Homing missile in AS3
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.
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