“AS3.0高级动画编程”学习:第一章高级碰撞检测

AdvancED ActionScript 3.0 Animation 是Keith Peters大师继"Make Things Move"之后的又一力作,网上已经有中文翻译版本了,打算下一阶段开始啃这本书。

今天开始学习高级碰撞检测,所用到的预备知识:

1、BitmapData的透明与不透明区别

位图数据(BitmapData)有二种模式,一种支持透明(即每个像素的值采用AARRGGBB这种32位颜色表示);另一种不支持透明度(即传统的RRGGBB这种24位颜色表示,简单点讲就是alpha分量默认为FF,且不能修改),下面这个示例说明了区别:

package {

	import flash.display.Bitmap;

	import flash.display.BitmapData;

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.geom.Rectangle;

	

	[SWF(height="400",width="300")]

	public class BitmapCompare extends Sprite {

		public function BitmapCompare() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			

			//随机在舞台上划一些线条

			graphics.lineStyle(0);

			for (var i:int=0; i<100; i++) {

				graphics.lineTo(Math.random()*300,Math.random()*400);

			}

			

			//创建一个不透明的位图

			var bmpd1:BitmapData=new BitmapData(300,200,false,0xffff99);

			bmpd1.fillRect(new Rectangle(100,50,100,100),0xff0000);//注意:因为不透明的,所以颜色是24位的,没有alpha分量

			var bmp1:Bitmap=new Bitmap(bmpd1);

			addChild(bmp1);

			

			//创建一个支持透明的位图

			var bmpd2:BitmapData=new BitmapData(300,200,true,0x80ffff99);//注:默认为50%透明的ff9颜色

			bmpd2.fillRect(new Rectangle(100,50,100,100),0x80ff0000);//注:此处为32位颜色

			var bmp2:Bitmap=new Bitmap(bmpd2);

			bmp2.y=200;

			addChild(bmp2);			

		}

	}

}


可以看到,上半部分的位图因为不支持透明,所以将背后的线条全部挡住了。

2、五角星的画法

先来看一个beginFill方法的神奇之处

graphics.lineStyle(0);

graphics.beginFill(0xffff99);

graphics.moveTo(10,10);

//注意下面只划了二条边

graphics.lineTo(10,100);

graphics.lineTo(100,100);

//graphics.lineTo(10,10); //注:正是因为上面的graphics.beginFill(0xffff99);所以这条线flash会为我们自动补齐


注意:虽然只画了二条线,但由于应用了begeinFill方法,flash自动生成了第三条线,形成了一个封闭的三角形.

回到正题,将一个圆周等分为10份,然后交替用不同的半径值结合三角函数,就能画出一个五角星

var angleBase:Number=Math.PI*2/10;

var radius:uint=100;

var r2:uint;

var i:uint;

var px,py:Number;



var starline:Sprite = new Sprite();

starline.graphics.lineStyle(0);

for (i=0; i<10; i++) {

	r2=radius;

	if (i%2==0) {

		r2=radius/2;

	}

	starline.graphics.moveTo(0,0);

	px=r2*Math.cos(angleBase*i);

	py=r2*Math.sin(angleBase*i);

	starline.graphics.lineTo(px,py);

}



addChild(starline);

starline.x=stage.stageWidth/2;

starline.y=stage.stageHeight/2;



var star:Sprite = new Sprite();

star.graphics.lineStyle(1,0xff0000);

star.graphics.beginFill(0xffff99);

star.graphics.moveTo(radius/2,0);

for (i=0; i<10; i++) {

	r2=radius;

	if (i%2==0) {

		r2=radius/2;

	}

	px=r2*Math.cos(angleBase*i);

	py=r2*Math.sin(angleBase*i);	

	star.graphics.lineTo(px,py);

	

}

//star.graphics.lineTo(radius/2,0);

addChild(star);

star.x=stage.stageWidth/2;

star.y=stage.stageHeight/2;

star.alpha = 0.5;

当然,封装成一个单独的类会更好,下面是Star.as的完整代码,以后会经常用到这个类

package {

	import flash.display.Sprite;

	public class Star extends Sprite {

		public function Star(radius:Number,color:uint=0xFFFF00):void {

			graphics.lineStyle(0);

			graphics.moveTo(radius,0);

			graphics.beginFill(color);

			for (var i:int=1; i < 11; i++) {

				var radius2:Number=radius;

				if (i%2>0) {

					radius2=radius/2;

				}

				var angle:Number=Math.PI*2/10*i;

				graphics.lineTo(Math.cos(angle) * radius2,Math.sin(angle) * radius2);

			}

		}

	}

}

3、矩阵的运用(将上面的五角星转化为BitmapData)

可能有人注意到了,上面的五角星图形,其注册中心点是五角星正中心,所以直接用bitmapData的draw把它画出来,将只能显示一部分:

var bmd1:BitmapData = new BitmapData(100,100,false,0xffefefef);

bmd1.draw(star1);

var bmp1:Bitmap = new Bitmap(bmd1);

addChild(bmp1);

bmp1.x = bmp1.y = 10;



var bmd2:BitmapData = new BitmapData(100,100,false,0xffefefef);

var m:Matrix = new Matrix();

trace(m.a,m.b,m.c,m.d,m.tx,m.ty);//1 0 0 1 0 0

m.tx = 50;

m.ty = 50;

trace(m.a,m.b,m.c,m.d,m.tx,m.ty);//1 0 0 1 50 50

bmd2.draw(star1,m);

//等效于

//bmd2.draw(star1,new Matrix(1,0,0,1,50,50))

var bmp2:Bitmap = new Bitmap(bmd2);

addChild(bmp2);

bmp2.x = bmp1.x + 110;

bmp2.y = bmp1.y;

如上,为了能完整的用位图"画"出五星,需要将星星向左、向下移动一定的位置,即前面提到的矩阵变换

 

ok,下面才是真正的开始,先来看下位图之间的碰撞检测:

package {

	import flash.display.Bitmap;

	import flash.display.BitmapData;

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.events.MouseEvent;

	import flash.filters.GlowFilter;

	import flash.geom.Matrix;

	import flash.geom.Point;

	public class BitmapCollision1 extends Sprite {

		

		private var bmpd1:BitmapData;

		private var bmp1:Bitmap;

		private var bmpd2:BitmapData;

		private var bmp2:Bitmap;

		

		public function BitmapCollision1() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			var matrix:Matrix = new Matrix();

			var radius:uint = 50;

			matrix.tx = radius;

			matrix.ty = radius;			

			var star:Star=new Star(radius);

			

			bmpd1=new BitmapData(100,100,true,0);			

			bmpd1.draw(star,matrix);

			bmp1=new Bitmap(bmpd1);

			bmp1.x=200;

			bmp1.y=200;

			addChild(bmp1);

			

			bmpd2=new BitmapData(100,100,true,0);			

			bmpd2.draw(star,matrix);

			bmp2=new Bitmap(bmpd2);

			addChild(bmp2);

			

			stage.addEventListener(MouseEvent.MOUSE_MOVE,onMouseMoving);

		}

		

		private function onMouseMoving(event:MouseEvent):void {

			

			bmp2.x=mouseX-50;

			bmp2.y=mouseY-50;

			

			if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),255,bmpd2,new Point(bmp2.x,bmp2.y),255)) {

				bmp1.filters=[new GlowFilter];

				bmp2.filters=[new GlowFilter];

			} else {

				bmp1.filters=[];

				bmp2.filters=[];

			}

		}

	}

}

这里我们用二个BitmapData“画”出二个星星,再进一步得到二个Bitmap,并加入舞台上。然后调用BitmapData的hitTest方法,检测二个星星之间的碰撞。

注意这里的:if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),255,bmpd2,new Point(bmp2.x,bmp2.y),255)) {

对于这二个星星而言,画到的地方便是完整不透明,没画到的空白地方即是完整透明(不存在类似渐变中的过渡情况),这里的二个255,代表检测时的alpha分量依据,通俗点讲:即只有完全不透明的地方碰到了,才返回true。

为了对histTest方法中“alpha分量参数”有更好的理解,上面的示例可改进为下面这样:

package {

	import flash.display.Bitmap;

	import flash.display.BitmapData;

	import flash.display.GradientType;

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.events.MouseEvent;

	import flash.filters.GlowFilter;

	import flash.geom.Matrix;

	import flash.geom.Point;

	import fl.events.SliderEvent;

	

	public class BitmapCollision2 extends Sprite {

		private var bmpd1:BitmapData;

		private var bmp1:Bitmap;

		private var bmpd2:BitmapData;

		private var bmp2:Bitmap;

		public function BitmapCollision2() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			

			var star:Star=new Star(50);

			

			var matrix:Matrix = new Matrix();

			matrix.createGradientBox(100, 100, 0, -50, -50);

			

			var circle:Sprite = new Sprite();

			//画一个渐变填充的圆

			circle.graphics.beginGradientFill(GradientType.RADIAL,[0, 0],[1, 0],[0, 255],matrix);

			circle.graphics.drawCircle(0, 0, 50);

			circle.graphics.endFill();

			

			bmpd1=new BitmapData(100,100,true,0);

			bmpd1.draw(star, new Matrix(1, 0, 0, 1, 50, 50));

			bmp1=new Bitmap(bmpd1);

			bmp1.x=stage.stageWidth/2 - bmp1.width/2;

			bmp1.y=stage.stageHeight/2 - bmp1.height/2;

			addChild(bmp1);

			

			bmpd2=new BitmapData(100,100,true,0);

			bmpd2.draw(circle, new Matrix(1, 0, 0, 1, 50, 50));

			bmp2=new Bitmap(bmpd2);

			addChild(bmp2);

			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoving);

			

			//slider1,slider2是舞台上用设计工具拖出来的二个滑动控件

			slider2.addEventListener(SliderEvent.THUMB_DRAG,slider2Change);

			slider1.addEventListener(SliderEvent.THUMB_DRAG,slider1Change);

			

		}

		

		private function slider1Change(e:SliderEvent):void

		{

			txt1.text = e.value.toString();

		}

		

		private function slider2Change(e:SliderEvent):void

		{

			txt2.text = e.value.toString();

		}

		

		private function onMouseMoving(event:MouseEvent):void {

			

			

			if (mouseY>320){return;}//防止小球拖到太下面,挡住了滑块

			

			bmp2.x=mouseX-50;

			bmp2.y=mouseY-50;

			

			if (bmpd1.hitTest(new Point(bmp1.x,bmp1.y),slider1.value,bmpd2,new Point(bmp2.x,bmp2.y),slider2.value)) {

				bmp1.filters = [new GlowFilter()];

				bmp2.filters = [new GlowFilter()];

			} else {

				bmp1.filters=[];

				bmp2.filters=[];

			}

		}

	}

}

调整第二个滑块,然后再测试碰撞效果,体会alpha参数在其中的作用,值得一提的是:因为星星没有类似渐变的填充,要么透明,要么不透明,所以第一个滑块在1-255之间的值,对碰撞结果没有影响,除非设置为0才会有变化.(设置为0时,相当于把星星所对应的矩形边界当做整体在检测)

通常在实际应用中,可能舞台上更多的是movieClip或sprite,而不是bitmap对象,如果您已经看懂了上面的二个示例,相信“对于MovieClip/Sprite之间的精确碰撞检测”也一定有思路了:构造对应的BitmapData,然后将movieclip或sprite,draw到bitmapData中,然后参考上面的代码处理。

不过,这里有一个小技巧:因为我们最终需要的可能只是碰撞检测的结果,而并不是真的想要在舞台上显示Bitmap,所以在实际操作中,bitmapData甚至都不用加入到显示列表

package {

	import flash.display.BitmapData;

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.events.MouseEvent;

	import flash.filters.GlowFilter;

	import flash.geom.Matrix;

	import flash.geom.Point;

	public class BitmapCollision3 extends Sprite {

		private var bmpd1:BitmapData;

		private var bmpd2:BitmapData;

		private var star1:Star;

		private var star2:Star;

		public function BitmapCollision3() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;			

			star1=new Star(50);

			addChild(star1);

			star2=new Star(50);

			star2.x=200;

			star2.y=200;

			addChild(star2);			

			bmpd1=new BitmapData(stage.stageWidth,stage.stageHeight,true,0);

			bmpd2=bmpd1.clone();

			stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoving);

			//注:这里bmpd1,bmpd2都没被转成bitmap,更没有加入到舞台中.

		}

		private function onMouseMoving(event:MouseEvent):void {

			

			star1.x=mouseX;

			star1.y=mouseY;

			//先清空bitmapData中的数据,准备一个完全透明的黑"底板"。

			bmpd1.fillRect(bmpd1.rect, 0);

			bmpd2.fillRect(bmpd2.rect, 0);

			//再把要检测的(movieclip或sprite)对象,画到里面.

			bmpd1.draw(star1, new Matrix(1, 0, 0, 1, star1.x, star1.y));

			bmpd2.draw(star2, new Matrix(1, 0, 0, 1, star2.x, star2.y));

			//碰撞检测

			//注意:因为bmpd1,bmpd2都没被加入到舞台上,所以默认都在同样的0坐标位置,因此下面的坐标,直接用默认的Point对象实例即可.

			if (bmpd1.hitTest(new Point(), 255, bmpd2, new Point(), 255)) {

				star1.filters = [new GlowFilter()];

				star2.filters = [new GlowFilter()];

			} else {

				star1.filters=[];

				star2.filters=[];

			}

		}

	}

}

最终的运行效果,跟之前的示例没有区别,就不重复贴出了

 

继续,考虑更复杂的大量对象的碰撞问题,前一阵我们刚学习过“Flash/Flex学习笔记(41):碰撞检测”,但是没有考虑到大量对象时的性能问题。

计算一下:10个物体处理碰撞时,每个物体都要与其它物体做碰撞检测,最终需要的处理次数为 10*9/2 = 45次(数学中的组合问题) ;如果100个物体,就要处理 100*99/2 = 4950次!

这么大的计算量,每一帧都要处理一遍,AS3.0性能再强也是撑不住的!

 

但实际上,我们静下心来想想:大量对象随机分布在舞台上,实际上每个对象只有可能与自身附近的对象发生碰撞,对于那边离自己很远,甚至八杆子打不着的对象,根本没必要跟他们做碰撞检测计算。所以,其实真正需要的计算量应该可以减少很多!

网格碰撞检测

如上图,首先可以先将舞台看成一个网格(每个单元格的大小,至少要大于舞台上尺寸最大的对象,即至少要能容纳下块头最大的一个对象)

这样的话,每个对象都会被划分到对应的格子里,而且只有可能与“身处在同一个格子里的其它对象”以及“相临格子里的其它对象”发生碰撞。

 

我们用遍历的思路(从左向右,从上到下)来分析一下:

 

先从第一行第一列开始(如上图中的第一排第一个示例),黑色的表示当前要考虑的单元格,很明显:在行1列1的位置,可能与之发生碰撞只有相临的浅灰色单元格,其它白色单元格是不可能与它发生碰撞的。

继续向右走,到了上图中第一排第二个小图的位置,这里能够与它发生单元格的只有其它4个浅灰色单元格(注:左侧的单元格在前面的检测中已经处理过了,所以这里就可以无视左侧相临的单元格!)

同理,继续向右,直到第一行全部遍历完成。

 

再继续向下,考查第二行:

因为第一行已经全部处理过了,所以在考查第二行时,可以继续无视上面的单元格,同时再忽略左侧的单元格(道理与第一行相同)

 

如此这般... 直到最后一行最后一列全部考查完毕。

 

总结:从刚才的分析可以知道,不管在哪一行哪一列,最多只需要关注(包含自身的)5个单元格--自身、右侧、下侧、左下、右下。

为了方便起见,我们还是用小球来做为基本对象,下面是Ball.cs的代码(相对以前的写法而言,更加OO了)

package {

	import flash.display.Sprite;

	public class Ball extends Sprite {

		private var _color:uint;

		private var _radius:Number;

		private var _vx:Number=0;

		private var _vy:Number=0;

		public function Ball(radius:Number, color:uint = 0xffffff) {

			_radius=radius;

			_color=color;

			draw();

		}

		private function draw():void {



			graphics.clear();

			graphics.lineStyle(0);

			graphics.beginFill(_color, 1);

			graphics.drawCircle(0, 0, _radius);

			graphics.endFill();

			graphics.drawCircle(0, 0, 1);//在中心画一个点

		}

		public function update():void {

			x+=_vx;

			y+=_vy;

		}

		public function set color(value:uint):void {

			_color=value;

			draw();

		}

		public function get color():uint {

			return _color;

		}

		public function set radius(value:Number):void {

			_radius=value;

			draw();

		}

		public function get radius():Number {

			return _radius;

		}

		public function set vx(value:Number):void {

			_vx=value;

		}

		public function get vx():Number {

			return _vx;

		}

		public function set vy(value:Number):void {

			_vy=value;

		}

		public function get vy():Number {

			return _vy;

		}

	}

}

ok,下面是完整的代码,请大家在仔细阅读/调试后,重点比较一下100个小球处理完毕所用的总次数。

package {

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.events.MouseEvent;

	import flash.text.TextField;

	

	public class GridCollision extends Sprite {

		

		private const GRID_SIZE:Number=30;//单元格大小(这里设置为小于的直径,即正好容纳一个小球)

		private const RADIUS:Number=15;//小球的半径

		private var _balls:Array;

		private var _grid:Array;

		private var _numBalls:int=100;//小球数量

		private var _numChecks:int=0;//检测次数

		private var _txt:TextField = new TextField();



		public function GridCollision() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			makeBalls();//创建一堆小球

			makeGrid();//

			drawGrid();

			assignBallsToGrid();

			checkGrid();

			

			//显示计数器

			trace(_numChecks);

			addChild(_txt);

			_txt.background = true;

			_txt.backgroundColor=0xffff99;

			_txt.height = 20;

			_txt.width = 30;

			_txt.alpha = 0.7;

			

			stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownClick);

		}



		private function mouseDownClick(e:MouseEvent):void{

			for (var i:int=0; i<_numBalls; i++) {

				var ball:Ball=_balls[i];

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

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

				ball.color = 0xffffff;

			}

			_numChecks=0;

			makeGrid();//

			drawGrid();

			assignBallsToGrid();

			checkGrid();

			

		}



		//创建_numBalls个小球实例,并随机摆放到舞台上

		private function makeBalls():void {

			_balls=new Array  ;

			for (var i:int=0; i<_numBalls; i++) {

				var ball:Ball=new Ball(RADIUS);

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

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

				addChild(ball);

				_balls.push(ball);

			}

		}



		private function makeGrid():void {

			_grid=new Array ;



			for (var i:int=0; i<stage.stageWidth/GRID_SIZE; i++) {//计算网格列数

				_grid[i]=new Array  ;



				for (var j:int=0; j<stage.stageHeight/GRID_SIZE; j++) {//计算网格行数

					_grid[i][j]=new Array ;//每个单元格对应一个数组(用来存放该单元格中的小球)

				}

			}

		}



		private function drawGrid():void {

			// 画出行列线

			graphics.lineStyle(0,.5);

			for (var i:int=0; i<=stage.stageWidth; i+=GRID_SIZE) {

				graphics.moveTo(i,0);

				graphics.lineTo(i,stage.stageHeight);

			}

			for (i=0; i<=stage.stageHeight; i+=GRID_SIZE) {

				graphics.moveTo(0,i);

				graphics.lineTo(stage.stageWidth,i);

			}

		}





		private function assignBallsToGrid():void {

			for (var i:int=0; i<_numBalls; i++) {

				// 球的位置除以格子大小,得到该球所在网格的行列数

				var ball:Ball=_balls[i] as Ball;

				var xpos:int=Math.floor(ball.x/GRID_SIZE);

				var ypos:int=Math.floor(ball.y/GRID_SIZE);

				_grid[xpos][ypos].push(ball);//将小球推入对应单元格数组

			}

		}



		private function checkGrid():void {

			for (var i:int=0; i<_grid.length; i++) {

				for (var j:int=0; j<_grid[i].length; j++) {

					

					checkOneCell(i,j);//单元格cell_self自身的碰撞检测

					checkTwoCells(i,j,i+1,j);//单元格cell_self与单元格cell_right(右侧)的碰撞检测

					checkTwoCells(i,j,i-1,j+1);//单元格cell_self与单元格cell_left_bottom(左下角)的碰撞检测

					checkTwoCells(i,j,i,j+1);//单元格cell_self与单元格cell_bottom(下侧)的碰撞检测

					checkTwoCells(i,j,i+1,j+1);//单元格cell_self与单元格cell_right_bottom(右下角)的碰撞检测

				}

			}

		}

	

		//cellSelf与自身的检测

		private function checkOneCell(x:int,y:int):void {

			// 检测当前格子内所有的对象

			var cell:Array=_grid[x][y] as Array;

			for (var i:int=0; i<cell.length-1; i++) {

				var ballA:Ball=cell[i] as Ball;

				for (var j:int=i+1; j<cell.length; j++) {

					var ballB:Ball=cell[j] as Ball;

					checkCollision(ballA,ballB);

				}

			}

		}



		//cellSelf与其它单元格的检测

		private function checkTwoCells(x1:int,y1:int,x2:int,y2:int):void {

			//确保要检测的格子存在

			if (x2<0) {

				return;

			}

			if (x2>=_grid.length) {

				return;

			}

			if (y2>=_grid[x2].length) {

				return;

			}

			var cell0:Array=_grid[x1][y1] as Array;

			var cell1:Array=_grid[x2][y2] as Array;

			

			// 检测当前格子和邻接格子内所有的对象

			for (var i:int=0; i<cell0.length; i++) {

				var ballA:Ball=cell0[i] as Ball;

				for (var j:int=0; j<cell1.length; j++) {

					var ballB:Ball=cell1[j] as Ball;

					checkCollision(ballA,ballB);

				}

			}

		}



		private function checkCollision(ballA:Ball,ballB:Ball):void {

			// 判断距离的碰撞检测

			_numChecks++;//计数器累加

			_txt.text = _numChecks.toString();

			var dx:Number=ballB.x-ballA.x;

			var dy:Number=ballB.y-ballA.y;

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

			if (dist<ballA.radius+ballB.radius) {

				//碰撞的小球变红色

				ballA.color=0xff0000;

				ballB.color=0xff0000;

			}



		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

上面的示例中,左上角的textField显示的是处理总次数(可以看到,大概在100-150次之间,这比优化前的理论值100*99/2 = 4950减少了90%都不止!)

需要指出的是:计算次数具体能减少多少,取决于网络(单元格)大小、flash舞台(场景)大小、对象个数、对象的大小;改变其中一个或几个参数,上面的测试结果都将改变。

 

再来认真的考虑一下性能问题,虽然用网格算法有效减少了计算次数,但是却多出了创建网格,把对象分配进单元格,遍历网络等操作,这些处理也同样要占用CPU资源,那么到底这些多余的操作影响多大?(或者也可能理解为在什么情况下,网络算法相对传统的(基于每两个对象之间的)两两检测更适用)

package {

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.events.MouseEvent;

	import flash.text.TextField;

	import fl.controls.Slider;

	import flash.utils.getTimer;

	import fl.events.SliderEvent;



	public class GridCollision extends Sprite {



		private const GRID_SIZE:Number=20;//单元格大小(这里设置为小于的直径,即正好容纳一个小球)

		private const RADIUS:Number=10;//小球的半径

		private var _balls:Array;

		private var _grid:Array;

		private var _numBalls:int=50;//小球数量

		private var _txtGrid:TextField = new TextField();

		private var _txtBasic:TextField = new TextField();

		private var _slider:Slider = new Slider();



		public function GridCollision() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;



			makeGrid();

			drawGrid();



			addChild(_slider);

			addChild(_txtGrid);

			addChild(_txtBasic);



			test();



			_slider.addEventListener(SliderEvent.THUMB_DRAG,sliderGrag);

			stage.addEventListener(MouseEvent.CLICK,stageClick);



		}



		private function test(isClear:Boolean=false):void {

			var i:int=0;

			if (isClear) {

				for (i=numChildren-1; i>=0; i--) {

					removeChild(getChildAt(i));

				}

				_balls.length=0;

			}

			_txtGrid.background=_txtBasic.background=true;

			_txtGrid.backgroundColor=_txtBasic.backgroundColor=0xffff99;

			_txtBasic.height=_txtGrid.height=20;

			_txtBasic.width=_txtGrid.width=135;

			_txtBasic.alpha=_txtGrid.alpha=0.9;

			_txtBasic.x=stage.stageWidth-_txtBasic.width;

			_slider.maximum=300;

			_slider.minimum=30;

			_slider.snapInterval=10;

			_slider.y=10;

			_slider.value=_numBalls;

			_slider.width=200;

			_slider.x=stage.stageWidth/2-_slider.width/2;



			makeBalls();//创建一堆小球



			var startTime:int;

			var elapsed:int;



			startTime=getTimer();

			for (i=0; i<10; i++) {

				makeGrid();

				assignBallsToGrid();

				checkGrid();

			}

			elapsed=getTimer()-startTime;

			trace("网格检测:",elapsed);

			_txtGrid.text=_numBalls+"个球网络检测:"+elapsed.toString();



			startTime=getTimer();

			for (i=0; i<10; i++) {

				basicCheck();

			}

			elapsed=getTimer()-startTime;

			trace("两两检测:",elapsed);

			_txtBasic.text=_numBalls+"个球两两检测:"+elapsed.toString();



			if (isClear) {

				addChild(_txtBasic);

				addChild(_txtGrid);

				addChild(_slider);

			}

		}



		private function sliderGrag(e:SliderEvent):void {

			_numBalls=e.value;

			trace("sliderGrag");

		}



		private function stageClick(e:MouseEvent):void {

			trace("stageClick");

			test(true);

		}



		//创建_numBalls个小球实例,并随机摆放到舞台上

		private function makeBalls():void {

			_balls=new Array  ;

			for (var i:int=0; i<_numBalls; i++) {

				var ball:Ball=new Ball(RADIUS);

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

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

				addChild(ball);

				ball.alpha=0.5;

				_balls.push(ball);

			}

		}



		private function makeGrid():void {

			_grid=new Array  ;

			for (var i:int=0; i<stage.stageWidth/GRID_SIZE; i++) {//计算网格列数

				_grid[i]=new Array  ;

				for (var j:int=0; j<stage.stageHeight/GRID_SIZE; j++) {//计算网格行数

					_grid[i][j]=new Array  ;//每个单元格对应一个数组(用来存放该单元格中的小球)

				}

			}

		}



		private function drawGrid():void {

			// 画出行列线

			graphics.lineStyle(0,0x999999);

			for (var i:int=0; i<=stage.stageWidth; i+=GRID_SIZE) {

				graphics.moveTo(i,0);

				graphics.lineTo(i,stage.stageHeight);

			}

			for (i=0; i<=stage.stageHeight; i+=GRID_SIZE) {

				graphics.moveTo(0,i);

				graphics.lineTo(stage.stageWidth,i);

			}

		}





		private function assignBallsToGrid():void {

			for (var i:int=0; i<_numBalls; i++) {

				// 球的位置除以格子大小,得到该球所在网格的行列数

				var ball:Ball=_balls[i] as Ball;

				var xpos:int=Math.floor(ball.x/GRID_SIZE);

				var ypos:int=Math.floor(ball.y/GRID_SIZE);

				_grid[xpos][ypos].push(ball);//将小球推入对应单元格数组

			}

		}



		private function checkGrid():void {

			for (var i:int=0; i<_grid.length; i++) {

				for (var j:int=0; j<_grid[i].length; j++) {

					checkOneCell(i,j);//单元格cell_self自身的碰撞检测

					checkTwoCells(i,j,i+1,j);//单元格cell_self与单元格cell_right(右侧)的碰撞检测

					checkTwoCells(i,j,i-1,j+1);//单元格cell_self与单元格cell_left_bottom(左下角)的碰撞检测

					checkTwoCells(i,j,i,j+1);//单元格cell_self与单元格cell_bottom(下侧)的碰撞检测

					checkTwoCells(i,j,i+1,j+1);//单元格cell_self与单元格cell_right_bottom(右下角)的碰撞检测

				}

			}

		}



		//cellSelf与自身的检测

		private function checkOneCell(x:int,y:int):void {

			// 检测当前格子内所有的对象

			var cell:Array=_grid[x][y] as Array;

			for (var i:int=0; i<cell.length-1; i++) {

				var ballA:Ball=cell[i] as Ball;

				for (var j:int=i+1; j<cell.length; j++) {

					var ballB:Ball=cell[j] as Ball;

					checkCollision(ballA,ballB);

				}

			}

		}



		//cellSelf与其它单元格的检测

		private function checkTwoCells(x1:int,y1:int,x2:int,y2:int):void {

			//确保要检测的格子存在

			if (x2<0) {

				return;

			}

			if (x2>=_grid.length) {

				return;

			}

			if (y2>=_grid[x2].length) {

				return;

			}

			var cell0:Array=_grid[x1][y1] as Array;

			var cell1:Array=_grid[x2][y2] as Array;



			// 检测当前格子和邻接格子内所有的对象

			for (var i:int=0; i<cell0.length; i++) {

				var ballA:Ball=cell0[i] as Ball;

				for (var j:int=0; j<cell1.length; j++) {

					var ballB:Ball=cell1[j] as Ball;

					checkCollision(ballA,ballB);

				}

			}

		}



		private function checkCollision(ballA:Ball,ballB:Ball):void {

			// 判断距离的碰撞检测

			var dx:Number=ballB.x-ballA.x;

			var dy:Number=ballB.y-ballA.y;

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

			if (dist<ballA.radius+ballB.radius) {

				//碰撞的小球变红色

				ballA.color=0xff0000;

				ballB.color=0xff0000;

			}

		}



		//(最原始的)两两检测

		private function basicCheck():void {

			for (var i: int=0; i < _balls.length - 1; i++) {

				var ballA:Ball=_balls[i] as Ball;

				for (var j: int=i+1; j < _balls.length; j++) {

					var ballB:Ball=_balls[j] as Ball;

					checkCollision(ballA, ballB);

				}

			}

		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

上面这个示例,我们把"网格检测算法"与传统的"两两检测算法"每个跑10次,然后输出所用的时间来进行比较,拖动滑块可以调整小球的数量,点击舞台可以重新计算。

反复比较可以发现,在小球数量接近100时,二种算法性能已经相差无已,在小球数量大于100的前提下,小球数量越多,网格算法性能越有优势。在对象数量较少的情况下,传统的两两检测算法反而更快!

所以网格算法仅适用于大量对象的碰撞检测!

如果考虑到代码重用,可以把这种算法封装一下:

package {

	import flash.display.DisplayObject;

	import flash.display.Graphics;

	import flash.events.EventDispatcher;

	

	public class CollisionGrid extends EventDispatcher {

		

		private var _checks:Vector.<DisplayObject>;//用于保存需要碰撞检测的对象(注:Vector.<T>相当于c#中的泛型数组)

		private var _grid:Vector.<Vector.<DisplayObject>>;//网格(注:这里用“一维数组套一维数组”的方法替代了原来的二维数组)

		private var _gridSize:Number;

		private var _height:Number;

		private var _numCells:int;

		private var _numCols:int;

		private var _numRows:int;

		private var _width:Number;

		

		public function CollisionGrid(width:Number, height:Number, gridSize:Number) {

			_width=width;

			_height=height;

			_gridSize=gridSize;

			

			_numCols=Math.ceil(_width/_gridSize);//计算总列数			

			_numRows=Math.ceil(_height/_gridSize);//计算总行数

			_numCells=_numCols*_numRows;//单元格总数

		}

		

		//画格子

		public function drawGrid(graphics:Graphics):void {

			graphics.lineStyle(0, .5);

			for (var i:int = 0; i <= _width; i += _gridSize) {

				graphics.moveTo(i, 0);

				graphics.lineTo(i, _height);

			}

			for (i = 0; i <= _height; i += _gridSize) {

				graphics.moveTo(0, i);

				graphics.lineTo(_width, i);

			}

		}

		

		//将需要检测的对象(泛型)数组objects分配到网络

		public function assign(objects:Vector.<DisplayObject>):void {

			var numObjects:int=objects.length;

			_grid=new Vector.<Vector.<DisplayObject>>(_numCells);

			_checks = new Vector.<DisplayObject>();

			for (var i:int = 0; i < numObjects; i++) {

				var obj:DisplayObject=objects[i];

				//注意:这里用“Grid.[索引]”(定位)的方式,替换了原来的“Grid.[列][行]”(单元格的定位)方式--回想一下bitmap位图中的像素索引就更容易理解了

				var index:int=Math.floor(obj.y/_gridSize)*_numCols+Math.floor(obj.x/_gridSize);

				//“单元格”--延时实例化"

				if (_grid[index]==null) {

					_grid[index]=new Vector.<DisplayObject>  ;

				}

				//将对象推入"单元格"

				_grid[index].push(obj);

			}

			

			//检测需要碰撞的对象,并保存到_checks数组

			checkGrid();

		}

		

		//"单元格"检测

		private function checkGrid():void {

			for (var i:int = 0; i < _numCols; i++) {

				for (var j:int = 0; j < _numRows; j++) {

					checkOneCell(i, j);

					checkTwoCells(i, j, i + 1, j);

					checkTwoCells(i, j, i - 1, j + 1);

					checkTwoCells(i, j, i, j + 1);

					checkTwoCells(i, j, i + 1, j + 1);

				}

			}

		}

		

		//(自身)单个单元格的检测

		private function checkOneCell(x:int, y:int):void {

			var cell:Vector.<DisplayObject>=_grid[y*_numCols+x];

			if (cell==null) {

				return;

			}

			var cellLength:int=cell.length;

			

			for (var i:int = 0; i < cellLength - 1; i++) {

				var objA:DisplayObject=cell[i];

				for (var j:int = i + 1; j < cellLength; j++) {

					var objB:DisplayObject=cell[j];

					_checks.push(objA, objB);

				}

			}

		}

		

		//单元格(x1,y1)与单元格(x2,y2)的检测

		private function checkTwoCells(x1:int, y1:int, x2:int, y2:int):void {

			if (x2>=_numCols||x2<0||y2>=_numRows) {

				return;

			}

			var cellA:Vector.<DisplayObject>=_grid[y1*_numCols+x1];

			var cellB:Vector.<DisplayObject>=_grid[y2*_numCols+x2];

			if (cellA==null||cellB==null) {

				return;

			}

			var cellALength:int=cellA.length;

			var cellBLength:int=cellB.length;

			for (var i:int = 0; i < cellALength; i++) {

				var objA:DisplayObject=cellA[i];

				for (var j:int = 0; j < cellBLength; j++) {

					var objB:DisplayObject=cellB[j];

					_checks.push(objA, objB);

				}

			}

		}

		

		public function get checks():Vector.<DisplayObject> {

			return _checks;

		}

	}

}

注:除了单纯的封装以外,上面的代码还有三个重要的优化措施

1.用Vector(泛型数组)代替了Array数组

2.用一维数组嵌套取代了原来的二维数组

3.延时实例化避免了创建无用的"单元格"

用封装并优化后的代码重新测试下:

package {

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.utils.getTimer;

	import flash.display.DisplayObject;

	import flash.events.MouseEvent;

	import flash.text.TextField;



	public class GridCollision2 extends Sprite {

		private const GRID_SIZE:Number=20;

		private const RADIUS:Number=10;

		private var _balls:Vector.<DisplayObject>;//这里用Vector代替了Array

		private var _grid:CollisionGrid;

		private var _numBalls:int=50;

		private var _text:TextField;



		public function GridCollision2() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			_text = new TextField();

			_text.background = true;

			_text.backgroundColor = 0xffff99;

			_text.width = 135;

			_text.height = 20;

			_text.alpha = 0.9;

			

			

			_grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,GRID_SIZE);

			_grid.drawGrid(graphics);



			makeBalls();

			addChild(_text);

			test();



			stage.addEventListener(MouseEvent.CLICK,stageClick);

		}



		private function stageClick(e:MouseEvent):void {

			test(true);

		}



		private function test(isRestart:Boolean=false):void {

			if (isRestart) {

				for (var i:int=0; i<_numBalls; i++) {

					var ball:Ball=_balls[i] as Ball;

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

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

					ball.color = 0xffffff;

				}

			}



			var startTime:int;

			var elapsed:int;

			startTime=getTimer();

			for (i=0; i<10; i++) {

				_grid.assign(_balls);//将所有需要检测的ball放入_grid.checks

				var numChecks:int=_grid.checks.length;

				for (var j:int=0; j<numChecks; j+=2) {

					checkCollision(_grid.checks[j] as Ball,_grid.checks[j+1] as Ball);

				}

			}

			elapsed=getTimer()-startTime;

			trace("Elapsed:",elapsed);

			_text.text = _numBalls + "个小球碰撞检测:" + elapsed.toString();

		}

		

		//初始化小球实例

		private function makeBalls():void {

			_balls=new Vector.<DisplayObject>(_numBalls);

			for (var i:int=0; i<_numBalls; i++) {

				var ball:Ball=new Ball(RADIUS);

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

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

				ball.alpha = 0.8;

				addChild(ball);

				_balls[i]=ball;

			}

		}



		//检测碰撞

		private function checkCollision(ballA:Ball,ballB:Ball):void {

			var dx:Number=ballB.x-ballA.x;

			var dy:Number=ballB.y-ballA.y;

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

			if (dist<ballA.radius+ballB.radius) {

				//(碰撞后的小球变红色)

				ballA.color=0xff0000;

				ballB.color=0xff0000;

			}

		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

对比之前未封装的示例,可以发现:执行时间缩短了近一半!说明优化的效果还是很不错的。

静态的碰撞检测可能比较没劲,可以再结合以前学到的知识,让小球动起来。

package {

	import flash.display.Sprite;

	import flash.display.StageAlign;

	import flash.display.StageScaleMode;

	import flash.display.DisplayObject;

	import flash.events.Event;

	

	public class GridCollision3 extends Sprite {

		private const GRID_SIZE:Number=20;

		private const RADIUS:Number=10;

		private var _balls:Vector.<DisplayObject>;

		private var _grid:CollisionGrid;

		private var _numBalls:int=100;

		public function GridCollision3() {

			stage.align=StageAlign.TOP_LEFT;

			stage.scaleMode=StageScaleMode.NO_SCALE;

			_grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,GRID_SIZE);

			_grid.drawGrid(graphics);

			makeBalls();

			addEventListener(Event.ENTER_FRAME, onEnterFrame);

		}

		function onEnterFrame(event:Event):void {

			updateBalls();

			_grid.assign(_balls);

			var numChecks:int=_grid.checks.length;

			for (var j:int = 0; j < numChecks; j += 2) {

				checkCollision(_grid.checks[j] as Ball, _grid.checks[j + 1] as Ball);

			}

		}

		private function makeBalls():void {

			_balls=new Vector.<DisplayObject>(_numBalls);

			for (var i:int = 0; i < _numBalls; i++) {

				var ball:Ball=new Ball(RADIUS);

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

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

				ball.vx=Math.random()*4-2;

				ball.vy=Math.random()*4-2;

				addChild(ball);

				_balls[i]=ball;

			}

		}

		private function updateBalls():void {

			for (var i:int = 0; i < _numBalls; i++) {

				

				var ball:Ball=_balls[i] as Ball;

				ball.update();

				if (ball.x<RADIUS) {

					ball.x=RADIUS;

					ball.vx*=-1;

				} else if (ball.x > stage.stageWidth - RADIUS) {

					ball.x=stage.stageWidth-RADIUS;

					ball.vx*=-1;

				}

				if (ball.y<RADIUS) {

					ball.y=RADIUS;

					ball.vy*=-1;

				} else if (ball.y > stage.stageHeight - RADIUS) {

					ball.y=stage.stageHeight-RADIUS;

					ball.vy*=-1;

				}

				ball.color=0xffffff;

			}

		}

		private function checkCollision(ballA:Ball, ballB:Ball):void {

			var dx:Number=ballB.x-ballA.x;

			var dy:Number=ballB.y-ballA.y;

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

			if (dist<ballA.radius+ballB.radius) {

				ballA.color=0xff0000;

				ballB.color=0xff0000;

			}

		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

当然这种网格算法不仅仅只能用于上面提供的"实打实"的碰撞,其中只要是基于距离的对象检测,它都适用。

回顾一下以前做过的节点花园示例,当时因为粒子数量比较少,还看不出有什么性能问题,让我们把粒子数量弄得多一点,比如500,再来测试下:

package {

	import flash.display.Sprite;

	import flash.display.StageScaleMode;

	import flash.display.StageAlign;

	import flash.events.Event;

	import flash.geom.Point;

	

	[SWF(backgroundColor=0x000000,width="600",height="600",frameRate=100)]

	public class NodeGardenLines extends Sprite {

		private var particles:Array;

		private var numParticles:uint=300;

		private var minDist:Number=50;

		private var springAmount:Number=.001;

		public function NodeGardenLines() {

			init();

		}

		private function init():void {

			stage.scaleMode=StageScaleMode.NO_SCALE;

			stage.align=StageAlign.TOP_LEFT;

			particles = new Array();

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

				var particle:Ball=new Ball(2,0x00ff00,false);

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

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

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

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

				addChild(particle);

				particles.push(particle);

			}

			addEventListener(Event.ENTER_FRAME, onEnterFrame);

			

			var fps:FPSshow = new FPSshow();

			addChild(fps);

		}

		private function onEnterFrame(event:Event):void {

			graphics.clear();

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

				var particle:Ball=particles[i];

				particle.x+=particle.vx;

				particle.y+=particle.vy;

				if (particle.x>stage.stageWidth) {



					particle.x=0;

				} else if (particle.x < 0) {

					particle.x=stage.stageWidth;

				}

				if (particle.y>stage.stageHeight) {

					particle.y=0;

				} else if (particle.y < 0) {

					particle.y=stage.stageHeight;

				}

			}

			for (i=0; i < numParticles - 1; i++) {

				var partA:Ball=particles[i];

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

					var partB:Ball=particles[j];

					spring(partA, partB);

				}

			}

		}

		private function spring(partA:Ball, partB:Ball):void {

			var dx:Number=partB.x-partA.x;

			var dy:Number=partB.y-partA.y;

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

			if (dist<minDist) {

				graphics.lineStyle(1, 0xffffff, 1 - dist / minDist);

				graphics.moveTo(partA.x, partA.y);

				graphics.lineTo(partB.x, partB.y);

				var ax:Number=dx*springAmount;

				var ay:Number=dy*springAmount;

				partA.vx+=ax;

				partA.vy+=ay;

				partB.vx-=ax;

				partB.vy-=ay;

			}

		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

留意一下现在的帧数,下面是采用网格算法后的代码:

package {

	import flash.display.DisplayObject;

	import flash.display.Sprite;

	import flash.display.StageScaleMode;

	import flash.display.StageAlign;

	import flash.events.Event;

	import flash.geom.Point;

	

	[SWF(backgroundColor=0x000000,width="600",height="600",frameRate=100)]

	public class NodeGardenGrid extends Sprite {

		private var particles:Vector.<DisplayObject>;

		private var numParticles:uint=300;

		private var minDist:Number=50;

		private var springAmount:Number=.001;

		private var grid:CollisionGrid;

		

		public function NodeGardenGrid() {

			init();

		}

		

		private function init():void {

			stage.scaleMode=StageScaleMode.NO_SCALE;

			stage.align=StageAlign.TOP_LEFT;

			grid=new CollisionGrid(stage.stageWidth,stage.stageHeight,52);

			particles = new Vector.<DisplayObject>();

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

				var particle:Ball=new Ball(2,0x00ff00,false);

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

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

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

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

				addChild(particle);

				particles.push(particle);

			}

			addEventListener(Event.ENTER_FRAME, onEnterFrame);



			var fps:FPSshow = new FPSshow();

			addChild(fps);

		}

		

		private function onEnterFrame(event:Event):void {

			graphics.clear();

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

				var particle:Ball=particles[i] as Ball;

				particle.x+=particle.vx;

				particle.y+=particle.vy;

				if (particle.x>stage.stageWidth) {

					particle.x=0;

				} else if (particle.x < 0) {

					particle.x=stage.stageWidth;

				}

				if (particle.y>stage.stageHeight) {

					particle.y=0;

				} else if (particle.y < 0) {

					particle.y=stage.stageHeight;

				}

			}

			grid.assign(particles);

			var checks:Vector.<DisplayObject>=grid.checks;

			trace(checks.length);

			var numChecks:int=checks.length;

			for (i=0; i < numChecks; i += 2) {

				var partA:Ball=checks[i] as Ball;

				var partB:Ball=checks[i+1] as Ball;

				spring(partA, partB);

			}

		}

		

		private function spring(partA:Ball, partB:Ball):void {

			var dx:Number=partB.x-partA.x;

			var dy:Number=partB.y-partA.y;

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

			if (dist<minDist) {

				graphics.lineStyle(1, 0x00ff00, 1 - dist / minDist);

				graphics.moveTo(partA.x, partA.y);

				graphics.lineTo(partB.x, partB.y);

				var ax:Number=dx*springAmount;

				var ay:Number=dy*springAmount;

				partA.vx+=ax;

				partA.vy+=ay;

				partB.vx-=ax;

				partB.vy-=ay;

			}

		}

	}

}

“AS3.0高级动画编程”学习:第一章高级碰撞检测
在线演示

如果用IE的朋友,貌似弹出窗口加载flash有些问题(偶尔会引发异常),建议用firefox或chrome浏览器浏览本文。

在firefox下加速效果最为明显,比较意外的是在chrome下居然二种算法帧数相差无已。(极度怀疑google与adobe协力对chrome浏览器上的flash插件做了极大的优化)

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