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详解Flash AS代码实现弹弓弓弦弹性形变

 bubu梦之地 2009-10-26

详解Flash AS代码实现弹弓弓弦弹性形变

 

  我们用Flash ActionScript代码制作一个模拟弹弓弓弦弹性形变的小游戏教程,我们一步一步由浅入深来详细说明制作步骤。

  思路:准备三个小球元件,使其中一个小球可以拖动,在使它沿着一条线移动,用ActionScript代码计算移动的角度,最后实现弹弓弓弦弹性形变的一个互动游戏。

  一、Flash制作小球随鼠标拖动

  启动Flash,首先我们绘制两个元件,非常简单的。绘制一个小球然后转变为影片剪辑元件,同样方法再建议一个不同颜色的小球的影片剪辑。

用Flash制作一个类似弹弓的小游戏教程1

用Flash制作一个类似弹弓的小游戏教程2

  然后在主场景中直接输入如下代码:

attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
_root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
ball.onPress = function() {
 startDrag(this);
};
ball.onRelease = function() {
 stopDrag();
};

 

二、Flash制作随小球移动的弦

  然后我们通过修改上面的代码,在两个小球之间绘制一条线,可以随中间小球任意移动。

attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
_root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
ball.onPress = function() {
    startDrag(this);
};
ball.onRelease = function() {
    stopDrag();
};
elastic.onEnterFrame = function() {
    this.clear();
    this.lineStyle(2, 0x009900);
    this.moveTo(sling_1._x, sling_1._y);
    if (ball._y>182) {
        dist_x = ball._x-sling_1._x;
        dist_y = ball._y-sling_1._y;
        distance_from_sling = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
        elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
        angle = Math.atan2(dist_y, dist_x)+Math.asin(18/distance_from_sling);
        this.lineTo(sling_1._x+elastic_length*Math.cos(angle), sling_1._y+elastic_length*Math.sin(angle));
    } else {
        this.lineTo(sling_2._x, sling_2._y);
    }
    this.moveTo(sling_2._x, sling_2._y);
    if (ball._y>182) {
        dist_x = ball._x-sling_2._x;
        dist_y = ball._y-sling_2._y;
        distance_from_sling = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
        elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
        angle = Math.atan2(dist_y, dist_x)+Math.asin(18/distance_from_sling)*-1;
        this.lineTo(sling_2._x+elastic_length*Math.cos(angle), sling_2._y+elastic_length*Math.sin(angle));
    } else {
        this.lineTo(sling_2._x, sling_2._y);
    }
};

  

 
、Flash计算弦的形变角度

  在这里我们可以很轻松的计算出小球在线上的角度来。

用Flash制作一个类似弹弓的小游戏教程

  稍微做一下改动。

attachMovie("sling", "sling_1", _root.getNextHighestDepth(), {_x:20, _y:200});
attachMovie("sling", "sling_2", _root.getNextHighestDepth(), {_x:480, _y:200});
attachMovie("ball", "ball", _root.getNextHighestDepth(), {_x:250, _y:100});
_root.createEmptyMovieClip("elastic", _root.getNextHighestDepth());
xspeed = 0;
yspeed = 0;
fire = false;
ball.onPress = function() {
 fire = false;
 startDrag(this);
};
ball.onRelease = function() {
 stopDrag();
 fire = true;
};
ball.onEnterFrame = function() {
 if (fire) {
  this._x += (xspeed*0.001);
  this._y += (yspeed*0.001);
 }
};
elastic.onEnterFrame = function() {
 this.clear();
 this.lineStyle(2, 0x009900);
 this.moveTo(sling_1._x, sling_1._y);
 if (ball._y>182) {
  dist_x = ball._x-sling_1._x;
  dist_y = ball._y-sling_1._y;
  distance_from_sling = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
  elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
  angle = Math.atan2(dist_y, dist_x)+Math.asin(18/distance_from_sling);
  saved_angle = angle;
  this.lineTo(sling_1._x+elastic_length*Math.cos(angle), sling_1._y+elastic_length*Math.sin(angle));
  this.lineTo(ball._x,ball._y);
 } else {
  this.lineTo(sling_2._x, sling_2._y);
 }
 this.moveTo(sling_2._x, sling_2._y);
 if (ball._y>182) {
  dist_x = ball._x-sling_2._x;
  dist_y = ball._y-sling_2._y;
  distance_from_sling = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
  elastic_length = Math.sqrt(distance_from_sling*distance_from_sling-18*18);
  angle = Math.atan2(dist_y, dist_x)+Math.asin(18/distance_from_sling)*-1;
  this.lineTo(sling_2._x+elastic_length*Math.cos(angle), sling_2._y+elastic_length*Math.sin(angle));
  this.lineTo(ball._x,ball._y);
 } else {
  this.lineTo(sling_2._x, sling_2._y);
 }
};

 

 
 四、Flash制作小球与弦的互动运动

  最后我们让小球自动运动或者你可以用鼠标拖动小球。
var ball:MovieClip = _root.attachMovie("ball", "ball", 2, {_x:250, _y:100});
var elastic:MovieClip = _root.createEmptyMovieClip("elastic", 1);
var point1:MovieClip = _root.attachMovie("sling", "point1", 3, {_x:50, _y:200});
var point2:MovieClip = _root.attachMovie("sling", "point2", 4, {_x:450, _y:200});
var gravity = 0.1;
var angle1:Number = 0;
var angle2:Number = 0;
var radius:Number = 13.0;
// Or whatever half the width of your ball is.
var elasticCoefficient:Number = 0.001;
// This number will affect the stretchiness of the sling.  The greater the number
// the tighter the elastic will be.    
var released:Boolean = true;
var forced:Boolean = false;
var acc:Object = {x:0, y:0};
var vel:Object = {x:0, y:0};
_root.onMouseDown = function() {
    ball._x = _root._xmouse;
    ball._y = _root._ymouse;
    ball.startDrag();
    _root.released = false;
    vel.x = 0;
    vel.y = 0;
};
_root.onMouseUp = function() {
    ball.stopDrag();
    _root.released = true;
};
ball.onPress = function() {
    ball.startDrag();
    _root.released = false;
    vel.x = 0;
    vel.y = 0;
};
ball.onRelease = function() {
    ball.stopDrag();
    _root.released = true;
};
_root.onEnterFrame = function() {
    elastic.clear();
    elastic.lineStyle(3, 0xFF0000);
    if (released) {
        ball._x += vel.x;
        ball._y += vel.y;
    }
    if (ball._y>=187) {
        /* This area differs from the code in the tutorial.
        The reason for that is I didn't read the code, I just looked at the examples.
        I try to gain experience with problem-solving by doing things as close to by myself as possible. */
        forced = true;
        var x1:Number = ball._x-point1._x;
        var y1:Number = ball._y-point1._y;
        var x2:Number = point2._x-ball._x;
        var y2:Number = point2._y-ball._y;
        var distance1:Number = Math.sqrt(x1*x1+y1*y1);
        var distance2:Number = Math.sqrt(x2*x2+y2*y2);
        _root.angle1 = Math.atan2(y1, x1);
        _root.angle2 = Math.atan2(y2, x2);
        var xOffset:Number = Math.cos(angle1+Math.PI/2)*radius;
        var yOffset:Number = Math.sin(angle1+Math.PI/2)*radius;
        var xOffset2:Number = Math.cos(angle2+Math.PI/2)*radius;
        var yOffset2:Number = Math.sin(angle2+Math.PI/2)*radius;
        angle1 += Math.sin(radius/distance1);
        angle2 += Math.sin(radius/distance2)*-1;
        elastic.moveTo(point1._x, point1._y);
        elastic.lineTo(ball._x+xOffset, ball._y+yOffset);
        elastic.moveTo(point2._x, point2._y);
        elastic.lineTo(ball._x+xOffset2, ball._y+yOffset2);
    } else {
        forced = false;
        elastic.moveTo(point1._x, point1._y);
        elastic.lineTo(point2._x, point2._y);
    }
    acc.x = 0;
    acc.y = 0;
    acc.y = gravity;
    if (released && forced) {
        /* This section applies the force of the sling to the ball in terms of acceleration based on the stretching of
        the sling, in the direction of the displacement, scaled by a coefficient that also encapsulates the mass of
        the ball. */
        acc.x += distance1*Math.sin(angle2)*elasticCoefficient;
        acc.y += -distance1*Math.cos(angle1)*elasticCoefficient;
        acc.x += distance2*Math.sin(angle1)*elasticCoefficient;
        acc.y += -distance2*Math.cos(angle2)*elasticCoefficient;
    }
    if (released) {
        vel.x += acc.x;
        vel.y += acc.y;
    }
};

 

 

 

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