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无法弄清楚为什么球物体会直接穿过线[2],而它会从所有其他物体反弹。我在下面有两个课程;创建线条的主类以及球的一些碰撞和运动代码,以及球的类。我在主类的行上方添加了一个注释,该注释与不交互的行有关。当程序运行时,它会使用一些基于距离的碰撞代码从所有行反弹 - 但直接穿过其中一行 - 在第 [2] 行的数组中创建的行

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

    public class MultiAngleBounce extends Sprite
    {
        private var ball:Ball;
        private var lines:Array;
        private var numLines:uint = 6;
        private var gravity:Number = 0.3;
        private var bounce:Number = -0.6;



        public function MultiAngleBounce()
        {
            init();
        }

        private function init():void
        {
            ball = new Ball(20);
            addChild(ball);
            ball.x = 100;
            ball.y = 100;

            //create five lines
            lines = new Array();
            for(var i:uint = 0; i < numLines; i++)
            {
                var line:Sprite = new Sprite();
                line.graphics.lineStyle(1);
                line.graphics.moveTo(-50, 0);
                line.graphics.lineTo(50, 0);
                addChild(line);
                lines.push(line);
            }

            lines[0].x = 100;
            lines[0].y = 100;
            lines[0].rotation = 30;

            lines[1].x = 100;
            lines[1].y = 230;
            lines[1].rotation = 50;

            //why does this one get ignored
            lines[2].x = 250;
            lines[2].y = 180;
            lines[2].rotation = -30;

            lines[3].x = 150;
            lines[3].y = 330;
            lines[3].rotation = 10;

            lines[4].x = 230;
            lines[4].y = 250;
            lines[4].rotation = -30;

            lines[5].x = 300;
            lines[5].y = 350;
            lines[5].rotation = -20;

            addEventListener(Event.ENTER_FRAME, onEnterFrame);

        }

        private function onEnterFrame(event:Event):void
        {
            //normal motion code
            ball.vy += gravity;
            ball.x += ball.vx;
            ball.y += ball.vy;

            //bounce off ceiling, floor, walls
            if(ball.x + ball.radius > stage.stageWidth)
            {
                ball.x = stage.stageWidth - ball.radius;
                ball.vx *= bounce;
            }
            else if(ball.x - ball.radius < 0)
            {
                ball.x = ball.radius;
                ball.vx *= bounce;
            }
            if(ball.y + ball.radius > stage.stageHeight)
            {
                ball.y = stage.stageHeight - ball.radius
                ball.vy *= bounce;
            }
            else if(ball.y - ball.radius < 0)
            {
                ball.y = ball.radius;
                ball.vy *= bounce;
            }

            //check each line
            for(var i:uint = 0; i < numLines; i++)
            {
                checkLine(lines[i]);
            }
        }

        private function checkLine(line:Sprite):void
        {
            //get the bounding box of the line
            var bounds:Rectangle = line.getBounds(this);
            if(ball.x > bounds.left && ball.x < bounds.right)
            {
                //get angle, sine and cosine
                var angle:Number = line.rotation * Math.PI / 180;
                var cos:Number = Math.cos(angle);
                var sin:Number = Math.sin(angle);

                //get position of ball, relative to line
                var x1:Number = ball.x - line.x;
                var y1:Number = ball.y - line.y;

                //rotate coordinates
                var y2:Number = cos * y1 - sin * x1;

                //rotate velocity
                var vy1:Number = cos * ball.vy - sin * ball.vx;

                //perform bounce with rotated values
                if(y2 > -ball.height / 2 && y2 < vy1)
                {
                    //rotate coordinates
                    var x2:Number = cos * x1 + sin * y1;

                    //rotate velocity
                    var vx1:Number = cos * ball.vx + sin * ball.vy;

                    y2 = -ball.height / 2;
                    vy1 *= bounce;

                    //rotate everything back;
                    x1 = cos * x2 - sin * y2;
                    y1 = cos * y2 + sin * x2;
                    ball.vx = cos * vx1 - sin * vy1;
                    ball.vy = cos * vy1 + sin * vx1;
                    ball.x = line.x + x1;
                    ball.y = line.y + y1;
                }
            }
        }
    }
}



package
{
    import flash.display.Sprite;

    public class Ball extends Sprite
    {
        public var radius:Number;
        private var color:uint;
        public var internalAngle:Number;
        public var internalRadius:Number;
        internal var vx:Number = 0;
        internal var vy:Number = 0;

        public function Ball(radius:Number = 40, color:uint = 0xff0000)
        {
            this.radius = radius;
            this.color = color;
            init();
        }

        public function init():void {
            graphics.beginFill(color);
            graphics.drawCircle(0, 0, radius);
            graphics.endFill();

        }
    }
}
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1 回答 1

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你边界检查

if(ball.x > bounds.left && ball.x < bounds.right)

第二行失败。当球到达线[2] 时,它还没有达到足够的速度,它可以完全进入边界矩形。您可以使用

if(line.hitTestObject(ball))

改为进行碰撞检测。

于 2013-06-25T01:39:47.713 回答