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我正在运行 HitTestPoint 来检测我的两个 mc 何时发生碰撞,但我不希望它们能够直接通过对方。有人建议我在发生碰撞时找到移动物体的 x,y 坐标,然后在每次发生碰撞时将该 mc 的坐标更新为此 x,y。我一直在谷歌搜索,但结果是空的。下面是我的代码和我尝试过的

 private function __checkHit($evt:Event):void {
   if (this.coin_mc.hitTestObject(target)) {
     if (!hitting) {
   coinSnd.play();
     count++;
       total_count.text = String("$" + count);
     hitting = !hitting;
 }
   } else {
    hitting = false;
   }
   if (mug_bounds.hitTestPoint(coin_mc.x,coin_mc.y, false)) 
    { 
        // do our in-circle check
        if((mug_bounds.x - coin_mc.x) * 2 + (mug_bounds.y - coin_mc.y) * 2 <= (mug_bounds.width/2 + coin_mc.width/2) * 2)
        {
   **var coinX:Number = coin_mc.x;
   var coinY:Number = coin_mc.y;
                        trace(coin_mc.x);
   trace(coin_mc.y);
   coin_mc.x = coinX;
   coin_mc.y=coinY;**   
        }
 }  
else
{
    trace("Didn't Hit Mug");
}
}

}

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1 回答 1

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你快到了。当您进行圆内检查时,您需要设置 coin_mc 坐标。您将其设置为什么值取决于您想要发生的情况,例如停止、反弹、消失等,例如下面的代码只是在 coin_mc 接触点停止:

if (mug_bounds.hitTestPoint(coin_mc.x,coin_mc.y, false)) 
{ 
    // do our in-circle check
    if((mug_bounds.x - coin_mc.x) * 2 + (mug_bounds.y - coin_mc.y) * 2 <= (mug_bounds.width/2 + coin_mc.width/2) * 2)
    {
        //first find the angle between the two centre points
        var diffX:Number =(coin_mc.x-mug_bounds.x);
        var diffY:Number =(coin_mc.y-mug_bounds.y);
        var radii:Number = mug_bounds.width/2 + coin_mc.width/2;
        var angle:Number = Math.atan2(diffX,diffY)

        // use trig to calculate the new x position so that the coin_mc isn't touching the mug
        coin_mc.x = mug_bounds.x + radii*Math.sin(angle);
        coin_mc.y = mug_bounds.y + radii*Math.cos(angle);

    }
}  else {
    trace("Didn't Hit Mug");
}
于 2011-01-18T09:38:01.550 回答