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  • Flash/Flex学习笔记(39):弹性运动

    动画中的弹性运动 从视觉效果上接近 物理经典力学中的单摆运动或弹簧(胡克定律F=Kx)振动

    先看下面的模拟演示:

    规律:
    小球先从出发点(初始为最左侧)向目标点(中心点)加速狂奔,奔的过程中速度越来越大,但加速度越来越小,等经过目标点时,发现速度太大刹不住车(此时速度达到最大值,但加速度减为0),奔过头了!于是加速度发生逆转,从0开始变为负值,从而导致速度越来越小,等速度减到0时,也奔到了最右侧(此时负加速度也达到最大值),然后在负加速度的影响下,开始掉头又狂奔....这样不断下去,直接摩擦力让它筋疲力尽,最终瘫倒在目标点 :)

    公式:胡克定律F=Kx,而合外力F根据牛二定律 F=ma,这二者结合起来换算一下,也就是 ma = kx,即a = (k/m)x .用代码体现出来,即加速度与位移成(正比)线性关系。 

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
    	import flash.geom.Rectangle;
    	import flash.ui.Mouse;
    	import flash.ui.MouseCursor;
    
    	public class Spring1 extends Sprite {
    		private var ball:Ball;
    		private var spring:Number=0.02;
    		private var targetX:Number=stage.stageWidth/2;
    		private var rect:Rectangle;
    		private var vx:Number=0;
    		private var isDragging=false;
    
    		public function Spring1() {
    			init();
    		}
    
    		private function init():void {
    			ball=new Ball(10);
    			addChild(ball);
    			ball.x=20;
    			ball.y=stage.stageHeight/2;
    			addEventListener(Event.ENTER_FRAME, onEnterFrame);
    
    			ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
    			ball.addEventListener(MouseEvent.MOUSE_OVER,function(){Mouse.cursor = MouseCursor.HAND});
    			ball.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
    			stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
    			
    			//画辅助线
    			graphics.lineStyle(1);
    			graphics.moveTo(ball.x,ball.y);
    			graphics.lineTo(stage.stageWidth-ball.x,ball.y);
    			graphics.moveTo(stage.stageWidth/2,ball.y-10);
    			graphics.lineTo(stage.stageWidth/2,ball.y+10);
    
    			rect=new Rectangle(ball.x,ball.y,stage.stageWidth-2*ball.x,0);
    		}
    
    		private function MouseOutHandler() {
    			if (! isDragging) {
    				Mouse.cursor=MouseCursor.AUTO;
    			}
    		}
    
    
    		//开始拖动
    		private function MouseDownHandler(e:MouseEvent):void {
    			ball.startDrag(true,rect);
    			Mouse.cursor=MouseCursor.HAND;
    			removeEventListener(Event.ENTER_FRAME, onEnterFrame);
    			isDragging=true;
    
    		}
    		
    		//结束拖动
    		private function MouseUpHandler(e:MouseEvent):void {
    			ball.stopDrag();
    			addEventListener(Event.ENTER_FRAME, onEnterFrame);
    			Mouse.cursor=MouseCursor.AUTO;
    			isDragging=false;
    		}
    
    		private function onEnterFrame(event:Event):void {
    			var dx:Number = targetX-ball.x;
    			var ax:Number = dx*spring;//加速度与位移成正(反)比关系
    			vx += ax;
    			vx *= 0.97;//摩擦系数
    			trace(ax,vx);
    			ball.x+=vx;
    
    		}
    	}
    }
    

    上面演示是一维的弹性运动,当然也可以同时在x轴和y轴上进行

    代码:

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
    	import flash.ui.Mouse;
    	import flash.ui.MouseCursor;
    	
    	public class Spring2 extends Sprite {
    		private var ball:Ball;
    		private var spring:Number=0.1;
    		private var targetX:Number=stage.stageWidth/2;
    
    		private var targetY:Number=stage.stageHeight/2;
    		private var vx:Number=0;
    		private var vy:Number=0;
    		private var friction:Number=0.95;
    		
    		public function Spring2() {
    			init();
    		}
    		private function init():void {
    			ball = new Ball(5);
    			ball.x = Math.random() * stage.stageWidth;
    			ball.y = Math.random() * stage.stageHeight;			
    			addChild(ball);
    			addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
    			stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);	
    			MouseDownHandler(null);
    			Mouse.cursor = MouseCursor.BUTTON;
    		}
    		
    		function MouseDownHandler(e:MouseEvent):void{
    			graphics.clear();
    			ball.x = Math.random() * stage.stageWidth;
    			ball.y = Math.random() * stage.stageHeight;
    			ball.vx = (Math.random()*2-1) * 50;
    			ball.vy = (Math.random()*2-1) * 50;
    			graphics.moveTo(ball.x,ball.y);			
    		}
    		
    		private function EnterFrameHandler(event:Event):void {
    			//去掉下面的注释,就变成鼠标跟随的弹性运动
    			//targetX = mouseX;
    			//targetY = mouseY;
    			var dx:Number=targetX-ball.x;
    			var dy:Number=targetY-ball.y;
    			var ax:Number=dx*spring;
    			var ay:Number=dy*spring;
    			vx+=ax;
    			vy+=ay;
    			vx*=friction;
    			vy*=friction;
    			ball.x+=vx;
    			ball.y+=vy;
    			graphics.lineStyle(0.3,0xbbbbbb,1);
    			graphics.lineTo(ball.x,ball.y);
    		}
    	}
    }
    

    接下来:用代码模仿一根猴皮筋儿

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.ui.Mouse;
    	import flash.ui.MouseCursor;
    	
    	public class Spring3 extends Sprite {
    		private var ball:Ball;
    		private var spring:Number=0.1;
    		private var vx:Number=0;
    		private var vy:Number=0;
    		private var friction:Number=0.95;
    		
    		
    		public function Spring3() {
    			init();
    		}
    		private function init():void {
    			ball = new Ball(10);
    			addChild(ball);
    			addEventListener(Event.ENTER_FRAME, onEnterFrame);
    			Mouse.cursor = MouseCursor.HAND;
    		}
    		private function onEnterFrame(event:Event):void {
    			var dx:Number = mouseX-ball.x;
    			var dy:Number = mouseY-ball.y;
    			var ax:Number = dx*spring;
    			var ay:Number = dy*spring;
    			vx+=ax;
    			vy+=ay;
    			
    			vx*=friction;
    			vy*=friction;
    			ball.x+=vx;
    			ball.y+=vy;
    			graphics.clear();
    			graphics.lineStyle(1);			
    			graphics.moveTo(mouseX, mouseY);
    			graphics.lineTo(ball.x, ball.y);
    		}
    	}
    }
    

    上面的例子只有一个球,如果考虑更多的小球,第一球以鼠标所在位置为目标做弹性运动,而第二个以第一个球为目标做弹性运动,第三球又跟着第二个... 这会是什么效果呢?

    package {
    
    	import flash.display.Sprite;
    	import flash.events.MouseEvent;
    	import flash.events.Event;
    
    	public class ArrayChain extends Sprite {
    
    		var arrBall:Array;		
    		var spring:Number=0.12;
    		var firstBall:Ball;
    		var gravity:Number=6;
    		var friction:Number=0.8;
    
    		public function ArrayChain() {			
    			init();
    		}
    		
    		private function init():void {
    			arrBall=new Array(5);
    			for (var i:uint=0,j:uint=arrBall.length; i<j; i++) {
    				arrBall[i]=new Ball(10,Math.random()*0xffffff);
    				addChild(arrBall[i]);
    			}
    			firstBall=arrBall[0];
    			firstBall.x=Math.random()*stage.stageWidth;
    			firstBall.y=Math.random()*stage.stageHeight;	
    			addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
    		}
    
    		private function EnterFrameHandler(e:Event):void {
    			//第一个球以鼠标所在位置为目标做弹性运动
    			firstBall.vx += (mouseX - firstBall.x) * spring;
    			firstBall.vy += (mouseY - firstBall.y) * spring;
    			firstBall.vy+=gravity;
    			firstBall.vx*=friction;
    			firstBall.vy*=friction;
    			firstBall.x+=firstBall.vx;
    			firstBall.y+=firstBall.vy;
    
    			//准备画连线
    			graphics.clear();
    			graphics.lineStyle(0.2,0x666666);
    			graphics.moveTo(mouseX,mouseY);
    			graphics.lineTo(firstBall.x,firstBall.y);
    
    			//后面的小球依次以前一个的位置为目标做弹性运动
    			for (var i=1,j=arrBall.length; i<j; i++) {
    				var ball:Ball=arrBall[i];
    				ball.vx += (arrBall[i-1].x-ball.x)*spring;
    				ball.vy += (arrBall[i-1].y-ball.y)*spring;
    				ball.vy+=gravity;
    				ball.vx*=friction;
    				ball.vy*=friction;
    				ball.x+=ball.vx;
    				ball.y+=ball.vy;
    				graphics.lineTo(ball.x,ball.y);//画出连线将各球连在一起
    			}
    		}
    	}
    
    }
    

    ok,我们得到了一个"弹簧链",当然这里面还考虑了重力的因素,通过上面的几个例子可以总结一下:第一个示例中一维弹性运动可以看作为x方向的加速度随位移的影响,而第二个示例可以看作是x,y二个方向加速度随位移影响的叠加,而第三个示例,则可以看作是任何方向这种影响再叠加重力的综合效果。总之:任何方向的弹性运动,都可以认为是该方向的加速度(或力)随位移的影响,而且这种影响可以在多个方向上叠加。下面这个是多点控制弹性运动的示例:

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
    	import flash.ui.Mouse;
    	import flash.ui.MouseCursor;
    	
    	public class MultiSpring extends Sprite {
    		
    		private var ball:Ball;
    		private var handles:Array;
    		private var spring:Number=0.3;
    		private var friction:Number=0.8;
    		private var numHandles:Number=5;
    		
    		public function MultiSpring() {
    			init();
    		}
    		
    		private function init():void {
    			ball=new Ball(20);
    			addChild(ball);
    			handles = new Array();
    			
    			//创建控制(点)小球
    			for (var i:uint = 0; i < numHandles; i++) {
    				var handle:Ball=new Ball(10,0x0000ff);
    				handle.x=Math.random()*stage.stageWidth;
    				handle.y=Math.random()*stage.stageHeight;
    				handle.addEventListener(MouseEvent.MOUSE_DOWN, MouseDownHandler);
    				addChild(handle);
    				handles.push(handle);
    				handle.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
    				handle.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
    			}
    			addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
    			addEventListener(MouseEvent.MOUSE_UP, MouseUpHandler);		
    			
    		}
    		
    		
    		
    		function MouseOutHandler(e:MouseEvent):void{
    			Mouse.cursor = MouseCursor.AUTO;
    		}
    		
    		function MouseOverHandler(e:MouseEvent):void{
    			Mouse.cursor = MouseCursor.HAND;
    		}
    		
    		private function EnterFrameHandler(event:Event):void {
    			
    			//将各控制点的位置做为目标位置,叠加弹性运动
    			for (var i:uint = 0; i < numHandles; i++) {
    				var handle:Ball=handles[i] as Ball;
    				var dx:Number=handle.x-ball.x;
    				var dy:Number=handle.y-ball.y;
    				ball.vx+=dx*spring;
    				ball.vy+=dy*spring;
    			}
    			
    			ball.vx*=friction;
    			ball.vy*=friction;
    			ball.x+=ball.vx;
    			ball.y+=ball.vy;
    			graphics.clear();
    			graphics.lineStyle(1);
    			for (i = 0; i < numHandles; i++) {
    				graphics.moveTo(ball.x, ball.y);
    				graphics.lineTo(handles[i].x, handles[i].y);
    			}
    		}
    		
    		private function MouseDownHandler(e:MouseEvent):void {
    			e.target.startDrag();
    		}
    		
    		private function MouseUpHandler(event:MouseEvent):void {
    			stopDrag();
    		}
    	}
    }
    
    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/1714197.html
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