上一篇里演示的弹性运动加上摩擦力因素后,物体最终基本上都会比较准确的停在目标位置。但是我们回想一下现实世界中的弹簧,如果把弹簧的一头固定起来(即相当于目标点),而另一端栓一个球,把球拉开或压缩一定距离然后松手,事实上小球永远也不可能到达弹簧固定的那一端(因为弹簧即使压缩到最紧,也总有一定的长度)
所以如果要在Flash里模拟现实中的弹簧,真正的目标点绝不是弹簧的端点,而是目标点再偏移一段距离(即弹簧自然伸展时的长度)
var ball:Ball = new Ball(6); addChild(ball); ball.y = 20; ball.x = 20; var targetX:Number=stage.stageWidth/2; var targetY:Number=ball.y; var springLength = 100;//弹簧长度 var spring = 0.2;//弹性系数 var friction = 0.92;//摩擦系数 //画辅助线,以便看得更清楚 graphics.lineStyle(0.5,0xaaaaaa); graphics.moveTo(ball.x,ball.y); graphics.lineTo(stage.stageWidth-ball.x,ball.y); graphics.moveTo(targetX,targetY-10); graphics.lineTo(targetX,targetY+10); graphics.moveTo(targetX-springLength,targetY-8); graphics.lineTo(targetX-springLength,targetY+8); var rect:Rectangle = new Rectangle(ball.x,ball.y,stage.stageWidth-ball.x*2,0); addEventListener(Event.ENTER_FRAME,EnterFrameHandler); ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler); function EnterFrameHandler(e:Event):void{ ball.vx += (targetX - springLength - ball.x)*spring; ball.vx *= friction; ball.x += ball.vx; } function MouseDownHandler(e:MouseEvent):void{ (e.target as Sprite).startDrag(true,rect); removeEventListener(Event.ENTER_FRAME,EnterFrameHandler); } function MouseUpHandler(e:MouseEvent):void{ ball.stopDrag(); addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } ball.addEventListener(MouseEvent.MOUSE_OUT,function(){Mouse.cursor = MouseCursor.AUTO}); ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND});
如果考虑到二维坐标的弹簧运动,要稍微复杂一点:
var ball:Ball = new Ball(10); addChild(ball); ball.y = 20; ball.x = 20; var targetX:Number=stage.stageWidth/2; var targetY:Number=stage.stageHeight/2; var springLength:uint = 100;//弹簧长度 var spring:Number = 0.2;//弹性系数 var friction:Number = 0.92;//摩擦系数 var angle:Number = 0; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler); stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine()}); angle = Math.atan2(targetY - ball.y,targetX -ball.x);//确定夹角 trace(angle*180/Math.PI); function EnterFrameHandler(e:Event):void{ ball.vx += (targetX - springLength*Math.cos(angle) - ball.x)*spring;//调整目标点 ball.vy += (targetY - springLength*Math.sin(angle) - ball.y)*spring; ball.vx *= friction; ball.vy *= friction; ball.x += ball.vx; ball.y += ball.vy; DrawLine(); } function DrawLine():void{ graphics.clear(); graphics.lineStyle(1); graphics.moveTo(targetX,targetY-10); graphics.lineTo(targetX,targetY+10); graphics.moveTo(targetX-10,targetY); graphics.lineTo(targetX+10,targetY); graphics.moveTo(targetX,targetY); graphics.lineStyle(0.5,0xaaaaaa); graphics.lineTo(ball.x,ball.y); } function MouseDownHandler(e:MouseEvent):void{ (e.target as Sprite).startDrag(true); removeEventListener(Event.ENTER_FRAME,EnterFrameHandler); } function MouseUpHandler(e:MouseEvent):void{ ball.stopDrag(); addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } ball.addEventListener(MouseEvent.MOUSE_OUT,function(){Mouse.cursor = MouseCursor.AUTO}); ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND});
上面的例子中,移动的方向(即夹角)与目标点都是固定的,如果改成动态的(比如鼠标当前所在位置),效果可能更逼真
function EnterFrameHandler(e:Event):void{ targetX = mouseX;//改成动态目标 targetY = mouseY; angle = Math.atan2(targetY - ball.y,targetX -ball.x);//动态夹角 ball.vx += (targetX - springLength*Math.cos(angle) - ball.x)*spring; ball.vy += (targetY - springLength*Math.sin(angle) - ball.y)*spring; ball.vx *= friction; ball.vy *= friction; ball.x += ball.vx; ball.y += ball.vy; DrawLine(); }
如果二个物体相互以对方所在位置为目标做弹性运动,同时再考虑弹簧长度,边界检测等因素,可以用AS3模拟出一个极逼真的弹簧模型:
var ball_1:Ball = new Ball(10,0xff0000); var ball_2:Ball = new Ball(10,0x0000ff); ball_1.x = stage.stageWidth * Math.random(); ball_1.y = stage.stageHeight * Math.random(); ball_2.x = stage.stageWidth/2; ball_2.y = stage.stageHeight/2; addChild(ball_1); addChild(ball_2); var spring:Number = 0.1; var springLength:uint = 100; var friction:Number = 0.9; var darggingBall:Ball; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); ball_1.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); ball_2.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler); stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine();}); ball_1.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler); ball_1.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); ball_2.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler); ball_2.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); function MouseOutHandler(e:MouseEvent){ Mouse.cursor = MouseCursor.AUTO; } function MouseOverHandler(e:MouseEvent){ Mouse.cursor = MouseCursor.HAND; } function MouseDownHandler(e:MouseEvent):void{ (e.target as Sprite).startDrag(true,new Rectangle(20,20,stage.stageWidth-40,stage.stageHeight-40)); darggingBall = e.target as Ball; removeEventListener(Event.ENTER_FRAME,EnterFrameHandler); } function MouseUpHandler(e:MouseEvent):void{ if (darggingBall!=null){ darggingBall.stopDrag(); darggingBall = null; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } } function EnterFrameHandler(e:Event):void{ var dx1 = ball_2.x -ball_1.x; var dy1 = ball_2.y -ball_1.y; var angle1:Number = Math.atan2(dy1,dx1); ball_1.vx += (ball_2.x - springLength * Math.cos(angle1) - ball_1.x) * spring; ball_1.vy += (ball_2.y - springLength * Math.sin(angle1) - ball_1.y) * spring; ball_1.vx *= friction; ball_1.vy *= friction; ball_1.x += ball_1.vx; ball_1.y += ball_1.vy; var dx2 = ball_1.x -ball_2.x; var dy2 = ball_1.y -ball_2.y; var angle2:Number = Math.atan2(dy2,dx2); ball_2.vx += (ball_1.x - springLength * Math.cos(angle2) - ball_2.x) * spring; ball_2.vy += (ball_1.y - springLength * Math.sin(angle2) - ball_2.y) * spring; ball_2.vx *= friction; ball_2.vy *= friction; ball_2.x += ball_2.vx; ball_2.y += ball_2.vy; DrawLine(); CheckBoundary(ball_1); CheckBoundary(ball_2); } function DrawLine():void{ graphics.clear(); graphics.lineStyle(0.5,0x666666); graphics.moveTo(ball_1.x,ball_1.y); graphics.lineTo(ball_2.x,ball_2.y); } function CheckBoundary(b:Ball){ if (b.x>stage.stageWidth-b.width/2 || b.x<=b.width/2){ b.x -= b.vx; b.vx *= -1; } if (b.y>stage.stageHeight-b.height/2 || b.y<=b.height/2){ b.y -= b.vy; b.vy *= -1; } }
如果玩得再疯狂一点,多放一些小球,让第二个以第一个为目标,第三个以第二个为目标...最后一个再以第一个为目标,这样构成一个环,大概就是下面这个样子:
var spring:Number=0.1; var springLength:uint=150; var friction:Number=0.8;//摩擦力 var darggingBall:Ball; var ballNumber:uint = 3;//小球个数 var arrBalls:Array = new Array(ballNumber); for(var i:uint=0,j=arrBalls.length;i<j;i++){ arrBalls[i] = new Ball(20,Math.random() * 0xffffff); var _ball:Ball = arrBalls[i]; _ball.x=stage.stageWidth*Math.random(); _ball.y=stage.stageHeight*Math.random(); addChild(_ball); _ball.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler); _ball.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler); _ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler); } addEventListener(Event.ENTER_FRAME,EnterFrameHandler); stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler); stage.addEventListener(MouseEvent.MOUSE_MOVE,function(){DrawLine();}); //切换光标 function MouseOutHandler(e:MouseEvent) { Mouse.cursor=MouseCursor.AUTO; } //切换光标 function MouseOverHandler(e:MouseEvent) { Mouse.cursor=MouseCursor.HAND; } //开始拖动 function MouseDownHandler(e:MouseEvent):void { (e.target as Sprite).startDrag(true,new Rectangle(20,20,stage.stageWidth-40,stage.stageHeight-40)); darggingBall=e.target as Ball; removeEventListener(Event.ENTER_FRAME,EnterFrameHandler); } //结束拖动 function MouseUpHandler(e:MouseEvent):void { if (darggingBall!=null) { darggingBall.stopDrag(); darggingBall=null; addEventListener(Event.ENTER_FRAME,EnterFrameHandler); } } function EnterFrameHandler(e:Event):void { for(var i:uint=0,j=arrBalls.length-1;i<j;i++){ SpringTo(arrBalls[i],arrBalls[i+1]); } SpringTo(arrBalls[arrBalls.length-1],arrBalls[0]); DrawLine(); for(i=0,j=arrBalls.length;i<j;i++){ CheckBoundary(arrBalls[i]); } } //画连接线 function DrawLine():void { graphics.clear(); graphics.lineStyle(0.5,0x666666); //graphics.moveTo(ball_1.x,ball_1.y); //graphics.lineTo(ball_2.x,ball_2.y); for(var i:uint=0,j=arrBalls.length-1;i<j;i++){ graphics.moveTo(arrBalls[i].x,arrBalls[i].y); graphics.lineTo(arrBalls[i+1].x,arrBalls[i+1].y); } graphics.lineTo(arrBalls[0].x,arrBalls[0].y); } //弹性运动处理 function SpringTo(targetBall:Ball,moveBall:Ball):void{ var dy=targetBall.y-moveBall.y; var dx=targetBall.x-moveBall.x; var angle1:Number=Math.atan2(dy,dx); moveBall.vx += (targetBall.x - springLength * Math.cos(angle1) - moveBall.x) * spring; moveBall.vy += (targetBall.y - springLength * Math.sin(angle1) - moveBall.y) * spring; moveBall.vx *= friction; moveBall.vy *= friction; moveBall.x += moveBall.vx; moveBall.y += moveBall.vy; } //检测边界 function CheckBoundary(b:Ball) { if (b.x>stage.stageWidth-b.width/2||b.x<=b.width/2) { b.x-=b.vx; b.vx*=-1; } if (b.y>stage.stageHeight-b.height/2||b.y<=b.height/2) { b.y-=b.vy; b.vy*=-1; } }
思考一下:这样为啥不会造成死循环?