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  • 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。
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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/1703808.html
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