笔记:角度反弹
处理物体碰撞在障碍物后反弹过程:
1.确实何时越过边界。
2.直接在边界上重置物体的位置。
3.改变碰撞轴上的速度。
1.小球与斜面发生碰撞

2.旋转后的情景

3.反弹之后

4.旋转之后

实现代码:
package
{
import flash.display.Sprite;
import flash.events.Event;
public class AngleBounce extends Sprite
{
private var ball:Ball;
private var line:Sprite;
private var gravity:Number = 0.3;
private var bounce:Number = -0.6;
public function AngleBounce()
{
init();
}
private function init():void
{
ball = new Ball();
addChild(ball);
ball.x = 100;
ball.y = 100;
line = new Sprite();
line.graphics.lineStyle(1);
line.graphics.lineTo(300, 0);
addChild(line);
line.x = 50;
line.y = 200;
line.rotation = 30;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
// 普通的运动代码
ball.vy += gravity;
ball.x += ball.vx;
ball.y += ball.vy;// 获得角度及正余弦值
var angle:Number = line.rotation * Math.PI / 180;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);// 获得 ball 与 line 的相对位置
var x1:Number = ball.x - line.x;
var y1:Number = ball.y - line.y;// 旋转坐标
var x2:Number = cos * x1 + sin * y1;
var y2:Number = cos * y1 - sin * x1;// 旋转速度向量
var vx1:Number = cos * ball.vx + sin * ball.vy;
var vy1:Number = cos * ball.vy - sin * ball.vx;// 实现反弹
if (y2 > - ball.height / 2)
{
y2 = - ball.height / 2;
vy1 *= bounce;
}
// 将一切旋转回去
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;
}
}
}

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