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我正在使用此代码来创建和投掷球。我想提高球的速度,它应该保持速度直到它被破坏。我应该怎么做才能得到结果?

            var sphereShape:b2CircleShape=new b2CircleShape(15/worldScale);
            var sphereFixture:b2FixtureDef = new b2FixtureDef();
            sphereFixture.density=1;
            sphereFixture.friction=3;
            sphereFixture.restitution=0.1;
            sphereFixture.filter.groupIndex = -1;
            sphereFixture.shape=sphereShape;
            ball_mc=new ballMc();
            ballCont_mc.addChild(ball_mc);
            var sphereBodyDef:b2BodyDef = new b2BodyDef();
            sphereBodyDef.type=b2Body.b2_dynamicBody;
            ball_mc.name="throwBall";
            ball_mc.hitCount=0;
            ball_mc.basketHit=0;
            sphereBodyDef.position.Set(arrow_mc.x/worldScale,arrow_mc.y/worldScale);
            birdSphere=world.CreateBody(sphereBodyDef);
            birdSphere.CreateFixture(sphereFixture);girl_mc.gotoAndStop(3);
            birdSphere.SetUserData(ball_mc);
            birdSphere.SetBullet(true);
            var distanceX:Number=arrow_mc.x-mouseX;
            var distanceY:Number=arrow_mc.y-mouseY;
            var distance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
            var birdAngle:Number=Math.atan2(distanceY,distanceX);
            birdSphere.SetLinearVelocity(new b2Vec2(distance*Math.cos(birdAngle)/4,distance*Math.sin(birdAngle)/4));

谁能帮我?

4

1 回答 1

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给球一个 Speed 变量并使用类似于以下的函数:

function run(Self)
 {
   Self._x+=Math.sin(Self._rotation*(Math.PI/180))*Self.Speed/10;
   Self._y+=Math.cos(Self._rotation*(Math.PI/180))*Self.Speed/10*-1;
 }//------------------------------------------------------------^run

调用运行(ball_mc);您希望它移动的每一帧。

像保持速度一样保持 Speed 变量。

自我就是球。您首先需要根据它应该移动的方向来设置它的旋转,但这是一个不同的主题,所以我将节省空间并留下那部分。

我希望这有帮助。

于 2012-08-20T08:02:05.527 回答