碰撞检测基本上可能分为二类:对象与对象的碰撞检测、对象与点的碰撞检测
为了方便测试,先写一个box类(生成一个小矩形)
package
{
import
flash.display.Sprite;
public
class
Box
extends
Sprite {
private
var
w:
Number
;
private
var
h:
Number
;
private
var
color:
uint
;
public
var
vx:
Number
=
0
;
public
var
vy:
Number
=
0
;
public
function
Box(width:
Number
=
50
, height:
Number
=
50
, color:
uint
=
0xff0000
) {
w=width;
h=height;
this
.color=color;
init();
}
public
function
init():
void
{
graphics.beginFill(color);
graphics.drawRect(-w /
2
, -h /
2
, w, h);
graphics.endFill();
}
}
}
最基本的对象碰撞检测:hitTestObject
package
{
import
flash.display.Sprite;
import
flash.events.Event;
public
class
Boxes
extends
Sprite {
private
var
box:Box;
private
var
boxes:
Array
;
private
var
gravity:
Number
=
0.1
;
public
function
Boxes() {
init();
}
private
function
init():
void
{
boxes =
new
Array
();
createBox();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private
function
onEnterFrame(event:Event):
void
{
box.vy+=gravity;
box.y+=box.vy;
//如果物体下落到了舞台(最下)边界,则再造一个出来往下掉
if
(box.y+box.height/
2
>stage.stageHeight) {
box.y=stage.stageHeight-box.height/
2
;
createBox();
}
else
{
for
(
var
i:
uint
=
0
; i < boxes.length; i++) {
//每个正在下掉的物体与其它物体做(矩形)碰撞检测
if
(box!=boxes[i]&&box.hitTestObject(boxes[i])) {
box.y=boxes[i].y-boxes[i].height/
2
-box.height/
2
;
//堆到顶了,则停止
if
(box.y<=box.height/
2
){
removeEventListener(Event.ENTER_FRAME,onEnterFrame);
}
else
{
createBox();
}
}
}
}
}
private
function
createBox():
void
{
box=
new
Box(Math.random()*
40
+
10
,Math.random()*
40
+
10
,Math.random()*
0xffffff
);
box.x=Math.random()*stage.stageWidth;
addChild(box);
boxes.push(box);
}
}
}
如果把Box换成前面例子中的Ball,就是下面这个样子:
很明显:矩形换成球后,碰撞检测变得不精确了,有一些球似乎并没有真正撞到其它球也停下来了,这是为什么腻?
答案就在于:Flash对象碰撞检测默认采用“对象的矩形边界”做为检测依据。上面二张图演示了这一细节:第一张图虽然肉眼看上去只有二个矩形相交了,但是在Flash看来,其实每对图形都碰到了(第二张图),所以大家应该也能明白为啥换成球后,有些球会浮在空中了。
对象与点的碰撞检测:hitTestPoint
package
{
import
flash.display.Sprite;
import
flash.events.Event;
import
flash.text.TextField;
public
class
PointHitTest
extends
Sprite {
private
var
ball:Ball;
private
var
box:Box;
private
var
txt:TextField =
new
TextField();
public
function
PointHitTest() {
init();
}
private
function
init():
void
{
ball=
new
Ball;
addChild(ball);
ball.x=stage.stageWidth/
2
;
ball.y=stage.stageHeight/
2
;
box =
new
Box(
90
,
90
);
addChild(box);
box.x =
100
;
box.y = ball.y;
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
addChild(txt);
txt.selectable =
false
;
}
private
function
EnterFrameHandler(event:Event):
void
{
if
(ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY)) {
txt.text =
"碰到了!"
;
}
else
{
txt.text =
""
;
}
txt.x = mouseX +
15
;
txt.y = mouseY;
}
}
}
用鼠标在二个物体上划过,会看到鼠标所在点与矩形及小球的碰撞检测结果,同样这里也存在一个问题:对于小球而言,默认也是采用矩形边界检测的,所以鼠标移到小球的边角时,虽然还没碰到球,也提示"碰到了",还好Flash提供了一个可选参数,以改进检测的精确度,只要把hitTestPoint第三个可选参数设置为true即可
if (ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY,true)) {
基于距离的检测:即检测二个物体的中心点距离是否低于最小距离
var
ball_1:Ball=
new
Ball(
70
,
0xff0000
);
var
ball_2:Ball=
new
Ball(
70
,
0x0000ff
);
ball_1.x=stage.stageWidth/
2
;
ball_1.y=stage.stageHeight/
2
;
ball_2.x=stage.stageWidth/
2
;
ball_2.y=stage.stageHeight/
2
;
ball_1.vx = Math.random()*
20
-
20
;
ball_1.vy = Math.random()*
20
-
20
;
ball_2.vx = Math.random()*
20
-
20
;
ball_2.vy = Math.random()*
20
-
20
;
addChild(ball_1);
addChild(ball_2);
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
function
EnterFrameHandler(e:Event):
void
{
ball_1.x+=ball_1.vx;
ball_1.y+=ball_1.vy;
ball_2.x+=ball_2.vx;
ball_2.y+=ball_2.vy;
CheckBoundary(ball_1);
CheckBoundary(ball_2);
var
dx:
Number
=ball_1.x-ball_2.x;
var
dy:
Number
=ball_1.y-ball_2.y;
var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
if
(dist<(ball_1.radius + ball_2.radius)) {
var
angle:
Number
=Math.atan2(dy,dx);
ball_1.vx=dist*Math.cos(angle)*
0.1
;
ball_1.vy=dist*Math.sin(angle)*
0.1
;
ball_2.vx=dist*Math.cos(angle)*-
0.1
;
ball_2.vy=dist*Math.sin(angle)*-
0.1
;
}
}
function
CheckBoundary(b:Ball) {
if
(b.x>stage.stageWidth-b.width/
2
||b.x<=b.width/
2
) {
b.x-=b.vx;
b.vx*=-
1
;
}
if
(b.y>stage.stageHeight-b.height/
2
||b.y<=b.height/
2
) {
b.y-=b.vy;
b.vy*=-
1
;
}
}
很明显,这种方法对于圆形物体是十分精确的,但对于非规则形状,只能近似检测.
如果结合上二篇提到的弹性运动,可以做出更复杂的动画:
package
{
import
flash.display.Sprite;
import
flash.events.Event;
public
class
Bubbles
extends
Sprite {
private
var
balls:
Array
;
private
var
numBalls:
Number
=
10
;
private
var
centerBall:Ball;
private
var
bounce:
Number
=-
1
;
private
var
spring:
Number
=
0.2
;
public
function
Bubbles() {
init();
}
private
function
init():
void
{
balls=
new
Array
;
centerBall=
new
Ball(
100
,
0xcccccc
);
addChild(centerBall);
centerBall.x=stage.stageWidth/
2
;
centerBall.y=stage.stageHeight/
2
;
for
(
var
i:
uint
=
0
; i<numBalls; i++) {
var
ball:Ball=
new
Ball(Math.random()*
40
+
5
,Math.random()*
0xffffff
);
ball.x=Math.random()*stage.stageWidth;
ball.y=Math.random()*stage.stageHeight;
ball.vx=(Math.random()*
2
-
1
)*
10
;
ball.vy=(Math.random()*
2
-
1
)*
10
;
addChild(ball);
balls.push(ball);
}
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private
function
onEnterFrame(event:Event):
void
{
for
(
var
i:
uint
=
0
; i<numBalls; i++) {
var
ball:Ball=balls[i];
move(ball);
var
dx:
Number
=ball.x-centerBall.x;
var
dy:
Number
=ball.y-centerBall.y;
var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
var
minDist:
Number
=ball.radius+centerBall.radius;
if
(dist<minDist) {
var
angle:
Number
=Math.atan2(dy,dx);
var
tx:
Number
=centerBall.x+Math.cos(angle)*minDist;
//弹性运动的目标点x坐标
var
ty:
Number
=centerBall.y+Math.sin(angle)*minDist;
//弹性运动的目标点y坐标
ball.vx+=(tx-ball.x)*spring;
ball.vy+=(ty-ball.y)*spring;
}
}
}
private
function
move(ball:Ball):
void
{
ball.x+=ball.vx;
ball.y+=ball.vy;
if
(ball.x+ball.radius>stage.stageWidth) {
ball.x=stage.stageWidth-ball.radius;
ball.vx*=bounce;
}
else
if
(ball.x-ball.radius<
0
) {
ball.x=ball.radius;
ball.vx*=bounce;
}
if
(ball.y+ball.radius>stage.stageHeight) {
ball.y=stage.stageHeight-ball.radius;
ball.vy*=bounce;
}
else
if
(ball.y-ball.radius<
0
) {
ball.y=ball.radius;
ball.vy*=bounce;
}
}
}
}
原理图:
多物体基于距离的碰撞检测:
package
{
import
flash.display.Sprite;
import
flash.events.Event;
public
class
Bubbles2
extends
Sprite {
private
var
balls:
Array
;
private
var
numBalls:
Number
=
20
;
private
var
bounce:
Number
=-
0.9
;
private
var
spring:
Number
=
0.2
;
private
var
gravity:
Number
=
1
;
public
function
Bubbles2() {
init();
}
private
function
init():
void
{
balls =
new
Array
();
for
(
var
i:
uint
=
0
; i < numBalls; i++) {
var
ball:Ball=
new
Ball(Math.random()*
30
+
20
,Math.random()*
0xffffff
);
ball.x=Math.random()*stage.stageWidth;
ball.y=Math.random()*stage.stageHeight;
ball.vx=Math.random()*
6
-
3
;
ball.vy=Math.random()*
6
-
3
;
addChild(ball);
balls.push(ball);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private
function
onEnterFrame(event:Event):
void
{
for
(
var
i:
uint
=
0
; i < numBalls -
1
; i++) {
var
ball0:Ball=balls[i];
for
(
var
j:
uint
= i +
1
; j < numBalls; j++) {
var
ball1:Ball=balls[j];
var
dx:
Number
=ball1.x-ball0.x;
var
dy:
Number
=ball1.y-ball0.y;
var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
var
minDist:
Number
=ball0.radius+ball1.radius;
if
(dist<minDist) {
/*
var angle:Number=Math.atan2(dy,dx);
var tx:Number=ball0.x+Math.cos(angle)*minDist;
var ty:Number=ball0.y+Math.sin(angle)*minDist;
*/
var
tx:
Number
=ball0.x + (dx/dist)*minDist;
var
ty:
Number
=ball0.y + (dy/dist)*minDist;
var
ax:
Number
= (tx - ball1.x) * spring;
var
ay:
Number
= (ty - ball1.y) * spring;
ball0.vx-=ax;
ball0.vy-=ay;
ball1.vx+=ax;
ball1.vy+=ay;
}
}
}
for
(i =
0
; i < numBalls; i++) {
var
ball:Ball=balls[i];
move(ball);
}
}
private
function
move(ball:Ball):
void
{
ball.vy+=gravity;
ball.x+=ball.vx;
ball.y+=ball.vy;
if
(ball.x+ball.radius>stage.stageWidth) {
ball.x=stage.stageWidth-ball.radius;
ball.vx*=bounce;
}
else
if
(ball.x - ball.radius <
0
) {
ball.x=ball.radius;
ball.vx*=bounce;
}
if
(ball.y+ball.radius>stage.stageHeight) {
ball.y=stage.stageHeight-ball.radius;
ball.vy*=bounce;
}
else
if
(ball.y - ball.radius <
0
) {
ball.y=ball.radius;
ball.vy*=bounce;
}
}
}
}