“AS3.0高级动画编程”学习:第二章转向行为(上)

2023-06-02,,

因为这一章的内容基本上都是涉及向量的,先来一个2D向量类:Vector2D.as (再次强烈建议不熟悉向量运算的童鞋,先回去恶补一下高等数学-07章空间解释几何与向量代数.pdf)

原作者:菩提树下的杨过
出处:http://yjmyzz.cnblogs.com

 package {
import flash.display.Graphics; public class Vector2D {
private var _x:Number;
private var _y:Number; //构造函数
public function Vector2D(x:Number=0,y:Number=0) {
_x=x;
_y=y;
} //绘制向量(以便于显示)
public function draw(graphics:Graphics,color:uint=0):void {
graphics.lineStyle(0,color);
graphics.moveTo(0,0);
graphics.lineTo(_x,_y);
} //克隆对象
public function clone():Vector2D {
return new Vector2D(x,y);
} //位置归零
public function zero():Vector2D {
_x=0;
_y=0;
return this;
} //是否在零位置
public function isZero():Boolean {
return _x==0&&_y==0;
} //获得向量的角度
public function get angle():Number {
return Math.atan2(_y,_x);
} //设置向量的模(即大小)
public function set length(value:Number):void {
var a:Number=angle;
_x=Math.cos(a)*value;
_y=Math.sin(a)*value;
} //获取向量大小的平方
public function get lengthSQ():Number {
return _x*_x+_y*_y;
} //获取向量的模(即大小)
public function get length():Number {
return Math.sqrt(lengthSQ);
} //设置向量的角度
public function set angle(value:Number):void {
var len:Number=length;
_x=Math.cos(value)*len;
_y=Math.sin(value)*len;
} //截断向量(设置向量模最大值)
public function truncate(max:Number):Vector2D {
length=Math.min(max,length);
return this;
} //交换x,y坐标
public function reverse():Vector2D {
_x=- _x;
_y=- _y;
return this;
} //定义二个向量的加法运算
public function add(v2:Vector2D):Vector2D {
return new Vector2D(_x+v2.x,_y+v2.y);
} //定义二个向量的减法运算
public function subtract(v2:Vector2D):Vector2D {
return new Vector2D(_x-v2.x,_y-v2.y);
} //向量模的乘法运算
public function multiply(value:Number):Vector2D {
return new Vector2D(_x*value,_y*value);
} //向量模的除法运算
public function divide(value:Number):Vector2D {
return new Vector2D(_x/value,_y/value);
} //判定二个向量(坐标)是否相等
public function equals(v2:Vector2D):Boolean {
return _x==v2.x&&_y==v2.y;
} //设置x轴坐标
public function set x(value:Number):void {
_x=value;
} //返回x轴坐标
public function get x():Number {
return _x;
} //设置y轴坐标
public function set y(value:Number):void {
_y=value;
} //返回y轴坐标
public function get y():Number {
return _y;
} //单位化向量(即设置向量的模为1,不过这里用了一种更有效率的除法运算,从而避免了lengh=1带来的三角函数运算)
public function normalize():Vector2D {
if (length==0) {
_x=1;
return this;
}
//建议大家画一个基本的3,4,5勾股定理的直角三角形即可明白下面的代码
var len:Number=length;
_x/=len;
_y/=len;
return this;
} //判定向量是否为单位向量
public function isNormalized():Boolean {
return length==1.0;
} //点乘(即向量的点积)
public function dotProd(v2:Vector2D):Number {
return _x*v2.x+_y*v2.y;
} //叉乘(即向量的矢量积)
public function crossProd(v2:Vector2D):Number {
return _x*v2.y-_y*v2.x;
} //返回二个向量之间的夹角
public static function angleBetween(v1:Vector2D,v2:Vector2D):Number {
if (! v1.isNormalized()) {
v1=v1.clone().normalize();
}
if (! v2.isNormalized()) {
v2=v2.clone().normalize();
}
return Math.acos(v1.dotProd(v2));//建议先回顾一下http://www.cnblogs.com/yjmyzz/archive/2010/06/06/1752674.html中提到的到夹角公式
} //判定给定的向量是否在本向量的左侧或右侧,左侧返回-1,右侧返回1
public function sign(v2:Vector2D):int {
return perp.dotProd(v2)<0?-1:1;
} //返回与本向量垂直的向量(即自身顺时针旋转90度,得到一个新向量)
public function get perp():Vector2D {
return new Vector2D(- y,x);//建议回顾一下"坐标旋转"
} //返回二个矢量末端顶点之间的距离平方
public function distSQ(v2:Vector2D):Number {
var dx:Number=v2.x-x;
var dy:Number=v2.y-y;
return dx*dx+dy*dy;
} //返回二个矢量末端顶点之间的距离
public function dist(v2:Vector2D):Number {
return Math.sqrt(distSQ(v2));
} //toString方法
public function toString():String {
return "[Vector2D (x:"+_x+", y:"+_y+")]";
}
}
}

有几个地方稍加解释:

1、向量夹角的计算

 
上图为向量的夹角公式,再来对照一下代码部分:

 public static function angleBetween(v1:Vector2D,v2:Vector2D):Number {
if (! v1.isNormalized()) {
v1=v1.clone().normalize();
}
if (! v2.isNormalized()) {
v2=v2.clone().normalize();
}
return Math.acos(v1.dotProd(v2));
}

首先对向量v1,v2做了单位化处理,使其变成(模为1的)单位向量,这样夹角公式中的|a|×|b|(即分母)自然也就是1,公式演变成cos(θ)=a.b(即夹角余弦 等于 向量a与b的点乘),然后再对其取反余弦Math.acos,最终得到夹角

2、垂直向量的取得

上图是坐标(顺时针)旋转的标准公式,如果把α设置为90度,则

,即:

 public function get perp():Vector2D {
return new Vector2D(- y,x);
}

3、判定其它向量是在自身的左侧还是右侧

如上图,先取得A的垂直向量,然后计算其它向量跟垂直向量的点积(点乘的公式,在物理上的表现之一为 W = |F|*|S|Cos(θ) ),如果其它向量与该垂直向量的夹角小于90度,点乘的值必为正,反之为负,所以也就能判定左右了(注意:这里的左右是指人站在坐标原点,顺着向量A的方向来看的)

再来定义一个机车类Vehicle.as

 package {
import flash.display.Sprite; public class Vehicle extends Sprite {
//边界行为:是屏幕环绕(wrap),还是反弹{bounce}
protected var _edgeBehavior:String=WRAP;
//质量
protected var _mass:Number=1.0;
//最大速度
protected var _maxSpeed:Number=10;
//坐标
protected var _position:Vector2D;
//速度
protected var _velocity:Vector2D; //边界行为常量
public static const WRAP:String="wrap";
public static const BOUNCE:String="bounce"; public function Vehicle() {
_position=new Vector2D ;
_velocity=new Vector2D ;
draw();
} protected function draw():void {
graphics.clear();
graphics.lineStyle(0);
graphics.moveTo(10,0);
graphics.lineTo(-10,5);
graphics.lineTo(-10,-5);
graphics.lineTo(10,0);
} public function update():void { //设置最大速度
_velocity.truncate(_maxSpeed); //根据速度更新坐标向量
_position=_position.add(_velocity); //处理边界行为
if (_edgeBehavior==WRAP) {
wrap();
} else if (_edgeBehavior==BOUNCE) {
bounce();
} //更新x,y坐标值
x=position.x;
y=position.y; //处理旋转角度
rotation=_velocity.angle*180/Math.PI;
} //反弹
private function bounce():void {
if (stage!=null) {
if (position.x>stage.stageWidth) {
position.x=stage.stageWidth;
velocity.x*=-1;
} else if (position.x<0) {
position.x=0;
velocity.x*=-1;
}
if (position.y>stage.stageHeight) {
position.y=stage.stageHeight;
velocity.y*=-1;
} else if (position.y<0) {
position.y=0;
velocity.y*=-1;
}
}
} //屏幕环绕
private function wrap():void {
if (stage!=null) {
if (position.x>stage.stageWidth) {
position.x=0;
}
if (position.x<0) {
position.x=stage.stageWidth;
}
if (position.y>stage.stageHeight) {
position.y=0;
}
if (position.y<0) {
position.y=stage.stageHeight;
}
}
} //下面的都是属性定义 public function set edgeBehavior(value:String):void {
_edgeBehavior=value;
} public function get edgeBehavior():String {
return _edgeBehavior;
} public function set mass(value:Number):void {
_mass=value;
} public function get mass():Number {
return _mass;
} public function set maxSpeed(value:Number):void {
_maxSpeed=value;
} public function get maxSpeed():Number {
return _maxSpeed;
} public function set position(value:Vector2D):void {
_position=value;
x=_position.x;
y=_position.y;
} public function get position():Vector2D {
return _position;
} public function set velocity(value:Vector2D):void {
_velocity=value;
} public function get velocity():Vector2D {
return _velocity;
} override public function set x(value:Number):void {
super.x=value;
_position.x=x;
} override public function set y(value:Number):void {
super.y=value;
_position.y=y;
}
}
}

没有什么新东西,都是以前学到的知识,测试一下上面这二个类:

 package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event; public class VehicleTest extends Sprite {
private var _vehicle:Vehicle;
public function VehicleTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicle=new Vehicle ;
addChild(_vehicle);
_vehicle.position=new Vector2D(100,100);
_vehicle.velocity.length=5;
_vehicle.velocity.angle=Math.PI/4;//45度
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void {
_vehicle.update();
}
}
}

OK,现在可以进入正题了:(下面是从原书上直接抄过来的)

转向行为(steering behaviors)这一术语,指的是一系列使对象行动起来像似长有智商的算法。这些行为都归于人工智能或人工生命一类,是让对象呈现出拥有生命一般,对如何移动到目的地、捕捉或逃避其它对象、避开障碍物、寻求路径等做出因地适宜的决定。

一、寻找行为(Seek)

简单点讲,就是角色本身试图移动(包括转向)到目标位置(这个位置可能是固定的,也可能是移动的)。

先定义一个从Vehicle继承的子类:具有转向能力的机车SteeredVehicle.as

 package {
import flash.display.Sprite; //(具有)转向(行为的)机车
public class SteeredVehicle extends Vehicle {
private var _maxForce:Number=1;//最大转向力
private var _steeringForce:Vector2D;//转向速度 public function SteeredVehicle() {
_steeringForce = new Vector2D();
super();
}
public function set maxForce(value:Number):void {
_maxForce=value;
}
public function get maxForce():Number {
return _maxForce;
} override public function update():void {
_steeringForce.truncate(_maxForce);//限制为最大转向速度,以避免出现突然的大转身
_steeringForce=_steeringForce.divide(_mass);//惯性的体现
_velocity=_velocity.add(_steeringForce);
_steeringForce = new Vector2D();
super.update();
}
}
}

代码不难理解:仅增加了最大转向力maxForce(主要是为了防止机车一瞬间就突然移动到目标位置,会引起视觉上的动画不连贯);另外对update做了重载处理,在更新机车x,y坐标及朝向(即rotation)之前,累加了转向速度并考虑到了物体的惯性。

再来考虑“寻找(seek)”行为,先看下面这张图:

根据向量运算,可以先得到机车期望的理想速度(desireVolocity)--注:如果用这个速度行驶,物体立马就能到达目标点。当然我们要体现物体是逐渐靠近目标点的,所以显然不可能用理想速度前行,而是要计算出转向速度force,最终再把转向速度force叠加到自身的速度_velocity上,这样机车就能不断向目标点移动了。

 //寻找(Seek)行为
public function seek(target: Vector2D):void {
var desiredVelocity:Vector2D=target.subtract(_position);
desiredVelocity.normalize();
desiredVelocity=desiredVelocity.multiply(_maxSpeed);//注:这里的_maxSpeed是从父类继承得来的
var force:Vector2D=desiredVelocity.subtract(_velocity);
_steeringForce=_steeringForce.add(force);
}

把这段代码加入到SteeredVehicle.as中就能让SteeredVehicle类具有seek行为,下面是测试代码:

 package {
import SteeredVehicle;
import Vector2D;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event; public class SeekTest extends Sprite { private var _vehicle:SteeredVehicle; public function SeekTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicle = new SteeredVehicle();
addChild(_vehicle);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
} private function onEnterFrame(event:Event):void {
_vehicle.seek(new Vector2D(mouseX, mouseY));//以当前鼠标位置为目标点
_vehicle.update();
}
}
}

二、避开(flee)行为

它跟寻找(seek)行为正好是相反的,可以通俗的理解为:“既然发现了目标,那么就调头逃跑吧”,所以代码上只要改一行即可

 //避开(flee)行为
public function flee(target: Vector2D):void {
var desiredVelocity:Vector2D=target.subtract(_position);
desiredVelocity.normalize();
desiredVelocity=desiredVelocity.multiply(_maxSpeed);
var force:Vector2D=desiredVelocity.subtract(_velocity);
_steeringForce=_steeringForce.subtract(force);//这是唯一与seek行为不同的地方,一句话解释:既然发现了目标,那就调头就跑吧!
}

同样,把上述代码加入到SteeredVehicle.as中就能让SteeredVehicle类具有flee行为,测试代码:

 package {
import SteeredVehicle;
import Vector2D;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event; public class FleeTest extends Sprite { private var _vehicle:SteeredVehicle; public function FleeTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicle = new SteeredVehicle();
_vehicle.position = new Vector2D(stage.stageWidth/2,stage.stageHeight/2);
_vehicle.edgeBehavior = Vehicle.BOUNCE;
addChild(_vehicle);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
} private function onEnterFrame(event:Event):void {
_vehicle.flee(new Vector2D(mouseX, mouseY));//避开鼠标当前位置
_vehicle.update();
}
}
}

seek行为与flee行为组合起来,可以完成类似“警察抓小偷”的效果

 package {
import SteeredVehicle;
import Vector2D;
import Vehicle;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.text.TextField;
import flash.text.TextFormat; public class SeekFleeTest1 extends Sprite {
private var _seeker:SteeredVehicle;//寻找者(可理解为:警察)
private var _fleer:SteeredVehicle;//躲避者(事理解为:小偷)
private var _seekerSpeedSlider:SimpleSlider ;//警察的最大速度控制滑块
private var _txtSeekerMaxSpeed:TextField;
private var _fleerSpeedSlider:SimpleSlider ;//小偷的最大速度控制滑块
private var _txtFleerMaxSpeed:TextField; public function SeekFleeTest1() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE; _seeker = new SteeredVehicle(0xff0000);
_seeker.position=new Vector2D();
_seeker.edgeBehavior=Vehicle.BOUNCE;
addChild(_seeker);
_seeker.maxSpeed = 5; _fleer = new SteeredVehicle(0x0000ff);
_fleer.position=new Vector2D(stage.stageWidth*Math.random(),stage.stageHeight*Math.random());
_fleer.edgeBehavior=Vehicle.BOUNCE;
addChild(_fleer);
addEventListener(Event.ENTER_FRAME, onEnterFrame); addSpeedControl();
} //添加速度控制组件
private function addSpeedControl():void{
_seekerSpeedSlider = new SimpleSlider(5,25,10);
_seekerSpeedSlider.rotation = 90;
_seekerSpeedSlider.x = 150;
_seekerSpeedSlider.y = 20;
_seekerSpeedSlider.backColor = _seekerSpeedSlider.backBorderColor = _seekerSpeedSlider.handleColor = _seekerSpeedSlider.handleBorderColor = 0xff0000;
addChild(_seekerSpeedSlider);
_seekerSpeedSlider.addEventListener(Event.CHANGE,onSeekerSpeedChange);
_txtSeekerMaxSpeed = new TextField();
var _tfseeker:TextFormat = new TextFormat();
_tfseeker.color = 0xff0000;
_txtSeekerMaxSpeed.defaultTextFormat = _tfseeker;
_txtSeekerMaxSpeed.text = "10";
addChild(_txtSeekerMaxSpeed);
_txtSeekerMaxSpeed.y = _seekerSpeedSlider.y -6;
_txtSeekerMaxSpeed.x = _seekerSpeedSlider.x +3; _fleerSpeedSlider = new SimpleSlider(5,25,10);
_fleerSpeedSlider.rotation = 90;
_fleerSpeedSlider.x = 480;
_fleerSpeedSlider.y = 20;
_fleerSpeedSlider.backColor = _fleerSpeedSlider.backBorderColor = _fleerSpeedSlider.handleColor = _fleerSpeedSlider.handleBorderColor = 0x0000ff;
addChild(_fleerSpeedSlider);
_fleerSpeedSlider.addEventListener(Event.CHANGE,onFleerSpeedChange);
_txtFleerMaxSpeed = new TextField();
var _tffleer:TextFormat = new TextFormat();
_tffleer.color = 0x0000ff;
_txtFleerMaxSpeed.defaultTextFormat = _tffleer;
_txtFleerMaxSpeed.text = "10";
addChild(_txtFleerMaxSpeed);
_txtFleerMaxSpeed.y = _fleerSpeedSlider.y -6;
_txtFleerMaxSpeed.x = _fleerSpeedSlider.x +3; } function onSeekerSpeedChange(e:Event):void{
_seeker.maxSpeed = _seekerSpeedSlider.value;
_txtSeekerMaxSpeed.text = _seekerSpeedSlider.value.toString();
} function onFleerSpeedChange(e:Event):void{
_fleer.maxSpeed = _fleerSpeedSlider.value;
_txtFleerMaxSpeed.text = _fleerSpeedSlider.value.toString();
} private function onEnterFrame(event:Event):void {
_seeker.seek(_fleer.position);//警察 抓 小偷
_fleer.flee(_seeker.position);//小偷 躲 警察
_seeker.update();
_fleer.update();
}
}
}

调整红色滑块和蓝色滑块,可改变seeker与fleer的最大速度。(注:代码中的SimpleSlider在Flash/Flex学习笔记(46):正向运动学中能找到) 如果愿意,您还可以加入碰撞检测,比如当“警察”抓住“小偷”时,显示一个提示:“小样,我抓住你了!”

如果加入更多的物体,比如A,B,C三个,让A追逐B同时躲避C,B追逐C同时躲避A,C追逐A同时躲避B,将是下面这副模样:

 package {

     import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event; public class SeekFleeTest2 extends Sprite { private var _vehicleA:SteeredVehicle;
private var _vehicleB:SteeredVehicle;
private var _vehicleC:SteeredVehicle; public function SeekFleeTest2() { stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicleA=new SteeredVehicle(0xff0000) ;
_vehicleA.position=new Vector2D(stage.stageWidth*Math.random(),stage.stageHeight*Math.random());
_vehicleA.edgeBehavior=Vehicle.BOUNCE;
addChild(_vehicleA); _vehicleB=new SteeredVehicle(0x0000ff) ;
_vehicleB.position=new Vector2D(stage.stageWidth*Math.random(),stage.stageHeight*Math.random());
_vehicleB.edgeBehavior=Vehicle.BOUNCE;
addChild(_vehicleB); _vehicleC=new SteeredVehicle(0x00ff00) ;
_vehicleC.position=new Vector2D(stage.stageWidth*Math.random(),stage.stageHeight*Math.random());
_vehicleC.edgeBehavior=Vehicle.BOUNCE;
addChild(_vehicleC); addEventListener(Event.ENTER_FRAME,onEnterFrame);
} private function onEnterFrame(event:Event):void { //A追求B,躲避C
_vehicleA.seek(_vehicleB.position);
_vehicleA.flee(_vehicleC.position); //B追求C,躲避A
_vehicleB.seek(_vehicleC.position);
_vehicleB.flee(_vehicleA.position); //C追求A,躲避B
_vehicleC.seek(_vehicleA.position);
_vehicleC.flee(_vehicleB.position); _vehicleA.update();
_vehicleB.update();
_vehicleC.update();
}
}
}

Flash动画的边界,犹如人世间的一张网,将你我他都罩住,我们都在追寻一些东西,同时也在逃避一些东西,于是乎:爱我的人我不爱,我爱的人爱别人······ 现实如此,程序亦如此。

三、到达(arrive)行为

到达行为其实跟寻找行为很相似,区别在于:寻找行为发现目标后,不断移动靠近目标,但速度不减,所以会出现最终一直在目标附近二头来回跑,停不下来。而到达行为在靠近目标时会慢慢停下来,最终停在目标点。(这个咋这么熟悉?对了,这就是以前学习过来的缓动动画,详见Flash/Flex学习笔记(38):缓动动画)(http://www.cnblogs.com/yjmyzz/archive/2010/04/16/1713730.html)

 //到达(arrive)行为
public function arrive(target: Vector2D):void {
var desiredVelocity:Vector2D=target.subtract(_position);
desiredVelocity.normalize();
var dist:Number=_position.dist(target);
if (dist>_arrivalThreshold) {
desiredVelocity=desiredVelocity.multiply(_maxSpeed);
} else {
desiredVelocity=desiredVelocity.multiply(_maxSpeed*dist/_arrivalThreshold);
}
var force:Vector2D=desiredVelocity.subtract(_velocity);
_steeringForce=_steeringForce.add(force);
}

当然这里的比例因子:_arrivalThreshold需要先定义,同时为了方便动态控制,还要对外以属性的形式暴露出来

 private var _arrivalThreshold:Number=100;//到达行为的距离阈值(小于这个距离将减速)

 public function set arriveThreshold(value: Number):void {
_arrivalThreshold=value;
} public function get arriveThreshold():Number {
return _arrivalThreshold;
}

把上面这二段代码加入SteeredVehicle.as中,然后测试一把:

 package {

     import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
public class ArriveTest extends Sprite {
private var _vehicle:SteeredVehicle;
public function ArriveTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicle=new SteeredVehicle ;
addChild(_vehicle);
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
private function onEnterFrame(event:Event):void {
_vehicle.arrive(new Vector2D(mouseX,mouseY));
_vehicle.update();
}
}
}

四、追捕(pursue)行为

追捕跟寻找很类似,不过区别在于:寻找(seek)是发现目标后,以预定的速度向目标靠拢,不管目标跑得多快还是多慢,所以如果目标比寻找者(seeker)要移动得快,seeker永远是追不上的;而追捕行为是要在目标前进的路上,提前把目标拦截到,也可以理解为先预定一个(target前进路线上的)目标位置,然后再以寻找行为接近该位置,所以只要预定目标位置计算得合理,就算追捕者的速度要慢一点儿,也是完全有可能把目标给抓住的。

代码:

 //追捕(pursue)行为
public function pursue(target:Vehicle):void {
var lookAheadTime:Number=position.dist(target.position)/_maxSpeed;//假如目标不动,追捕者开足马力赶过去的话,计算需要多少时间
var predictedTarget:Vector2D=target.position.add(target.velocity.multiply(lookAheadTime));
seek(predictedTarget);
}

解释:假如目标不动的话,我们先计算二者之间的距离,然后以最大速度狂奔过去,大概需要lookAheadTime这么长时间,然后根据这个时间,得到预定的目标位置,再以该位置为目标,寻找(seek)过去。(当然这种算法并不精确,但是处理起来比较简单,重要的是:配合Enter_Frame事件后,它确实管用!)

测试代码:

 package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField; public class PursueTest extends Sprite {
private var _seeker:SteeredVehicle;
private var _pursuer:SteeredVehicle;
private var _target:Vehicle;
private var _isRun:Boolean = false;
private var _text:TextField; public function PursueTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE; _seeker = new SteeredVehicle(0x0000ff);
addChild(_seeker); _pursuer = new SteeredVehicle(0xff0000);
addChild(_pursuer); _target = new Vehicle(0x000000);
_target.velocity.length=15;//目标对象跑得快一点,这样才能看出区别 addChild(_target); _seeker.edgeBehavior = _target.edgeBehavior = _pursuer.edgeBehavior = Vehicle.BOUNCE; stage.addEventListener(MouseEvent.CLICK,stageClick); _text = new TextField();
_text.text = "点击鼠标开始演示";
_text.height = 20;
_text.width = 100;
_text.x = stage.stageWidth/2 - _text.width/2;
_text.y = stage.stageHeight/2 - _text.height/2;
addChild(_text); }
private function onEnterFrame(event:Event):void {
_seeker.seek(_target.position);
_seeker.update();
_pursuer.pursue(_target);
_pursuer.update();
_target.update();
} private function stageClick(e:MouseEvent):void{
if (!_isRun){
_target.position=new Vector2D(stage.stageWidth/2,stage.stageHeight/2);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun = true;
removeChild(_text);
}
else{
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun = false;
_target.position = _seeker.position = _pursuer.position = new Vector2D(0,0);
addChild(_text);
_text.text = "点击鼠标重新开始";
}
}
}
}

这里为了区别“追捕行为”与"寻找行为",我们同时加入了追捕者(_pursuer-红色)与寻找者(_seeker-蓝色),通过下面的演示可以看出,(红色)追捕者凭借算法上的优势,始终能更接近目标。

五、躲避(evade)行为

躲避跟追捕正好相反,可以理解为:如果我有可能挡在目标前进的路线上了,我就提前回避,让开这条道。(俗话:好狗不挡道)

 //躲避(evade)行为
public function evade(target: Vehicle):void {
var lookAheadTime:Number=position.dist(target.position)/_maxSpeed;
var predictedTarget:Vector2D=target.position.add(target.velocity.multiply(lookAheadTime));
flee(predictedTarget);//仅仅只是这里改变了而已
}

把前面学到的这些个行为放在一起乱测一通吧:

 package {

     import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField; public class PursueEvadeTest extends Sprite { private var _pursuer:SteeredVehicle;
private var _evader:SteeredVehicle;
private var _target:SteeredVehicle;
private var _seeker:SteeredVehicle;
private var _fleer:SteeredVehicle;
private var _pursuer2:SteeredVehicle;
private var _evader2:SteeredVehicle;
private var _text:TextField;
private var _isRun:Boolean = false; public function PursueEvadeTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE; _pursuer=new SteeredVehicle(0xff0000);
addChild(_pursuer); _evader=new SteeredVehicle(0x00ff00);
addChild(_evader); _target=new SteeredVehicle(0x000000);
_target.velocity.length=15;
addChild(_target); _seeker=new SteeredVehicle(0xff00ff);
addChild(_seeker); _fleer=new SteeredVehicle(0xffff00);
addChild(_fleer); _pursuer2 = new SteeredVehicle();
addChild(_pursuer2); _evader2 = new SteeredVehicle();
addChild(_evader2); _evader2.edgeBehavior = _pursuer2.edgeBehavior = _target.edgeBehavior = _evader.edgeBehavior = _pursuer.edgeBehavior = _fleer.edgeBehavior = _seeker.edgeBehavior = Vehicle.BOUNCE
;
_text = new TextField();
_text.text="点击鼠标开始演示";
_text.height=20;
_text.width=100;
_text.x=stage.stageWidth/2-_text.width/2;
_text.y=stage.stageHeight/2-_text.height/2;
addChild(_text);
stage.addEventListener(MouseEvent.CLICK,stageClick);
} private function stageClick(e:MouseEvent):void {
if (! _isRun) {
_target.position=new Vector2D(stage.stageWidth/2,stage.stageHeight/2);
_fleer.position=new Vector2D(400,300);
_evader2.position=new Vector2D(400,200);
_evader.position=new Vector2D(400,100);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun=true;
removeChild(_text);
} else {
_pursuer2.position =_evader2.position = _evader.position = _pursuer.position = _target.position=_seeker.position=_pursuer.position= new Vector2D(0,0);
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun=false;
addChild(_text);
_text.text="点击鼠标重新开始";
}
} private function onEnterFrame(event:Event):void {
_seeker.seek(_target.position);
_fleer.flee(_target.position);
_pursuer.pursue(_target);
_evader.evade(_target); _pursuer2.pursue(_evader2);
_evader2.evade(_pursuer2); _target.update();
_seeker.update();
_pursuer.update();
_fleer.update();
_evader.update(); _pursuer2.update();
_evader2.update();
}
}
}

对于这个示例,也许看不出”避开(flee)“与“躲避(evade)”的区别,反正都是不挡道嘛,没关系,下面会有机会看到区别的

六、漫游(wander)行为

顾名思义,就是要让物体在屏幕上漫不经心的闲逛。可能大家首先想到的是让速度每次随机改变一些(类似布朗运动),但很快您就会发现这样做的结果:物体象抽风一样在屏幕上乱动,一点都不连续,体现不出“漫不经心”闲逛的特征。所以我们需要一种更为平滑的处理算法:

如上图,先在物体运动的正前方,画一个指定半径的圈,然后让向量offset每次随机旋转一个小小的角度,这样最终能得到转向力向量force=center+offset,最终把向量force叠加到物体的速度上即可.

 private var _wanderAngle:Number=0;
private var _wanderDistance:Number=10;
private var _wanderRadius:Number=5;
private var _wanderRange:Number=1; //漫游
public function wander():void {
var center:Vector2D=velocity.clone().normalize().multiply(_wanderDistance);
var offset:Vector2D=new Vector2D(0);
offset.length=_wanderRadius;
offset.angle=_wanderAngle;
_wanderAngle+=(Math.random()-0.5)*_wanderRange;
var force:Vector2D=center.add(offset);
_steeringForce=_steeringForce.add(force);
} public function set wanderDistance(value:Number):void {
_wanderDistance=value;
} public function get wanderDistance():Number {
return _wanderDistance;
} public function set wanderRadius(value:Number):void {
_wanderRadius=value;
} public function get wanderRadius():Number {
return _wanderRadius;
} public function set wanderRange(value:Number):void {
_wanderRange=value;
} public function get wanderRange():Number {
return _wanderRange;
}

虽然这次增加的代码看上去比较多,但是大部分是用于封装属性的,关键的代码并不难理解。好了,做下基本测试:

 package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
public class WanderTest extends Sprite {
private var _vehicle:SteeredVehicle;
public function WanderTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
_vehicle = new SteeredVehicle();
_vehicle.maxSpeed = 3;
_vehicle.wanderDistance = 50;
_vehicle.position=new Vector2D(200,200);
//_vehicle.edgeBehavior = Vehicle.BOUNCE;
addChild(_vehicle);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void {
_vehicle.wander();
_vehicle.update();
}
}
}

如果让漫游行为跟前面提到的行为组合,效果会更好一些:

 package {

     import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField; public class FleeEvadeWanderTest extends Sprite { private var _pursuer:SteeredVehicle;
private var _evader:SteeredVehicle;
private var _target:SteeredVehicle;
private var _seeker:SteeredVehicle;
private var _fleer:SteeredVehicle;
private var _text:TextField;
private var _isRun:Boolean = false; public function FleeEvadeWanderTest() {
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE; _evader=new SteeredVehicle(0x00ff00);//躲避者(绿色)
addChild(_evader); _target=new SteeredVehicle(0x000000);//目标(黑色)
_target.velocity.length = 20;
addChild(_target); _fleer=new SteeredVehicle(0xffff00);//避开者(黄色)
addChild(_fleer); _target.edgeBehavior = _evader.edgeBehavior = _fleer.edgeBehavior = Vehicle.BOUNCE; _text = new TextField();
_text.text="点击鼠标开始演示";
_text.height=20;
_text.width=100;
_text.x=stage.stageWidth/2-_text.width/2;
_text.y=stage.stageHeight/2-_text.height/2;
addChild(_text);
stage.addEventListener(MouseEvent.CLICK,stageClick);
} private function stageClick(e:MouseEvent):void {
if (! _isRun) {
_target.position=new Vector2D(50,50);
_evader.position = _fleer.position=new Vector2D(stage.stageWidth/2,stage.stageHeight/2);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun=true;
removeChild(_text);
} else {
_evader.position = _target.position=_fleer.position=new Vector2D(0,0);
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
_isRun=false;
addChild(_text);
_text.text="点击鼠标重新开始";
}
} private function onEnterFrame(event:Event):void {
_target.wander();
_fleer.flee(_target.position);
_evader.evade(_target);
_target.update();
_fleer.update();
_evader.update(); }
}
}

前面提到了flee(避开)与evade(躲避)很难看出区别,但在这个示例里,大概能看出一些细节上的些许不同:flee算法是以目标当前的位置为做基点避开的,而evade是以目标前进方向上未来某个时时间点的位置做为基点避开的,所以相对而言,(绿色的)evader更有前瞻性--即所谓的先知先觉,而(黄色的)fleer只是见知见觉,最终在视觉效果上,evader总是希望跟目标以反方向逃开(这样能躲得更远,更安全一点)。

注:博客园的nasa(微软MVP),对于本章内容也有相应的Sliverlight实现,推荐大家对照阅读。

作者:菩提树下的杨过
出处:http://yjmyzz.cnblogs.com 
本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。

 

分类: 12.Flex/Flash/AS3.0
标签: as3, 高级动画编程, 转向行为

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