开发者

Homing missile in AS3

开发者 https://www.devze.com 2023-03-05 12:00 出处:网络
I\'m trying to create a homing missile in AS3. Easy enough when you want it to simply follow a point perfectly - but I\'m trying to make the rocket have to turn around if the destination (target) bypa

I'm trying to create a homing missile in AS3. Easy enough when you want it to simply follow a point perfectly - but I'm trying to make the rocket have to turn around if the destination (target) bypasses it.

Here's what I've got - it almost works, but as you can see it's quite glitchy (particularly if the mouse is to the left of the rocket (seems to work OK if it's moving right).

http://projectavian.com/rocket.swf

Here's my Rocket class:

package
{
    import flash.display.Sprite;
    import flash.geom.Point;
    import flash.events.Event;

    public class Rocket extends Sprite
    {
        // vars
        public var target:Point;

        private const _vel:Number = 5;
        private const _steer:Number = Math.PI / 36;

        private var _destAng:Number = 0;
        private var _ang:Number = 0;
        private var _xv:Number = 0;
        private var _yv:Number = 0;

        /**
         * Constructor
         */
        public function Rocket()
        {
            // temp graphics
            graphics.lineStyle(2, 0);
            graphics.lineTo(26, 0);

            addEventListener(Event.ENTER_FRAME, _handle);
        }

        /**
         * Called on dispatch of Event.ENTER_FRAME
         */
        private function _handle(e:Event):void
        {
            _destAng = _getAng();

            _xv = Math.cos(_ang) * _vel;
            _yv = Math.sin(_ang) * _vel;

            x += _xv;
            y += _yv;

            if(_ang > _destAng) _ang -= _steer;
            if(_ang < _destAng) _ang += _steer;

            rotation = _ang * 180 / Math.PI;
        }

        /**
         * Get the angle to target
         */
        private function _getAng():Number
        {
            if(target)
            {
                var yp:Number = target.y - y;
                var xp:Number = target.x - x;

                return Math.atan2(yp, xp);
            }

            return 0;
        }
    }
}

I'm guessing this logic isn't catering for whatever is causing the missile to act strange moving left:

if(_ang > _destAng) _ang -= _steer;
if(_ang < _destAng) _ang += _steer;

Here is also the code I have used to create my Rocket, if it's helpful:

var point:Point = new Point();

var rocket:Rocket = new Rocket();
rocket.target = point;

addChild(rocket);

addEventListener(Event.ENTER_FRAME, _handl开发者_如何学运维e);
function _handle(e:Event):void
{
    point.x = mouseX;
    point.y = mouseY;
}


This should work for you.

public class Rocket extends Sprite
{
    // vars
    public var target:Point;

    private const _vel:Number = 5;
    private const _steer:Number = Math.PI / 36;

    private var _destAng:Number = 0;
    private var _ang:Number = 0;
    private var _xv:Number = 0;
    private var _yv:Number = 0;

    public const SPEED:uint = 50;

    // TODO: get this from fixed timespet
    public const TIME_DELTA:Number = 0.05;
    public const RAD:Number = 57.2957795;
    public const DEG:Number = 0.0174532925;

    public function Rocket()
    {
        // temp graphics
        graphics.lineStyle(2, 0);

        // body should follow head
        graphics.moveTo(-26, 0);
        graphics.lineTo(0, 0);

        addEventListener(Event.ENTER_FRAME, _handle);
    }

    /**
     * Called on dispatch of Event.ENTER_FRAME
     */
    private function _handle(e:Event):void
    {
        var a:Number = _turnToFace(new Point(x, y), target, this.rotation * Math.PI / 180, 0.1);

        var dirX:Number = Math.cos(a);
        var dirY:Number = Math.sin(a);

        x += (dirX) * SPEED * TIME_DELTA;
        y += (dirY) * SPEED * TIME_DELTA;

        rotation = a * RAD;
    }

    private function _turnToFace(p:Point, f:Point, ca:Number, turnSpeed:Number):Number
    {           
        var xp:Number = f.x - p.x;
        var yp:Number = f.y - p.y;

        var desiredAngle:Number = Math.atan2(yp, xp);
        var difference:Number = _wrapAngle(desiredAngle - ca);

        difference = Math.max(-turnSpeed, Math.min(turnSpeed, difference));

        return _wrapAngle(ca + difference); 
    }

    private function _wrapAngle(radians:Number):Number
    {
        var pi2:Number = Math.PI * 2;

        while(radians < -Math.PI) radians += pi2;
        while(radians > Math.PI) radians -= pi2;

        return radians;
    }
}


I found this code here

Missile_speed=20;

Missile_turning=6;

dx=Target._x-Missile._x; dy=Target._y-Missile._y;

distance=Math.sqrt((dx*dx)+(dy*dy));

dx/=distance; dy/=distance;

vx+=dx*Missile_turning; vy+=dy*Missile_turning;

velocity=Math.sqrt((vx*vx)+(vy*vy));

if (velocity>Missile_speed) { vx=(vx*Missile_speed)/velocity; vy=(vy*Missile_speed)/velocity; }

Missile._x+=vx; Missile._y+=vy;

With a little minor tweaking (calling the functions, basic things like that) it should be what you need.

0

精彩评论

暂无评论...
验证码 换一张
取 消