飞机躲避小游戏---是男人就撑100秒的源代码分析

 Parse and show bmp file on windows platform

                             EmilMatthew(desmnd21449@sina.com)

Abstract:

       We could treat this game as a particle system, which only needs the collide detect additionally.

To be easy enough as a sample program, I use one ball to take place of the plane in the game.

 

Key Words: Particle System, Plane avoids bullets game

      

1前言:

       是男人就撑100秒是一个流行广泛,但又略显BT意味的小游戏。游戏的玩法就是四周不断的有子弹射出,而你的任务就是控制你的飞机不断的躲避,直到被击中,以躲避时间的长短来评定游戏水平的高低。

       这个游戏在实现是比较容易的,由于子弹在这里占据了主要地位,所以考虑以子弹为中心,即考虑构建一个粒子系统,来控制子弹的发射,发射方向的计算,以及出界的判定等。至于飞机方面,则只要有控制的部分(事件驱动,事件监听或用循环,要视具体实现环境而定),把两者结合起来,只要加上飞机与子弹间的碰撞检测即可,这里出于演示的目的,简单起见,采用球代替飞机的造型。

      

2子弹粒子系统的运作流程:

       子弹的粒子系统要控制好子弹的发射,发射方向的计算,出界的判定以及碰撞检测.

该粒子系统的总体框架并不困难,这里给出我实现过程中的总体框架:

 

while(runFlag)

       {

                     For all particles

                     {

                            If(current particle is not lived)

                            {

                                          Init this particle.

}

                            Else if(current particle is out of the game area)

                            {

                                   Current particle set to dead.

}

                            Else

                            {

                                   Current particle move and show

                                   If(current particle is collided with the plane)

                                          runFlag=flase;

}

}

}

 

       这里要注意一下if….else if 中的条件判定对应的现实意义,即是否会出现实中无意义但在程序中却出现的情况,如果出现的话,这样的BUG将比较难抓出.

       比如这里,如果将ifelse if 中语中的条件及对应的内容作相应的交换,:

                            if(current particle is out of the game area)

                            {

                                   Current particle set to dead.

}

                            Else if(current particle is not lived)

                            {

                                          Init this particle.

}

       在第一个if判定中,会将这样一种情况被包括进去:

if(current particle is out of game area&& current is not lived)

此时,将导致第二个判定永远无法到达.

       所以,当条件复杂且多的时候,最好是列张真值表,看看所有可能的情况是否都如期的到达该到的判定条件处,避免在程序调试中浪费过多不避要的时间.

 

3子弹粒子设计细节:

3.1子弹粒子的数据结构及存储方式.

粒子类以一个类的形式进行封装,里面包含了一些基本的物理属性及粒子相关的一些动作(函数)。简要的情况如下:

class SPhy.CSPhyMc extends MovieClip

{

       public var v :Number=0;//1 demision Velocity or together Velocity of vx ,vy

       public var vx:Number=0;

       public var vy:Number=0;

       ……

      

public function setLife(lifeValue:Number):Void

       {

              life=lifeValue;

       }

      

       public function getLife():Number

       {

              return life;

       }

      

       public function isLived():Boolean

       {

                     return life==LIVED;

       }

       … …

}    

 

而在游戏中,这采用一个数组来实现粒子的群落,理由是使用方便而且快速。(当然,出于一种美学上的要求,你可能会选链表,因为它的插入和删除来的比较漂亮和干净,这就取决于你自己的喜好了)

 

 

3.2 发射角的计算.

发射角的计算相当于一道简单的高中向量的题目:

已知两点P1(x1,y1),P2(x2,y2),P1指向P2的单位向量a.

求解:

a)       计算两点间的距离L=sqrt((x1-x2)^2+(y1-y2)^2)

b)      求出P1P2(向量),P1P2=((x2-x1)/L,(y2-y1)/L);

c)      单位化a=P1P2/(Len(P1P2))     

而你要做的,只是将子弹看成是P1,你自己的飞机看成是P2,即可,最后还应把起始速度去

乘以所求得的单位向量a=(cos(fi),sin(fi))

              Vx=v*cos(fi)

              Vy =v*sin(fi)

 

3.3 碰撞检测

碰撞检测是个广泛而重要的话题,可以从简单到复杂,难度突破主要在计算几何上。这里针对本游戏谈两个:

3.3.1 两个圆的碰撞检测,这个不用多说了,只要看两个圆的圆心的距离是否比它们的半径之和来的小就是了.

即圆1:圆心O1(x1,y1),半径r1

  2:圆心O2(x2,y2),半径r2

  则它们之间的碰撞检测可以这样来做:

       If(Len(O1O2)<=r1+r2)

       {

              Two circles collide.

}

Else

{

       Safe condition.

}

      

如果在视觉效果要求比较高的场和,尤其是不允许出现物体重叠的场和,不仿在Len(O1O2) 后加上一个偏移值。这样可以保证视觉上不会看到两个物体重叠的现像,尽管在精确的数值模型上二者并未相碰。而在数值精度要求高的场和,恐怕情况就要反一下了,图形是第二位的,数据的精准才是最重要的。具体如何去平衡图形和数据间的对应关系,还请诸位自己去斟酌了。

      

3.3.1 圆和三角形间的碰撞检测:

三角形可以用通常用一个五元组Q(P1,P2,k0,k1,k2)来表达(许多飞机的形状通常可以看成一个三角形)

对于Q(P1,P2,k0,k1,k2),其中,P1,P2是三角的位于上部和左下的两个点,假设另一个点为P3,k0P1,P2间的斜率,k1是指P1,P3间的斜率,k2是指P2,P3间的斜率. (各字母的意义见图1)

                           

                                                          1

这样,三角形的三条边就可以方便的表达出来了:

如直线P1P2的二维直线方程为y=k0(x-x1)+y1.

         P1P3:  y=k1(x-x1)+y1

         P2P3:  y=k2(x-x2)+y2

这样,判定一个点是否在三解形内,就只要判断这个点是否在三条边指向三角形内的一侧.这里,如果要判的点为p(x’,y’),则根据图1的情况,有:

If(k0(x’-x1)+y1>=0&&k1(x’-x1)+y1<=0&& y’>=y2)//考虑到P2P3是水平的情况

{

              Collide!

}

Else

{

              Safe Condition.

}

显然,这个算法并不算得上好,因为如果三解形旋转的话,原来的某直线的左侧意味着三角形的内侧可能就会意味着外侧。这时,可以考虑再增加一个三元组,用来实时指示当前的三条直线指向三角形内侧的方面,可取的情况有以下几种:

a)左侧  b)右侧  c)上侧(水平时)  d下侧(水平时)

 

       4实现部分的关键代码(AS2)

       4.1粒子类:

       import SMotion.*

import SColDet.*

 

class SPhy.CSPhyMc extends MovieClip

{

       public var m:Number=0;//mass

      

       public var g:Number=0;//gravity

      

       public var pF:Number=0;//Positive forces,attention here UpCase!!!!!!!

       //Because the compiler was not so perfect as you think ,add a p here to prepare for the case.

       public var r:Number =0;//when it become a ball---radius.

      

       public var v :Number=0;//1 demision Velocity or together Velocity of vx ,vy

       public var vx:Number=0;

       public var vy:Number=0;

      

       public var f :Number=0;//fraction forces.

       public var fx:Number=0;

       public var fy:Number=0;

      

       public var a :Number=0;//acclerate v

       public var ax:Number=0;

       public var ay:Number=0;

      

       //plane game use;

       public var bigFire:Number=0;

      

       private static var DEAD:Number=0;

       private static var LIVED:Number=1;

       private var life:Number;

      

       private var mMotionCom:RCSMove;

       private var mColDetCom:RCSColDet;

      

       private static var thisP:Object;

             

       public function setLife(lifeValue:Number):Void

       {

              life=lifeValue;

       }

      

       public function getLife():Number

       {

              return life;

       }

      

       public function isLived():Boolean

       {

                     return life==LIVED;

       }

      

       public function init():Void

       {

              thisP=this;     

              this.vx=0;

              this.vy=0;

              this.v=3+random(3);

             

              this._width=10;

    this._height=10;

              this.r=5;

             

              this.initCom();

       }

      

      

      

       public function initPos(targetPlane:CSPhyMc):Void

       {

                 var randNum:Number=random(100);

                 //set init positoin:down,left,up,right

                 if(randNum<25)

                 {

                                 this._x=random(Stage.width);

                                 trace("Width"+Stage.width+"Height"+Stage.height);

                         

                                 this._y=Stage.height;

                 }

                 else if(randNum<50)

                 {

                                 thisP._x=_root.gStageLeft;

                                 this._y=random(Stage.height);

                 }

                 else if(randNum<75)

                 {

                                 this._x=random(Stage.width);

                                 thisP._y=_root.gStageTop;

                 }

                 else

                 {

                                 this._x=Stage.width;

                                 this._y=random(Stage.height);

                 }

                

                 this.CalVx_Vy(this,targetPlane);

       }

      

       private  function GetDis(mc1:CSPhyMc, mc2:CSPhyMc):Number

       {

                            return Math.sqrt((mc1._x-mc2._x)*(mc1._x-mc2._x)+(mc1._y-mc2._y)*(mc1._y-mc2._y));

       }

      

       private function CalVx_Vy(mcChase:CSPhyMc, mcAim:CSPhyMc):Void

       {

                            var len:Number= GetDis(mcChase, mcAim);

                            mcChase.vx=(mcAim._x-mcChase._x)/len*mcChase.v;

                            mcChase.vy=(mcAim._y-mcChase._y)/len*mcChase.v;

  } 

      

       public function initCom():Void

       {

              mMotionCom=new RCSMove();

              mColDetCom=new RCSColDet();

       }

      

       public function outDetect():Boolean

       {

         var offset:Number=25;

              return mColDetCom.particleOutDet(this,0-offset,0-offset,Stage.width+2*offset,Stage.height+2*offset);

       }

      

       public function move_show():Void

       {

              mMotionCom.Move2D(this,this.vx,this.vy);

       }

      

       public function collideDect(targetPlane:CSPhyMc):Boolean

       {

              if(_root.mcLibPlaneName=="ball")

                     return mColDetCom.TwoBall(targetPlane,this);

              //return this.hitTest(targetPlane.getBounds(_root).xMin,targetPlane.getBounds(_root).yMax,false);

       }

}

 

4.2游戏主调度类

class ChaseAim

{     

       static private var thisP:Object;

       private var staturs:Number;//gaming 1,failure 0

      private var speed:Number;

       private var bulletNum:Number=20;

       private var start:Number=0;

       private var end:Number=0;

       public function init():Void

       {   thisP=this;

            staturs=1;

            speed=3;

           bulletNum=20;

            for(var i=0;i<11;i++)

              {

                _root.createTextField("txt"+i,i,0,(i-1)*25,500,25);

             }

              

             _root.attachMovie("ball","ball1",11);

             _root.ball1._x=250;

             _root.ball1._y=200;

             _root.ball1.r=20;

            

             for(var i=0;i<bulletNum;i++)

              {

                _root.attachMovie("bullet","bullet"+i,20+i);

              _root["bullet"+i].vx=0;

              _root["bullet"+i].vy=0;

              _root["bullet"+i].v=3+random(3);

              _root["bullet"+i].r=5;

              _root["bullet"+i]._width=10;

                _root["bullet"+i]._height=10; 

             

              GenBullet(_root["bullet"+i]);

             }

             start=getTimer();

            

             setInterval(EffectF,100);

       }

       

       private function EffectF():Void

             {

                   if(thisP.staturs!=0)

                  {              

                    for(var i=0;i<thisP.bulletNum;i++)

                     {

                      if (thisP.CheckOutBounds(_root["bullet"+i])) thisP.GenBullet(_root["bullet"+i]);

                    if(thisP.TwoBallCol(_root.ball1,_root["bullet"+i]))thisP.staturs=0;

                    thisP.Move2D(_root["bullet"+i]);

                    //_root.txt3.text=_root["bullet"+i].vx;

                   //_root.txt4.text=_root["bullet"+i].vy;

                         

                    }   

                  

                  

                    if( Key.isDown(Key.LEFT))_root.ball1._x -= thisP.speed;

                     if( Key.isDown(Key.RIGHT))_root.ball1._x += thisP.speed;

                     if( Key.isDown(Key.UP))_root.ball1._y -= thisP.speed;

                   if( Key.isDown(Key.DOWN))_root.ball1._y += thisP.speed;   

                    if(thisP.staturs==0)

                    {

                      _root.txt0.text="you failure";

                     thisP.end=getTimer();

                     var tmp:Number=thisP.end-thisP.start;

                     _root.txt1.text="你共坚持了"+tmp/1000+"";

                           //delete this.onEnterFrame;

                    }

                    }

              }

      

       private function GenBullet(tmpMc:CSPhyMc):Void

       {      var left:Number;

              var top:Number;

              if(random(2))

              {

                     left=random(7)*100-100;

                      top=random(2)*400;

              }

              else

              {

                     left=random(2)*600;

                      top=random(6)*100-100;

              }

              tmpMc._x=left;

              tmpMc._y=top;

              CalVx_Vy(tmpMc, _root.ball1);

       }

      

       private function CheckOutBounds(tmpMc:CSPhyMc):Boolean

       {

              if(tmpMc._x<-10||tmpMc._x>510||tmpMc._y<-10||tmpMc._y>410)

                          return true;

              else      return false;

       }

      

       private  function TwoBallCol(ball1:CSPhyMc,ball2:CSPhyMc):Boolean

       {  

              if(Math.sqrt((ball1._x-ball2._x)*(ball1._x-ball2._x)+(ball1._y-ball2._y)*(ball1._y-ball2._y))<=(ball1.r+ball2.r))

                     return true;

              else

                     return false;

       }

      

       private  function GetDis(mc1:CSPhyMc, mc2:CSPhyMc):Number

       {

                            return Math.sqrt((mc1._x-mc2._x)*(mc1._x-mc2._x)+(mc1._y-mc2._y)*(mc1._y-mc2._y));

       }

      

       private function CalVx_Vy(mcChase:CSPhyMc, mcAim:CSPhyMc):Void

       {

                            var len:Number= GetDis(mcChase, mcAim);

                            mcChase.vx=(mcAim._x-mcChase._x)/len*mcChase.v;

                            mcChase.vy=(mcAim._y-mcChase._y)/len*mcChase.v;

  } 

      

       private function Move2D(mc:CSPhyMc):Void

       {

              mc._x+=mc.vx;

              mc._y+=mc.vy;

       }

}

4.3核心运行函数:

       function mainLoop():Void

{

       UserPlaneControl();

       if(_root.gRunFlag)

       {

                //trace("yes");

                     for(var i:Number=0;i<_root.gBulletNum;i++)

                     {

                            //trace("yes");

                       if(!_root[mcUserBulletName+i].isLived())       

                                                 {

                                                        //trace("relife:"+i);

                                                        _root[mcUserBulletName+i].setLife(LIVED);

                                                        _root[mcUserBulletName+i].init();

                                                        _root[mcUserBulletName+i].initPos(_root[mcUserPlaneName]);

                                                 }

                            else if(_root[mcUserBulletName+i].outDetect())

                            {

                                                 //trace("outDetect:"+i);

                                                 _root[mcUserBulletName+i].setLife(DEAD);

                            }

                       else

                       {

                                    _root[mcUserBulletName+i].move_show();

                                    

                                    if(_root[mcUserBulletName+i].collideDect(_root[mcUserPlaneName]))

                                        _root.gRunFlag=false;

                       }

                     }

       }

       else

       {

         var timeCount:Number=0;

         //clear the main game scence

              clearInterval(_root.gIntervalID);

              /*for(var i:Number=0;i<_root.gBulletNum;i++)

                     _root[mcUserBulletName+i].removeMovieClip();

              _root[mcUserPlaneName].removeMovieClip();

         */

         _root.gTimeEnd=getTimer();   

              timeCount=_root.gTimeEnd-_root.gTimeStart;

              trace("you last:"+String(timeCount)+"secs.");

              trace2("You lasted:"+String(timeCount)/1000+"secs.");

              /*start the end mc

              _root.gNextScence=0;

              _root.gIntervalID=setInterval(showEnd,_root.fps,_root.mcEndName,_root.result);

              */

       }

}

 

      

5实验结论:

       通过该模型,实现了一个粒子系统的基本运作模式,该运作模式同样适用于其它的粒子系统,只要在最关键的运动及显示部分加以变换即可.

 

参考文献: 

       [1]王德才,基于Direct3D粒子系统实现喷洒车喷洒特殊效果三维仿真,计算机编程技巧与维护,2005.7,80-82

                                                                                                         程序完成日: 06/02/15

                                                            文章完成日: 06/03/25

 

附录:

1测试程序下载:

http://emilmatthew.51.net/EmilPapers/06_10ChaseGame/code.rar

 

2DOC文档下载:

http://emilmatthew.51.net/EmilPapers/06_10ChaseGame/doc.rar

若直接点击无法下载(或浏览),请将下载(或浏览)的超链接粘接至浏览器地( 推荐MYIEGREENBORWSER)址栏后按回车.若不出意外,此时应能下载.

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