Flash/Flex学习笔记(23):运动学原理
先写一个公用的小球类Ball:
package{ import flash.display.Sprite; //小球 类 public class Ball extends Sprite{ private var radius:Number ;//半径 private var color:uint;//颜色 public function Ball(r:Number=50,c:uint=0xff0000){ this.radius = r; this.color = c; init(); } private function init():void{ graphics.beginFill(color); graphics.drawCircle(0,0,radius); graphics.endFill(); } } }
圆周运行与椭圆运动:
主要依靠三角函数结合椭圆公式计算对象的x,y坐标
var ball:Ball = new Ball(5,0xff0000); var ball2:Ball = new Ball(8,0x0000ff); addChild(ball); addChild(ball2); var _radius:uint = 75; var _angle:Number = 0; var _centerX = stage.stageWidth/2; var _centerY = stage.stageHeight/2; var _radius_X = 100; var _radius_Y = 175; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); graphics.lineStyle(1); graphics.moveTo(_centerX,_centerY); function EnterFrameHandler(event:Event):void { ball.x = _centerX + _radius * Math.cos(_angle * Math.PI/180); ball.y = _centerY + _radius * Math.sin(_angle * Math.PI/180); ball2.x = _centerX + _radius_X * Math.cos(_angle * Math.PI/180); ball2.y = _centerY + _radius_Y * Math.sin(_angle * Math.PI/180); _angle += 1; if (_angle<=360){ graphics.moveTo(ball.x,ball.y); graphics.lineStyle(1,_angle * Math.pow(2,24)/360,1); //graphics.lineStyle(1,Math.random() * 0xffffff,1); graphics.lineTo(ball2.x,ball2.y); } }
匀加速直线运动:
速度公式:v = v0 + at,物理学上的公式虽然是这样,但是到了Flash中思路得稍微换一下,Flash默认为每秒24帧,而EnterFrame事件在每次进入新一帧时触发,所以可粗略的认为每一帧就是一个“单位时间”,匀加速的重要特征就是每单位时间速度增加固定值,所以在Flash中只要在EnterFrame中将速度增加固定值即可
var ball:Ball; var vx:Number = 0; var ax:Number = 0; var vy:Number = 0; var ay:Number = 0; ball = new Ball ; addChild(ball); ball.x = stage.stageWidth/2; ball.y = stage.stageHeight/2; ball.scaleX = 0.1; ball.scaleY = 0.1; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler); stage.addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler); graphics.lineStyle(1,0,1); graphics.moveTo((stage.stageWidth/2)-10,stage.stageHeight/2); graphics.lineTo((stage.stageWidth/2)+10,stage.stageHeight/2); graphics.moveTo(stage.stageWidth/2,(stage.stageHeight/2)-10); graphics.lineTo(stage.stageWidth/2,(stage.stageHeight/2)+10); function EnterFrameHandler(event:Event):void { vx += ax; //每次进入该帧时,x轴方向的速度增加指定值(即x轴方向匀加速运行) ball.x += vx; vy += ay; //每次进入该帧时,y轴方向的速度增加指定值(即y轴方向匀加速运行) ball.y += vy; if (ball.x>=stage.stageWidth-ball.width/2) { ball.x=stage.stageWidth-ball.width/2; vx = 0; } else if (ball.x <= ball.width/2) { ball.x = ball.width/2; vx = 0; } if (ball.y>=stage.stageHeight-ball.height/2) { ball.y=stage.stageHeight-ball.height/2; vy = 0; } else if (ball.y <= ball.height/2) { ball.y = ball.height/2; vy = 0; } } function KeyDownHandler(event:KeyboardEvent):void { switch(event.keyCode){ case Keyboard.RIGHT: ax = 0.5; break; case Keyboard.LEFT: ax = -0.5; break; case Keyboard.DOWN: ay = 0.5; break; case Keyboard.UP: ay = -0.5; default: break; } } function KeyUpHandler(event:KeyboardEvent):void { ax=0; ay=0; }
自由落体运动:
其实就是匀加速直线运动的特例,把上面的代码稍作修改即可。
function EnterFrameHandler(event:Event):void { vx += ax; ball.x += vx; vy += ay; vy += 0.45; //这里再强行增加一个值做为重力加速度,所以不做控制的时候,也会自己向下掉 ball.y += vy; if (ball.x>=stage.stageWidth-ball.width/2) { ball.x=stage.stageWidth-ball.width/2; vx = 0; } else if (ball.x <= ball.width/2) { ball.x = ball.width/2; vx = 0; } if (ball.y>=stage.stageHeight-ball.height/2) { ball.y=stage.stageHeight-ball.height/2; vy *= -0.7; //假设反弹后的反向速度是原来速度的70% } else if (ball.y <= ball.height/2) { ball.y = ball.height/2; vy = 0; } }
反弹:只要将上面的例子稍候修改即可
var ball:Ball; var vx:Number = 0; var ax:Number = 0; var vy:Number = 0; var ay:Number = 0; ball = new Ball ; addChild(ball); ball.x = stage.stageWidth/2; ball.y = stage.stageHeight/2; ball.scaleX = 0.1; ball.scaleY = 0.1; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDownHandler); stage.addEventListener(KeyboardEvent.KEY_UP, KeyUpHandler); graphics.lineStyle(1,0,1); graphics.moveTo((stage.stageWidth/2)-10,stage.stageHeight/2); graphics.lineTo((stage.stageWidth/2)+10,stage.stageHeight/2); graphics.moveTo(stage.stageWidth/2,(stage.stageHeight/2)-10); graphics.lineTo(stage.stageWidth/2,(stage.stageHeight/2)+10); var _bounce:Number = -0.5;//反弹后的速度百分比 function EnterFrameHandler(event:Event):void { vx += ax; ball.x += vx; vy += ay; ball.y += vy; if (ball.x>=stage.stageWidth-ball.width/2) { ball.x=stage.stageWidth-ball.width/2; vx *= _bounce; } else if (ball.x <= ball.width/2) { ball.x = ball.width/2; vx *= _bounce; } if (ball.y>=stage.stageHeight-ball.height/2) { ball.y=stage.stageHeight-ball.height/2; vy *= _bounce; } else if (ball.y <= ball.height/2) { ball.y = ball.height/2; vy *= _bounce; } } function KeyDownHandler(event:KeyboardEvent):void { switch(event.keyCode){ case Keyboard.RIGHT: ax = 0.5; break; case Keyboard.LEFT: ax = -0.5; break; case Keyboard.DOWN: ay = 0.5; break; case Keyboard.UP: ay = -0.5; default: break; } } function KeyUpHandler(event:KeyboardEvent):void { ax=0; ay=0; }
往返直线运动:
graphics.lineStyle(1,0xff0000,0.5); graphics.moveTo(0,0); graphics.lineTo(stage.stageWidth,stage.stageHeight); graphics.lineStyle(1,0x00ff00,0.5); graphics.moveTo(stage.stageWidth,0); graphics.lineTo(0,stage.stageHeight); var ball:Ball=new Ball(10,0xff0000); ball.x=0; ball.y=0; var _seedX=-90; var _seedY=0; var angle:Number = 45* Math.PI/180; addChild(ball); var ball2:Ball = new Ball(10,0x00ff00); ball2.x = stage.stageWidth; var speed = 2; var isDown = true; addChild(ball2); addEventListener(Event.ENTER_FRAME,EnterFrameHandler); function EnterFrameHandler(e:Event):void { ball.x = Math.cos(_seedX*Math.PI/180)*stage.stageWidth; ball.y = Math.sin(_seedY*Math.PI/180)*stage.stageHeight; _seedX+=1; _seedY+=1; if (_seedX > 90){ _seedX = -90; } if (_seedY > 180){ _seedY = 0; } //向下 if (isDown){ ball2.x -= speed; ball2.y += speed; if (ball2.x < 0){ isDown = false; } } else{//向上 ball2.x -= -speed; ball2.y += -speed; if (ball2.x > stage.stageWidth){ isDown = true; } } }
注:上面演示了二种方法,对于往返匀速直线运动,最简单的办法就是让x,y轴方向速度增加固定值;如果不要求匀速的话,用sin,cos函数也许更简单
飞船键盘控制演示:(来自ActionScript 3.0 Animation中的示例)
飞船类
package { import flash.display.Sprite; public class Ship extends Sprite { public function Ship() { draw(false); } public function draw(showFlame:Boolean):void { graphics.clear(); graphics.lineStyle(1,0xffffff); graphics.moveTo(10,0); graphics.lineTo(-10,10); graphics.lineTo(-5,0); graphics.lineTo(-10,-10); graphics.lineTo(10,0); if (showFlame) { graphics.moveTo(-7.5,-5); graphics.lineTo(-15,0); graphics.lineTo(-7.5,5); } } } }
主动画
package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.ui.Keyboard; public class ShipSim 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 ShipSim() { init(); } private function init():void { ship=new Ship ; ship.scaleX = ship.scaleY = 1.5; 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; if (ship.x < ship.width/2){ ship.x = ship.width/2; vx = 0; } if (ship.x>stage.stageWidth -ship.width/2){ ship.x = stage.stageWidth -ship.width/2; vx = 0; } if (ship.y > stage.stageHeight - ship.height/2){ ship.y = stage.stageHeight - ship.height/2; vy=0; } if (ship.y < ship.height/2){ ship.y = ship.height/2; vy=0; } } } }
带摩擦力的加速旋转:
addEventListener(Event.ENTER_FRAME,EnterFrameHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDownHandler); stage.addEventListener(KeyboardEvent.KEY_UP,KeyUpHandler); var ar:Number=0; var vr:Number=0; var _isStart:Boolean=false;//是否正在加速(或减速) var _isRight:Boolean=true;//是否正在向右顺时针转动 function EnterFrameHandler(e:Event):void { vr+=ar; obj.rotation+=vr;//obj是舞台中的箭头实例 if (!_isStart) { if (_isRight) { if (vr<=0) { vr=0; ar=0.0; } } else { if (vr>=0) { vr=0; ar=0.0; } } } } function KeyDownHandler(e:KeyboardEvent):void { _isStart=true; if (e.keyCode==Keyboard.RIGHT) { ar=0.2; _isRight=true; } else if (e.keyCode == Keyboard.LEFT) { ar=-0.2; _isRight=false; } } function KeyUpHandler(e:KeyboardEvent):void { if (e.keyCode==Keyboard.RIGHT) { ar=-0.1; } else if (e.keyCode == Keyboard.LEFT) { ar=0.1; } _isStart=false; }
作者:菩提树下的杨过
出处:http://yjmyzz.cnblogs.com
本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。
出处:http://yjmyzz.cnblogs.com
本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。