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(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:
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: