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我目前正在玩blob代碼,並有一個小問題。as3動畫「blob」
問題是,有時blob會倒置,所以白色的顏色會進入blob本身,並在其中形成一個白洞,我不是很想要。
關於如何解決這個問題的任何建議,所以blob始終保持一個小小的一塊?
這是一個IM與玩弄: http://wonderfl.net/c/rYzh
class Blob extends Sprite
{
private var speed :Number = .01;
private var grav :Number = .25;
private var dist :Number = 27;
private var k :Number = .55;
private var damp :Number = .99;
private var cx :Number = 370;
private var cy :Number = 0;
private var points :Array = [];
private var mids :Array = [];
private var numPoints:Number = 30;
private var oneSlice :Number = Math.PI * 2/numPoints;
private var radius :Number = 100;
public function Blob()
{
for (var i:Number = 0; i < numPoints; i++)
{
var angle:Number = oneSlice * i;
var obj:Object = {x:Math.cos(angle) * radius + cx, y:Math.sin(angle) * radius + cy, a:angle - Math.PI/2, wave:i*.08, vx:0, vy:0};
points[i] = obj;
}
this.addEventListener(Event.ENTER_FRAME, update);
}
private function update(event:Event):void
{
this.graphics.clear();
this.graphics.lineStyle(1, 0x666666, 50);
this.graphics.beginFill(0x000000, 100);
for (var i:Number = 0; i < numPoints-1; i++)
{
mids[i] = {x:(points[i].x + points[i + 1].x)/2, y:(points[i].y + points[i + 1].y)/2};
}
mids[i] = {x:(points[i].x + points[0].x)/2, y:(points[i].y + points[0].y)/2};
this.graphics.moveTo(mids[0].x, mids[0].y);
for (var j:Number = 0; j < numPoints - 1; j++)
{
this.graphics.curveTo(points[j+1].x, points[j+1].y, mids[j+1].x, mids[j+1].y);
}
this.graphics.curveTo(points[0].x, points[0].y, mids[0].x, mids[0].y);
this.graphics.endFill();
var point:Object;
for (var k:Number = 0; k < numPoints - 1; k++)
{
point = points[k];
spring(point, points[k + 1]);
mouseSpring(point);
}
spring(points[k], points[0]);
mouseSpring(points[k]);
for (var l:Number = 0; l < numPoints; l++)
{
point = points[l];
point.vx *= damp;
point.vy *= damp;
point.vy += grav;
point.x += point.vx;
point.y += point.vy;
if (point.y > stage.stageHeight)
{
point.y = stage.stageHeight;
point.vy = 0;
}
if (point.x < 20)
{
point.x = 20;
point.vx = 0;
}
else if (point.x > stage.stageWidth)
{
point.x = stage.stageWidth;
point.vx = 0;
}
}
}
private function spring(p0:Object, p1:Object):void
{
var dx:Number = p0.x - p1.x;
var dy:Number = p0.y - p1.y;
var angle:Number = p0.a+Math.sin(p0.wave += speed)*2;
var tx:Number = p1.x + dist * Math.cos(angle);
var ty:Number = p1.y + dist * Math.sin(angle);
var ax:Number = (tx - p0.x) * k;
var ay:Number = (ty - p0.y) * k;
p0.vx += ax * .5;
p0.vy += ay * .5;
p1.vx -= ax * .5;
p1.vy -= ay * .5;
}
private function mouseSpring(p:Object):void
{
var dx:Number = p.x - stage.mouseX;
var dy:Number = p.y - stage.mouseY;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
if (dist < 40)
{
var angle:Number = Math.atan2(dy, dx);
var tx:Number = stage.mouseX + Math.cos(angle) * 40;
var ty:Number = stage.mouseY + Math.sin(angle) * 40;
p.vx += (tx - p.x) * k;
p.vy += (ty - p.y) * k;
}
}
}