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:

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