动画中的弹性运动 从视觉效果上接近 物理经典力学中的单摆运动或弹簧(胡克定律F=Kx)振动
先看下面的模拟演示:
规律:
小球先从出发点(初始为最左侧)向目标点(中心点)加速狂奔,奔的过程中速度越来越大,但加速度越来越小,等经过目标点时,发现速度太大刹不住车(此时速度达到最大值,但加速度减为0),奔过头了!于是加速度发生逆转,从0开始变为负值,从而导致速度越来越小,等速度减到0时,也奔到了最右侧(此时负加速度也达到最大值),然后在负加速度的影响下,开始掉头又狂奔....这样不断下去,直接摩擦力让它筋疲力尽,最终瘫倒在目标点 :)
公式:胡克定律F=Kx,而合外力F根据牛二定律 F=ma,这二者结合起来换算一下,也就是 ma = kx,即a = (k/m)x .用代码体现出来,即加速度与位移成(正比)线性关系。
package
{
import
flash.display.Sprite;
import
flash.events.Event;
import
flash.events.MouseEvent;
import
flash.geom.Rectangle;
import
flash.ui.Mouse;
import
flash.ui.MouseCursor;
public
class
Spring1
extends
Sprite {
private
var
ball:Ball;
private
var
spring:
Number
=
0.02
;
private
var
targetX:
Number
=stage.stageWidth/
2
;
private
var
rect:Rectangle;
private
var
vx:
Number
=
0
;
private
var
isDragging=
false
;
public
function
Spring1() {
init();
}
private
function
init():
void
{
ball=
new
Ball(
10
);
addChild(ball);
ball.x=
20
;
ball.y=stage.stageHeight/
2
;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
ball.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
ball.addEventListener(MouseEvent.MOUSE_OVER,
function
(){Mouse.cursor = MouseCursor.HAND});
ball.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
stage.addEventListener(MouseEvent.MOUSE_UP,MouseUpHandler);
//画辅助线
graphics.lineStyle(
1
);
graphics.moveTo(ball.x,ball.y);
graphics.lineTo(stage.stageWidth-ball.x,ball.y);
graphics.moveTo(stage.stageWidth/
2
,ball.y-
10
);
graphics.lineTo(stage.stageWidth/
2
,ball.y+
10
);
rect=
new
Rectangle(ball.x,ball.y,stage.stageWidth-
2
*ball.x,
0
);
}
private
function
MouseOutHandler() {
if
(! isDragging) {
Mouse.cursor=MouseCursor.AUTO;
}
}
//开始拖动
private
function
MouseDownHandler(e:MouseEvent):
void
{
ball.startDrag(
true
,rect);
Mouse.cursor=MouseCursor.HAND;
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
isDragging=
true
;
}
//结束拖动
private
function
MouseUpHandler(e:MouseEvent):
void
{
ball.stopDrag();
addEventListener(Event.ENTER_FRAME, onEnterFrame);
Mouse.cursor=MouseCursor.AUTO;
isDragging=
false
;
}
private
function
onEnterFrame(event:Event):
void
{
var
dx:
Number
= targetX-ball.x;
var
ax:
Number
= dx*spring;
//加速度与位移成正(反)比关系
vx += ax;
vx *=
0.97
;
//摩擦系数
trace
(ax,vx);
ball.x+=vx;
}
}
}
上面演示是一维的弹性运动,当然也可以同时在x轴和y轴上进行
代码:
package
{
import
flash.display.Sprite;
import
flash.events.Event;
import
flash.events.MouseEvent;
import
flash.ui.Mouse;
import
flash.ui.MouseCursor;
public
class
Spring2
extends
Sprite {
private
var
ball:Ball;
private
var
spring:
Number
=
0.1
;
private
var
targetX:
Number
=stage.stageWidth/
2
;
private
var
targetY:
Number
=stage.stageHeight/
2
;
private
var
vx:
Number
=
0
;
private
var
vy:
Number
=
0
;
private
var
friction:
Number
=
0.95
;
public
function
Spring2() {
init();
}
private
function
init():
void
{
ball =
new
Ball(
5
);
ball.x = Math.random() * stage.stageWidth;
ball.y = Math.random() * stage.stageHeight;
addChild(ball);
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
stage.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
MouseDownHandler(
null
);
Mouse.cursor = MouseCursor.BUTTON;
}
function
MouseDownHandler(e:MouseEvent):
void
{
graphics.clear();
ball.x = Math.random() * stage.stageWidth;
ball.y = Math.random() * stage.stageHeight;
ball.vx = (Math.random()*
2
-
1
) *
50
;
ball.vy = (Math.random()*
2
-
1
) *
50
;
graphics.moveTo(ball.x,ball.y);
}
private
function
EnterFrameHandler(event:Event):
void
{
//去掉下面的注释,就变成鼠标跟随的弹性运动
//targetX = mouseX;
//targetY = mouseY;
var
dx:
Number
=targetX-ball.x;
var
dy:
Number
=targetY-ball.y;
var
ax:
Number
=dx*spring;
var
ay:
Number
=dy*spring;
vx+=ax;
vy+=ay;
vx*=friction;
vy*=friction;
ball.x+=vx;
ball.y+=vy;
graphics.lineStyle(
0.3
,
0xbbbbbb
,
1
);
graphics.lineTo(ball.x,ball.y);
}
}
}
接下来:用代码模仿一根猴皮筋儿
package
{
import
flash.display.Sprite;
import
flash.events.Event;
import
flash.ui.Mouse;
import
flash.ui.MouseCursor;
public
class
Spring3
extends
Sprite {
private
var
ball:Ball;
private
var
spring:
Number
=
0.1
;
private
var
vx:
Number
=
0
;
private
var
vy:
Number
=
0
;
private
var
friction:
Number
=
0.95
;
public
function
Spring3() {
init();
}
private
function
init():
void
{
ball =
new
Ball(
10
);
addChild(ball);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
Mouse.cursor = MouseCursor.HAND;
}
private
function
onEnterFrame(event:Event):
void
{
var
dx:
Number
= mouseX-ball.x;
var
dy:
Number
= mouseY-ball.y;
var
ax:
Number
= dx*spring;
var
ay:
Number
= dy*spring;
vx+=ax;
vy+=ay;
vx*=friction;
vy*=friction;
ball.x+=vx;
ball.y+=vy;
graphics.clear();
graphics.lineStyle(
1
);
graphics.moveTo(mouseX, mouseY);
graphics.lineTo(ball.x, ball.y);
}
}
}
上面的例子只有一个球,如果考虑更多的小球,第一球以鼠标所在位置为目标做弹性运动,而第二个以第一个球为目标做弹性运动,第三球又跟着第二个... 这会是什么效果呢?
package
{
import
flash.display.Sprite;
import
flash.events.MouseEvent;
import
flash.events.Event;
public
class
ArrayChain
extends
Sprite {
var
arrBall:
Array
;
var
spring:
Number
=
0.12
;
var
firstBall:Ball;
var
gravity:
Number
=
6
;
var
friction:
Number
=
0.8
;
public
function
ArrayChain() {
init();
}
private
function
init():
void
{
arrBall=
new
Array
(
5
);
for
(
var
i:
uint
=
0
,j:
uint
=arrBall.length; i<j; i++) {
arrBall[i]=
new
Ball(
10
,Math.random()*
0xffffff
);
addChild(arrBall[i]);
}
firstBall=arrBall[
0
];
firstBall.x=Math.random()*stage.stageWidth;
firstBall.y=Math.random()*stage.stageHeight;
addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
}
private
function
EnterFrameHandler(e:Event):
void
{
//第一个球以鼠标所在位置为目标做弹性运动
firstBall.vx += (mouseX - firstBall.x) * spring;
firstBall.vy += (mouseY - firstBall.y) * spring;
firstBall.vy+=gravity;
firstBall.vx*=friction;
firstBall.vy*=friction;
firstBall.x+=firstBall.vx;
firstBall.y+=firstBall.vy;
//准备画连线
graphics.clear();
graphics.lineStyle(
0.2
,
0x666666
);
graphics.moveTo(mouseX,mouseY);
graphics.lineTo(firstBall.x,firstBall.y);
//后面的小球依次以前一个的位置为目标做弹性运动
for
(
var
i=
1
,j=arrBall.length; i<j; i++) {
var
ball:Ball=arrBall[i];
ball.vx += (arrBall[i-
1
].x-ball.x)*spring;
ball.vy += (arrBall[i-
1
].y-ball.y)*spring;
ball.vy+=gravity;
ball.vx*=friction;
ball.vy*=friction;
ball.x+=ball.vx;
ball.y+=ball.vy;
graphics.lineTo(ball.x,ball.y);
//画出连线将各球连在一起
}
}
}
}
ok,我们得到了一个"弹簧链",当然这里面还考虑了重力的因素,通过上面的几个例子可以总结一下:第一个示例中一维弹性运动可以看作为x方向的加速度随位移的影响,而第二个示例可以看作是x,y二个方向加速度随位移影响的叠加,而第三个示例,则可以看作是任何方向这种影响再叠加重力的综合效果。总之:任何方向的弹性运动,都可以认为是该方向的加速度(或力)随位移的影响,而且这种影响可以在多个方向上叠加。下面这个是多点控制弹性运动的示例: