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Flash/Flex学习笔记(41):碰撞检测

2010-11-22 17:23 302 查看
碰撞检测基本上可能分为二类:对象与对象的碰撞检测、对象与点的碰撞检测

为了方便测试,先写一个box类(生成一个小矩形)

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01

package
{


02



03

import
flash.display.Sprite;


04



05

public
class
Box
extends
Sprite {


06



07

private
var
w:
Number
;


08

private
var
h:
Number
;


09

private
var
color:
uint
;


10

public
var
vx:
Number
=
0
;


11

public
var
vy:
Number
=
0
;


12



13

public
function
Box(width:
Number
=
50
, height:
Number
=
50
, color:
uint
=
0xff0000
) {


14

w=width;


15

h=height;


16

this
.color=color;


17

init();


18

}


19



20

public
function
init():
void
{


21

graphics.beginFill(color);


22

graphics.drawRect(-w /
2
, -h /
2
, w, h);


23

graphics.endFill();


24

}


25

}


26

}


最基本的对象碰撞检测:hitTestObject

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01

package
{


02



03

import
flash.display.Sprite;


04

import
flash.events.Event;


05



06

public
class
Boxes
extends
Sprite {


07



08

private
var
box:Box;


09

private
var
boxes:
Array
;


10

private
var
gravity:
Number
=
0.1
;


11



12

public
function
Boxes() {


13

init();


14

}


15



16

private
function
init():
void
{


17

boxes =
new
Array
();


18

createBox();


19

addEventListener(Event.ENTER_FRAME, onEnterFrame);


20

}


21



22

private
function
onEnterFrame(event:Event):
void
{


23

box.vy+=gravity;


24

box.y+=box.vy;


25



26

//如果物体下落到了舞台(最下)边界,则再造一个出来往下掉


27

if
(box.y+box.height/
2
>stage.stageHeight) {


28

box.y=stage.stageHeight-box.height/
2
;


29

createBox();


30

}
else
{


31

for
(
var
i:
uint
=
0
;i <boxes.length;i++) {


32

//每个正在下掉的物体与其它物体做(矩形)碰撞检测


33

if
(box!=boxes[i]&&box.hitTestObject(boxes[i])) {


34

box.y=boxes[i].y-boxes[i].height/
2
-box.height/
2
;


35

//堆到顶了,则停止


36

if
(box.y<=box.height/
2
){


37

removeEventListener(Event.ENTER_FRAME,onEnterFrame);


38

}


39

else
{


40

createBox();


41

}


42

}


43

}


44

}


45



46

}


47



48

private
function
createBox():
void
{


49

box=
new
Box(Math.random()*
40
+
10
,Math.random()*
40
+
10
,Math.random()*
0xffffff
);


50

box.x=Math.random()*stage.stageWidth;


51

addChild(box);


52

boxes.push(box);


53

}


54

}


55

}


如果把Box换成前面例子中的Ball,就是下面这个样子:

很明显:矩形换成球后,碰撞检测变得不精确了,有一些球似乎并没有真正撞到其它球也停下来了,这是为什么腻?





答案就在于:Flash对象碰撞检测默认采用“对象的矩形边界”做为检测依据。上面二张图演示了这一细节:第一张图虽然肉眼看上去只有二个矩形相交了,但是在Flash看来,其实每对图形都碰到了(第二张图),所以大家应该也能明白为啥换成球后,有些球会浮在空中了。

对象与点的碰撞检测:hitTestPoint

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print?

01

package
{


02

import
flash.display.Sprite;


03

import
flash.events.Event;


04

import
flash.text.TextField;


05



06

public
class
PointHitTest
extends
Sprite {


07

private
var
ball:Ball;


08

private
var
box:Box;


09

private
var
txt:TextField =
new
TextField();


10



11

public
function
PointHitTest() {


12

init();


13

}


14



15

private
function
init():
void
{


16

ball=
new
Ball;


17

addChild(ball);


18

ball.x=stage.stageWidth/
2
;


19

ball.y=stage.stageHeight/
2
;


20



21

box =
new
Box(
90
,
90
);


22

addChild(box);


23

box.x =
100
;


24

box.y =ball.y;


25



26

addEventListener(Event.ENTER_FRAME,EnterFrameHandler);


27



28

addChild(txt);


29

txt.selectable =
false
;


30

}


31



32

private
function
EnterFrameHandler(event:Event):
void
{


33

if
(ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY)) {


34

txt.text =
"碰到了!"
;


35

}


36

else
{


37

txt.text =
""
;


38

}


39

txt.x =mouseX + 
15
;


40

txt.y =mouseY;


41

}


42

}


43

}


用鼠标在二个物体上划过,会看到鼠标所在点与矩形及小球的碰撞检测结果,同样这里也存在一个问题:对于小球而言,默认也是采用矩形边界检测的,所以鼠标移到小球的边角时,虽然还没碰到球,也提示"碰到了",还好Flash提供了一个可选参数,以改进检测的精确度,只要把hitTestPoint第三个可选参数设置为true即可

if (ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY,true)) {

基于距离的检测:即检测二个物体的中心点距离是否低于最小距离

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01

var
ball_1:Ball=
new
Ball(
70
,
0xff0000
);


02

var
ball_2:Ball=
new
Ball(
70
,
0x0000ff
);


03



04

ball_1.x=stage.stageWidth/
2
;


05

ball_1.y=stage.stageHeight/
2
;


06



07

ball_2.x=stage.stageWidth/
2
;


08

ball_2.y=stage.stageHeight/
2
;


09



10

ball_1.vx =Math.random()*
20
-
20
;


11

ball_1.vy =Math.random()*
20
-
20
;


12

ball_2.vx =Math.random()*
20
-
20
;


13

ball_2.vy =Math.random()*
20
-
20
;


14



15

addChild(ball_1);


16

addChild(ball_2);


17



18

addEventListener(Event.ENTER_FRAME,EnterFrameHandler);


19



20

function
EnterFrameHandler(e:Event):
void
{


21

ball_1.x+=ball_1.vx;


22

ball_1.y+=ball_1.vy;


23

ball_2.x+=ball_2.vx;


24

ball_2.y+=ball_2.vy;


25

CheckBoundary(ball_1);


26

CheckBoundary(ball_2);


27



28

var
dx:
Number
=ball_1.x-ball_2.x;


29

var
dy:
Number
=ball_1.y-ball_2.y;


30

var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);


31

if
(dist<(ball_1.radius + ball_2.radius)) {


32



33

var
angle:
Number
=Math.atan2(dy,dx);


34

ball_1.vx=dist*Math.cos(angle)*
0.1
;


35

ball_1.vy=dist*Math.sin(angle)*
0.1
;


36

ball_2.vx=dist*Math.cos(angle)*-
0.1
;


37

ball_2.vy=dist*Math.sin(angle)*-
0.1
;


38

}


39

}


40



41

function
CheckBoundary(b:Ball) {


42

if
(b.x>stage.stageWidth-b.width/
2
||b.x<=b.width/
2
) {


43

b.x-=b.vx;


44

b.vx*=-
1
;


45

}


46



47

if
(b.y>stage.stageHeight-b.height/
2
||b.y<=b.height/
2
) {


48

b.y-=b.vy;


49

b.vy*=-
1
;


50

}


51

}


很明显,这种方法对于圆形物体是十分精确的,但对于非规则形状,只能近似检测.

如果结合上二篇提到的弹性运动,可以做出更复杂的动画:

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print?

01

package
{


02

import
flash.display.Sprite;


03

import
flash.events.Event;


04

public
class
Bubbles
extends
Sprite {


05

private
var
balls:
Array
;


06

private
var
numBalls:
Number
=
10
;


07

private
var
centerBall:Ball;


08

private
var
bounce:
Number
=-
1
;


09

private
var
spring:
Number
=
0.2
;


10

public
function
Bubbles() {


11

init();


12

}


13

private
function
init():
void
{


14

balls=
new
Array
;


15

centerBall=
new
Ball(
100
,
0xcccccc
);


16

addChild(centerBall);


17

centerBall.x=stage.stageWidth/
2
;


18

centerBall.y=stage.stageHeight/
2
;


19

for
(
var
i:
uint
=
0
;i<numBalls;i++) {


20

var
ball:Ball=
new
Ball(Math.random()*
40
+
5
,Math.random()*
0xffffff
);


21

ball.x=Math.random()*stage.stageWidth;


22

ball.y=Math.random()*stage.stageHeight;


23

ball.vx=(Math.random()*
2
-
1
)*
10
;


24

ball.vy=(Math.random()*
2
-
1
)*
10
;


25

addChild(ball);


26

balls.push(ball);


27

}


28

addEventListener(Event.ENTER_FRAME,onEnterFrame);


29

}


30

private
function
onEnterFrame(event:Event):
void
{


31

for
(
var
i:
uint
=
0
;i<numBalls;i++) {


32

var
ball:Ball=balls[i];


33

move(ball);


34

var
dx:
Number
=ball.x-centerBall.x;


35

var
dy:
Number
=ball.y-centerBall.y;


36

var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);


37

var
minDist:
Number
=ball.radius+centerBall.radius;


38

if
(dist<minDist) {


39

var
angle:
Number
=Math.atan2(dy,dx);


40

var
tx:
Number
=centerBall.x+Math.cos(angle)*minDist;
//弹性运动的目标点x坐标


41

var
ty:
Number
=centerBall.y+Math.sin(angle)*minDist;
//弹性运动的目标点y坐标


42

ball.vx+=(tx-ball.x)*spring;


43

ball.vy+=(ty-ball.y)*spring;


44

}


45

}


46

}


47

private
function
move(ball:Ball):
void
{


48

ball.x+=ball.vx;


49

ball.y+=ball.vy;


50

if
(ball.x+ball.radius>stage.stageWidth) {


51

ball.x=stage.stageWidth-ball.radius;


52

ball.vx*=bounce;


53

}
else
if
(ball.x-ball.radius<
0
) {


54

ball.x=ball.radius;


55

ball.vx*=bounce;


56

}


57

if
(ball.y+ball.radius>stage.stageHeight) {


58

ball.y=stage.stageHeight-ball.radius;


59

ball.vy*=bounce;


60

}
else
if
(ball.y-ball.radius<
0
) {


61

ball.y=ball.radius;


62

ball.vy*=bounce;


63

}


64

}


65

}


66

}


原理图:



多物体基于距离的碰撞检测:

show sourceview source

print?

01

package
{


02

import
flash.display.Sprite;


03

import
flash.events.Event;


04

public
class
Bubbles2
extends
Sprite {


05

private
var
balls:
Array
;


06

private
var
numBalls:
Number
=
20
;


07

private
var
bounce:
Number
=-
0.9
;


08

private
var
spring:
Number
=
0.2
;


09

private
var
gravity:
Number
=
1
;


10

public
function
Bubbles2() {


11

init();


12

}


13

private
function
init():
void
{


14

balls =
new
Array
();


15

for
(
var
i:
uint
=
0
;i <numBalls;i++) {


16

var
ball:Ball=
new
Ball(Math.random()*
30
+
20
,Math.random()*
0xffffff
);


17

ball.x=Math.random()*stage.stageWidth;


18

ball.y=Math.random()*stage.stageHeight;


19

ball.vx=Math.random()*
6
-
3
;


20

ball.vy=Math.random()*
6
-
3
;


21

addChild(ball);


22

balls.push(ball);


23

}


24

addEventListener(Event.ENTER_FRAME, onEnterFrame);


25

}


26

private
function
onEnterFrame(event:Event):
void
{


27

for
(
var
i:
uint
=
0
;i <numBalls -
1
;i++) {


28

var
ball0:Ball=balls[i];


29

for
(
var
j:
uint
=i + 
1
;j <numBalls;j++) {


30

var
ball1:Ball=balls[j];                    


31

var
dx:
Number
=ball1.x-ball0.x;


32

var
dy:
Number
=ball1.y-ball0.y;


33

var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);


34

var
minDist:
Number
=ball0.radius+ball1.radius;


35

if
(dist<minDist) {


36

/*


37

var angle:Number=Math.atan2(dy,dx);


38

var tx:Number=ball0.x+Math.cos(angle)*minDist;


39

var ty:Number=ball0.y+Math.sin(angle)*minDist;


40

*/


41

var
tx:
Number
=ball0.x + (dx/dist)*minDist;


42

var
ty:
Number
=ball0.y + (dy/dist)*minDist;


43

var
ax:
Number
=(tx -ball1.x) * spring;


44

var
ay:
Number
=(ty -ball1.y) * spring;


45

ball0.vx-=ax;


46

ball0.vy-=ay;


47

ball1.vx+=ax;


48

ball1.vy+=ay;


49

}


50

}


51

}


52

for
(i =
0
;i <numBalls;i++) {


53

var
ball:Ball=balls[i];


54

move(ball);


55

}


56

}


57

private
function
move(ball:Ball):
void
{


58

ball.vy+=gravity;


59

ball.x+=ball.vx;


60

ball.y+=ball.vy;


61

if
(ball.x+ball.radius>stage.stageWidth) {


62

ball.x=stage.stageWidth-ball.radius;


63

ball.vx*=bounce;


64

}
else
if
(ball.x -ball.radius <
0
) {


65

ball.x=ball.radius;


66

ball.vx*=bounce;


67

}


68

if
(ball.y+ball.radius>stage.stageHeight) {


69

ball.y=stage.stageHeight-ball.radius;


70

ball.vy*=bounce;


71

}
else
if
(ball.y -ball.radius <
0
) {


72

ball.y=ball.radius;


73

ball.vy*=bounce;


74

}


75

}


76

}


77

}
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