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。

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var ball:Ball = new Ball(10);

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ball.x = stage.stageWidth/2;

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ball.y = stage.stageHeight/2;

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addChild(ball);

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Mouse.cursor = MouseCursor.BUTTON;

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var Velocity:Number = 10;//速度最大值

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var friction = 0.4;//摩擦力因子

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stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);

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stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);

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function MouseDownHandler(e:MouseEvent):void{

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graphics.clear();

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//初始化小球位置以速度

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ball.x = stage.stageWidth/2;

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ball.y = stage.stageHeight/2;

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

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

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

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

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}

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function MouseUpHandler(e:MouseEvent):void

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addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

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}

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function EnterFrameHandler(e:Event):void{

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ball.x += ball.vx;

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ball.y += ball.vy;

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

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

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speed -= friction;

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//减速后的新速度

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

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

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//防止减速过度,就成反向运动

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if (speed<=friction){

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ball.vx = 0;

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ball.vy = 0;

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removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);

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}   

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

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}

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

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var ball:Ball = new Ball(10);

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ball.x = stage.stageWidth/2;

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ball.y = stage.stageHeight/2;

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addChild(ball);

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Mouse.cursor = MouseCursor.BUTTON;

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var Velocity:Number = 10;

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var friction = 0.9;//摩擦力因子(小于1大于0即可)

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stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);

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stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);

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function MouseDownHandler(e:MouseEvent):void{

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graphics.clear();   

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ball.x = stage.stageWidth/2;

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ball.y = stage.stageHeight/2;

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

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

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

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

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}

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function MouseUpHandler(e:MouseEvent):void

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addEventListener(Event.ENTER_FRAME,EnterFrameHandler);

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}

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function EnterFrameHandler(e:Event):void{

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ball.x += ball.vx;

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ball.y += ball.vy;

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

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

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

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ball.vx = 0;

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ball.vy = 0;

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removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);

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}   

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//trace(ball.vx);

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//trace(ball.vy);

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

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}

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:

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package {

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import flash.display.Sprite;

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import flash.events.Event;

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import flash.events.KeyboardEvent;

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import flash.ui.Keyboard;

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import flash.display.StageAlign;

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import flash.display.StageScaleMode;

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import fl.controls.Label;

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public class ShipSim2 extends Sprite {

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private var ship:Ship;

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private var vr:Number=0;

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private var thrust:Number=0;

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private var vx:Number=0;

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private var vy:Number=0;        

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public function ShipSim2() {

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init();

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}

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private function init():void {

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stage.scaleMode=StageScaleMode.NO_SCALE;

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stage.align=StageAlign.TOP_LEFT;            

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ship = new Ship();

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addChild(ship);

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ship.x=stage.stageWidth/2;

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ship.y=stage.stageHeight/2;

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addEventListener(Event.ENTER_FRAME, EnterFrameHandler);

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stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler);

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stage.addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler);

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}

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private function KeyDownHandler(event:KeyboardEvent):void {

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switch (event.keyCode) {

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case Keyboard.LEFT :

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vr=-5;

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break;

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case Keyboard.RIGHT :

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vr=5;

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break;

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case Keyboard.UP :

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thrust=0.2;

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ship.draw(true);

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break;

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default :

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break;

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}

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}

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private function KeyUpHandler(event:KeyboardEvent):void {

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vr=0;           

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thrust=0;

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ship.draw(false);

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}

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private function EnterFrameHandler(event:Event):void {

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ship.rotation+=vr;

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

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

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

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vx+=ax;

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vy+=ay;

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ship.x+=vx;

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ship.y+=vy;

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var left:Number=0;

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var right:Number=stage.stageWidth;

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var top:Number=0;

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var bottom:Number=stage.stageHeight;

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//屏幕环绕处理

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

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

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

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

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}

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

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

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

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

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}

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}

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}

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}

最后把这二者结合起来,看下效果:

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