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闪光 – AS3中的归航导弹

发布时间:2020-12-15 07:23:56 所属栏目:百科 来源:网络整理
导读:我正试图在AS3中制造一枚导弹.当你想让它完全按照一个点完成时很容易 – 但是如果目标(目标)绕过它,我试图使火箭必须转身. 这就是我所拥有的 – 它几乎可以工作,但是你可以看到它非常微不足道(特别是如果鼠标位于火箭左侧(如果它向右移动似乎工作正常). http
我正试图在AS3中制造一枚导弹.当你想让它完全按照一个点完成时很容易 – 但是如果目标(目标)绕过它,我试图使火箭必须转身.

这就是我所拥有的 – 它几乎可以工作,但是你可以看到它非常微不足道(特别是如果鼠标位于火箭左侧(如果它向右移动似乎工作正常).

http://projectavian.com/rocket.swf

这是我的Rocket类:

package
{
    import flash.display.Sprite;
    import flash.geom.Point;
    import flash.events.Event;

    public class Rocket extends Sprite
    {
        // vars
        public var target:Point;

        private const _vel:Number = 5;
        private const _steer:Number = Math.PI / 36;

        private var _destAng:Number = 0;
        private var _ang:Number = 0;
        private var _xv:Number = 0;
        private var _yv:Number = 0;

        /**
         * Constructor
         */
        public function Rocket()
        {
            // temp graphics
            graphics.lineStyle(2,0);
            graphics.lineTo(26,0);

            addEventListener(Event.ENTER_FRAME,_handle);
        }

        /**
         * Called on dispatch of Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            _destAng = _getAng();

            _xv = Math.cos(_ang) * _vel;
            _yv = Math.sin(_ang) * _vel;

            x += _xv;
            y += _yv;

            if(_ang > _destAng) _ang -= _steer;
            if(_ang < _destAng) _ang += _steer;

            rotation = _ang * 180 / Math.PI;
        }

        /**
         * Get the angle to target
         */
        private function _getAng():Number
        {
            if(target)
            {
                var yp:Number = target.y - y;
                var xp:Number = target.x - x;

                return Math.atan2(yp,xp);
            }

            return 0;
        }
    }
}

我猜这个逻辑并不适用于任何导致导弹向左移动的奇怪行为:

if(_ang > _destAng) _ang -= _steer;
if(_ang < _destAng) _ang += _steer;

这也是我用来创建我的Rocket的代码,如果它有用:

var point:Point = new Point();

var rocket:Rocket = new Rocket();
rocket.target = point;

addChild(rocket);

addEventListener(Event.ENTER_FRAME,_handle);
function _handle(e:Event):void
{
    point.x = mouseX;
    point.y = mouseY;
}

解决方法

这应该适合你.

public class Rocket extends Sprite
{
    // vars
    public var target:Point;

    private const _vel:Number = 5;
    private const _steer:Number = Math.PI / 36;

    private var _destAng:Number = 0;
    private var _ang:Number = 0;
    private var _xv:Number = 0;
    private var _yv:Number = 0;

    public const SPEED:uint = 50;

    // TODO: get this from fixed timespet
    public const TIME_DELTA:Number = 0.05;
    public const RAD:Number = 57.2957795;
    public const DEG:Number = 0.0174532925;

    public function Rocket()
    {
        // temp graphics
        graphics.lineStyle(2,0);

        // body should follow head
        graphics.moveTo(-26,0);
        graphics.lineTo(0,0);

        addEventListener(Event.ENTER_FRAME,_handle);
    }

    /**
     * Called on dispatch of Event.ENTER_FRAME
     */
    private function _handle(e:Event):void
    {
        var a:Number = _turnToFace(new Point(x,y),target,this.rotation * Math.PI / 180,0.1);

        var dirX:Number = Math.cos(a);
        var dirY:Number = Math.sin(a);

        x += (dirX) * SPEED * TIME_DELTA;
        y += (dirY) * SPEED * TIME_DELTA;

        rotation = a * RAD;
    }

    private function _turnToFace(p:Point,f:Point,ca:Number,turnSpeed:Number):Number
    {           
        var xp:Number = f.x - p.x;
        var yp:Number = f.y - p.y;

        var desiredAngle:Number = Math.atan2(yp,xp);
        var difference:Number = _wrapAngle(desiredAngle - ca);

        difference = Math.max(-turnSpeed,Math.min(turnSpeed,difference));

        return _wrapAngle(ca + difference); 
    }

    private function _wrapAngle(radians:Number):Number
    {
        var pi2:Number = Math.PI * 2;

        while(radians < -Math.PI) radians += pi2;
        while(radians > Math.PI) radians -= pi2;

        return radians;
    }
}

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