我有一个钟摆的闪光源。我想在Flex中使用它。我在源代码中的图像(hand.png和pend.png)上替换了影片剪辑(ball0_mc和ball2_mc)。但是我在最后的应用程序中得到了一种不同的物理学,运动减慢了,绳索从图像中脱离出来。
有人可以告诉我在这个特定的例子中做错了吗?
AS2来源:
function lines(Void)
{
_root.createEmptyMovieClip("lines", _root.getNextHighestDepth());
with (lines)
{
clear();
lineStyle(1, 0);
_root.moveTo(ball0_mc._x, ball0_mc._y);
_root.lineTo(ball2_mc._x, ball2_mc._y);
}
return undefined;
}
function verlet(ball)
{
var __reg3 = ball.mc._x;
var __reg2 = ball.mc._y;
ball.mc._x = ball.mc._x + (ball.mc._x - ball.oldx);
ball.mc._y = ball.mc._y + (ball.mc._y - ball.oldy);
ball.mc._y = ball.mc._y + grav * dt * dt;
ball.oldx = __reg3
ball.oldy = __reg2
}
function constraints(ball0, ball1)
{
var __reg7 = new flash.geom.Point(ball0.mc._x, ball0.mc._y);
var __reg6 = new flash.geom.Point(ball1.mc._x, ball1.mc._y);
var __reg1 = __reg6.subtract(__reg7);
var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
var __reg4 = (__reg5 - restlength) / __reg5 * (ball0.mass * 1 + ball1.mass * 1);
ball0.mc._x = ball0.mc._x + ball0.mass * 1 * __reg1.x * __reg4;
ball0.mc._y = ball0.mc._y + ball0.mass * 1 * __reg1.y * __reg4;
ball1.mc._x = ball1.mc._x - ball1.mass * 1 * __reg1.x * __reg4;
ball1.mc._y = ball1.mc._y - ball1.mass * 1 * __reg1.y * __reg4;
return undefined;
}
var t = 0;
var ct = 0;
var dt = 0;
var particles = new Array();
var ball = new Object();
ball.oldx = ball0_mc._x;
ball.oldy = ball0_mc._y;
ball.mc = ball0_mc;
ball.mass = 0.2;
particles.push(ball);
var ball = new Object();
ball.oldx = ball2_mc._x;
ball.oldy = ball2_mc._y;
ball.mc = ball2_mc;
ball.mass =0.2;
particles.push(ball);
var grav = 0.5;
var restlength = 120;
_root.onEnterFrame = function (Void)
{
++t;
dt = t - ct;
ct = t;
var __reg1 = 1;
while (__reg1 < particles.length)
{
var __reg2 = particles[__reg1];
verlet(__reg2);
++__reg1;
}
constraints(particles[0], particles[1]);
particles[0].mc._x = _xmouse;
particles[0].mc._y = _ymouse;
lines();
return undefined;
}
;
Flex中的结果:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx"
width="760" height="760" minWidth="760" minHeight="760"
creationComplete="application1_creationCompleteHandler(event)">
<fx:Script>
<![CDATA[
import mx.core.IVisualElement;
import mx.events.FlexEvent;
private var t = 0;
private var ct = 0;
private var dt = 0;
private var particles:Array = new Array();
private var grav = 0.5;
private var restlength = 120;
private var mass = 0.2;
protected function application1_creationCompleteHandler(event:FlexEvent):void
{
rope.xFrom = hand.x+30;
rope.yFrom = hand.y+50;
rope.xTo = pend.x + 10;
rope.yTo = pend.y;
addEventListener(MouseEvent.MOUSE_MOVE, startDragging);
var ball = new Object();
ball.oldx = hand.x;
ball.oldy = hand.y;
ball.mc = hand;
ball.mass = 0.2;
particles.push(ball);
var ball = new Object();
ball.oldx = pend.x;
ball.oldy = pend.y;
ball.mc = pend;
ball.mass =0.2;
particles.push(ball);
//constraints(particles[1], particles[2]);
}
protected function verlet(ball):void
{
var __reg3 = ball.mc.x;
var __reg2 = ball.mc.y;
ball.mc.x = ball.mc.x + (ball.mc.x - ball.oldx);
ball.mc.y = ball.mc.y + (ball.mc.y - ball.oldy);
ball.mc.y = ball.mc.y + grav * dt * dt;
ball.oldx = __reg3
ball.oldy = __reg2
}
protected function constraints(ball0, ball1):void
{
var __reg7 = new flash.geom.Point(ball0.mc.x, ball0.mc.y);
var __reg6 = new flash.geom.Point(ball1.mc.x, ball1.mc.y);
var __reg1 = __reg6.subtract(__reg7);
var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
var __reg4 = (__reg5 - restlength) / __reg5 * (ball0.mass * 1 + ball1.mass * 1);
ball0.mc.x = ball0.mc.x + ball0.mass * 1 * __reg1.x * __reg4;
ball0.mc.y = ball0.mc.y + ball0.mass * 1 * __reg1.y * __reg4;
ball1.mc.x = ball1.mc.x - ball1.mass * 1 * __reg1.x * __reg4;
ball1.mc.y = ball1.mc.y - ball1.mass * 1 * __reg1.y * __reg4;
}
protected function startDragging(event:MouseEvent):void
{
hand.x = this.mouseX;
hand.y = this.mouseY;
rope.xFrom = hand.x+30;
rope.yFrom = hand.y+50;
rope.xTo = pend.x + 10;
rope.yTo = pend.y;
++t;
dt = t - ct;
ct = t;
var __reg1 = 1;
while (__reg1 < particles.length)
{
var __reg2 = particles[__reg1];
verlet(__reg2);
++__reg1;
}
constraints(particles[0], particles[1]);
}
]]>
</fx:Script>
<s:Line id="rope">
<s:stroke>
<s:SolidColorStroke color="black" weight="1.2"/>
</s:stroke>
</s:Line>
<s:Image id="hand" x="365" y="76" smooth="true" source="@Embed('images/hand.png')"/>
<s:Image id="pend" x="410" y="392" smooth="true" source="@Embed('images/pend.png')"/>
</s:Application>
答案 0 :(得分:1)
这个问题的答案是你需要了解1)每个AS2函数的最终目标输出是什么,以及2)调用该函数的频率。
例如,我不确定为什么你的Flex版本中没有AS2相当于onEnterFrame的问题。或者Flex应用程序以24fps运行,而AS2项目.fla可能会以不同的帧速率运行。
在您的Flex版本中,您在AS2版本中添加此拖动业务时没有。
这里有很多你做错的事情,这一切都归结为你需要了解每个功能的目的。
如果有任何安慰,在AS2和Flex都有经验,可以使用端口......但除了Flex的默认帧速率24fps之外,它无法完成。您可以尝试将帧放大一些,但是您可能会遇到Flex Framework可能表现出最初设计的规格和参数的风险。