我正在使用这段代码来创建和投球。我想要增加球的速度,它应该保持这个速度直到它破坏。我应该怎么做才能得到结果??
var sphereShape:b2CircleShape=new b2CircleShape(15/worldScale);
var sphereFixture:b2FixtureDef = new b2FixtureDef();
sphereFixture.density=1;
sphereFixture.friction=3;
sphereFixture.restitution=0.1;
sphereFixture.filter.groupIndex = -1;
sphereFixture.shape=sphereShape;
ball_mc=new ballMc();
ballCont_mc.addChild(ball_mc);
var sphereBodyDef:b2BodyDef = new b2BodyDef();
sphereBodyDef.type=b2Body.b2_dynamicBody;
ball_mc.name="throwBall";
ball_mc.hitCount=0;
ball_mc.basketHit=0;
sphereBodyDef.position.Set(arrow_mc.x/worldScale,arrow_mc.y/worldScale);
birdSphere=world.CreateBody(sphereBodyDef);
birdSphere.CreateFixture(sphereFixture);girl_mc.gotoAndStop(3);
birdSphere.SetUserData(ball_mc);
birdSphere.SetBullet(true);
var distanceX:Number=arrow_mc.x-mouseX;
var distanceY:Number=arrow_mc.y-mouseY;
var distance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
var birdAngle:Number=Math.atan2(distanceY,distanceX);
birdSphere.SetLinearVelocity(new b2Vec2(distance*Math.cos(birdAngle)/4,distance*Math.sin(birdAngle)/4));
有谁可以帮我?
发布于 2012-08-20 08:02:06
为球提供一个Speed变量,并使用如下所示的函数:
function run(Self)
{
Self._x+=Math.sin(Self._rotation*(Math.PI/180))*Self.Speed/10;
Self._y+=Math.cos(Self._rotation*(Math.PI/180))*Self.Speed/10*-1;
}//------------------------------------------------------------^run
调用run(ball_mc);你想让它移动的每一帧。
像维护速度一样维护速度变量。
Self就是那个球。你首先需要根据它应该移动的方向来设置它的旋转,但这是一个不同的主题,所以我将节省空间并省略这一部分。
我希望这能帮到你。
https://stackoverflow.com/questions/12033669
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