.RIGHT :

    41
    vr=5;

    42
    break;

    43
    case Keyboard.UP :

    44
    thrust=0.2;

    45
    ship.draw(true);

    46
    break;

    47
    default :

    48
    break;

    49
    }

    50
    }

    51

    52
    private function KeyUpHandler(event:KeyboardEvent):void {

    53
    vr=0;           

    54
    thrust=0;

    55
    ship.draw(false);

    56
    }

    57

    58
    private function EnterFrameHandler(event:Event):void {

    59
    ship.rotation+=vr;

    60
    var angle:Number=ship.rotation*Math.PI/180;

    61
    var ax:Number=Math.cos(angle)*thrust;

    62
    var ay:Number=Math.sin(angle)*thrust;

    63
    vx+=ax;

    64
    vy+=ay;

    65
    ship.x+=vx;

    66
    ship.y+=vy;

    67
    var left:Number=0;

    68
    var right:Number=stage.stageWidth;

    69
    var top:Number=0;

    70
    var bottom:Number=stage.stageHeight;

    71
    //屏幕环绕处理

    72
    if (ship.x>right + ship.width/2) {

    73
    ship.x=left-ship.width/2;

    74
    } else if (ship.x < left - ship.width/2) {

    75
    ship.x=right+ship.width/2;

    76
    }

    77
    if (ship.y-ship.height/2>bottom) {

    78
    ship.y=top-ship.height/2;

    79
    } else if (ship.y < top - ship.height / 2) {

    80
    ship.y=bottom+ship.height/2;

    81
    }

    82
    }

    83
    }

    84
    }

    最后把这二者结合起来,看下效果:

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  • 原文地址:https://www.cnblogs.com/happysky97/p/1884535.html
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