AS3的导弹导弹

时间:2011-05-12 02:30:25

标签: flash actionscript-3 math

我正在尝试在AS3中制造一枚寻的导弹。当你希望它完全按照一个点完成时很容易 - 但是如果目的地(目标)绕过它,我试图让火箭必须转身。

这就是我所拥有的 - 它几乎可以工作,但你可以看到它非常小巧(特别是如果鼠标是火箭的左侧)(如果它向右移动似乎工作正常)。

http://projectavian.com/rocket.swf

这是我的Rocket课程:

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

    public class Rocket extends Sprite
    {
        // vars
        public var target:Point;

        private const _vel:Number = 5;
        private const _steer:Number = Math.PI / 36;

        private var _destAng:Number = 0;
        private var _ang:Number = 0;
        private var _xv:Number = 0;
        private var _yv:Number = 0;

        /**
         * Constructor
         */
        public function Rocket()
        {
            // temp graphics
            graphics.lineStyle(2, 0);
            graphics.lineTo(26, 0);

            addEventListener(Event.ENTER_FRAME, _handle);
        }

        /**
         * Called on dispatch of Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            _destAng = _getAng();

            _xv = Math.cos(_ang) * _vel;
            _yv = Math.sin(_ang) * _vel;

            x += _xv;
            y += _yv;

            if(_ang > _destAng) _ang -= _steer;
            if(_ang < _destAng) _ang += _steer;

            rotation = _ang * 180 / Math.PI;
        }

        /**
         * Get the angle to target
         */
        private function _getAng():Number
        {
            if(target)
            {
                var yp:Number = target.y - y;
                var xp:Number = target.x - x;

                return Math.atan2(yp, xp);
            }

            return 0;
        }
    }
}

我猜这个逻辑并不适用于导致导弹向左移动的任何东西:

if(_ang > _destAng) _ang -= _steer;
if(_ang < _destAng) _ang += _steer;

这也是我用来创建Rocket的代码,如果它有用的话:

var point:Point = new Point();

var rocket:Rocket = new Rocket();
rocket.target = point;

addChild(rocket);

addEventListener(Event.ENTER_FRAME, _handle);
function _handle(e:Event):void
{
    point.x = mouseX;
    point.y = mouseY;
}

2 个答案:

答案 0 :(得分:3)

这应该适合你。

public class Rocket extends Sprite
{
    // vars
    public var target:Point;

    private const _vel:Number = 5;
    private const _steer:Number = Math.PI / 36;

    private var _destAng:Number = 0;
    private var _ang:Number = 0;
    private var _xv:Number = 0;
    private var _yv:Number = 0;

    public const SPEED:uint = 50;

    // TODO: get this from fixed timespet
    public const TIME_DELTA:Number = 0.05;
    public const RAD:Number = 57.2957795;
    public const DEG:Number = 0.0174532925;

    public function Rocket()
    {
        // temp graphics
        graphics.lineStyle(2, 0);

        // body should follow head
        graphics.moveTo(-26, 0);
        graphics.lineTo(0, 0);

        addEventListener(Event.ENTER_FRAME, _handle);
    }

    /**
     * Called on dispatch of Event.ENTER_FRAME
     */
    private function _handle(e:Event):void
    {
        var a:Number = _turnToFace(new Point(x, y), target, this.rotation * Math.PI / 180, 0.1);

        var dirX:Number = Math.cos(a);
        var dirY:Number = Math.sin(a);

        x += (dirX) * SPEED * TIME_DELTA;
        y += (dirY) * SPEED * TIME_DELTA;

        rotation = a * RAD;
    }

    private function _turnToFace(p:Point, f:Point, ca:Number, turnSpeed:Number):Number
    {           
        var xp:Number = f.x - p.x;
        var yp:Number = f.y - p.y;

        var desiredAngle:Number = Math.atan2(yp, xp);
        var difference:Number = _wrapAngle(desiredAngle - ca);

        difference = Math.max(-turnSpeed, Math.min(turnSpeed, difference));

        return _wrapAngle(ca + difference); 
    }

    private function _wrapAngle(radians:Number):Number
    {
        var pi2:Number = Math.PI * 2;

        while(radians < -Math.PI) radians += pi2;
        while(radians > Math.PI) radians -= pi2;

        return radians;
    }
}

答案 1 :(得分:1)

我找到了这段代码here

Missile_speed = 20;

Missile_turning = 6;

DX = Target._x-Missile._x; DY = Target._y-Missile._y;

距离= Math.sqrt((DX * DX)+(DY * DY));

DX / =距离; DY / =距离;

VX + = DX * Missile_turning; VY + = DY * Missile_turning;

速度= Math.sqrt((VX * VX)+(VY * VY));

if(velocity&gt; Missile_speed) { VX =(VX * Missile_speed)/速度; VY =(VY * Missile_speed)/速度; }

Missile._x + = VX; Missile._y + = VY;

稍微调整一下(调用函数,基本的东西),它应该是你需要的。