我一直在研究Rung-Kutta物理的这个代码示例,但我不明白acceleration(p:Point, v:Point):Point
函数发生了什么。该函数接受2个点对象作为必需参数,但在函数中不使用它们,只需返回一个新点。
我不熟悉这种论证传递方式。有人可以向我解释这个功能的意义吗?
来源于Keith Peters的书 Advanced ActionScript 3.0 Animation ,第6章 - 高级物理,第246页。
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.Point;
import flash.utils.getTimer;
public class RK2 extends Sprite
{
private var _ball:Sprite;
private var _position:Point;
private var _velocity:Point;
private var _gravity:Number = 32;
private var _bounce:Number = -0.6;
private var _oldTime:int;
private var _pixelsPerFoot:Number = 10;
public function RK2()
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
_ball = new Sprite();
_ball.graphics.beginFill(0xff0000);
_ball.graphics.drawCircle(0, 0, 20);
_ball.graphics.endFill();
_ball.x = 50;
_ball.y = 50;
addChild(_ball);
_velocity = new Point(10, 0);
_position = new Point(_ball.x / _pixelsPerFoot, _ball.y / _pixelsPerFoot);
_oldTime = getTimer();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void
{
var time:int = getTimer();
var elapsed:Number = (time - _oldTime) / 1000;
_oldTime = time;
var accel1:Point = acceleration(_position, _velocity);
var position2:Point = new Point();
position2.x = _position.x + _velocity.x * elapsed;
position2.y = _position.y + _velocity.y * elapsed;
var velocity2:Point = new Point();
velocity2.x = _velocity.x + accel1.x * elapsed;
velocity2.y = _velocity.y + accel1.x * elapsed;
var accel2:Point = acceleration(position2, velocity2);
_position.x += (_velocity.x + velocity2.x) / 2 * elapsed;
_position.y += (_velocity.y + velocity2.y) / 2 * elapsed;
_velocity.x += (accel1.x + accel2.x) / 2 * elapsed;
_velocity.y += (accel1.y + accel2.y) / 2 * elapsed;
if(_position.y > (stage.stageHeight - 20) / _pixelsPerFoot)
{
_position.y = (stage.stageHeight - 20) / _pixelsPerFoot;
_velocity.y *= _bounce;
}
if(_position.x > (stage.stageWidth - 20) / _pixelsPerFoot)
{
_position.x = (stage.stageWidth - 20) / _pixelsPerFoot;
_velocity.x *= _bounce
}
else if(_position.x < 20 / _pixelsPerFoot)
{
_position.x = 20 / _pixelsPerFoot;
_velocity.x *= _bounce;
}
_ball.x = _position.x * _pixelsPerFoot;
_ball.y = _position.y * _pixelsPerFoot;
}
private function acceleration(p:Point, v:Point):Point
{
return new Point(0, _gravity);
}
}
}
答案 0 :(得分:2)
我认为作者可能正在使用方法acceleration
作为占位符,也许是为了后续章节的更新。
当然,正如现在一样,加速方法可以改写为
private function acceleration(...rest):Point {
return new Point(0, _gravity);
}
或者可以完全删除参数(尽管这需要更新调用方法的地方不包含任何参数。)
这本身并不是一种编程风格,但是,我之前已经看过这种类型的占位符代码。
答案 1 :(得分:0)
您也可以将参数设置为默认值为null,因此它们是可选。
private function acceleration(p:Point = null, v:Point = null):Point
{
return new Point(0, _gravity);
}