Jscex真的能制作愤怒的小鸟?在我没有接触Jscex之前,我也不相信!但是只要解决了重力场运动和碰撞的两大物理问题,Jscex版的愤怒小鸟,那就是囊中之物。

愤怒的小鸟java程序源码 js愤怒的小鸟_Math

如果关注这个系列的话,模拟了苹果在重力场下的自由落体运动。

那么我们可以轻松的帮它扩展一个水平方向上的速度.

<script type="text/javascript">
function Bird(startPos, speed_X, speed_Y, element) {
this.speed_X = speed_X;
this.speed_Y = speed_Y;
this.startPos = startPos;
this.fly = function () {
flyAsync(element, startPos, speed_X, speed_Y).start();
}
}
var flyAsync = eval(Jscex.compile("async", function (e, startPos, speed_X, speed_Y) {
e.style.left = startPos.x;
e.style.top = startPos.y;
//vt=v0+at
//重力加速度
var a_y = 40;
var speed_YTemp = speed_Y;
var time = 0;
while (Math.abs(speed_Y) <= speed_YTemp) {
$await(Jscex.Async.sleep(50));
time = time + 50;
speed_Y = speed_Y - a_y;
startPos.y -= (speed_Y * 0.05);
e.style.top = startPos.y;
startPos.x += speed_X * 0.05;
e.style.left = startPos.x;
}
}));
function Button1_onclick() {
var bird = new Bird({ x: 0, y: 300 }, 400, 700, document.getElementById("birdDiv"));
bird.fly();
}
</script>
<input id="Button1" type="button" value="发¢射?" onclick="return Button1_onclick()" />
<div id="birdDiv" style="left: 0px; top: 300px; position: absolute;">
<img id="bird" src="bird.jpg" alt="" />
</div>

看效果请按:

愤怒的小鸟java程序源码 js愤怒的小鸟_javascript_02

可以看得出来,有点生硬,而且位移有点偏差,比如启始的top:1000,终止的top:1100!主要原因是在结束while (Math.abs(speed_Y) <= speed_YTemp)的之前那最后一次

循环带来的误差!那么就完善一下while里面的条件,让它不执行最后一次循环。

var flyAsync = eval(Jscex.compile("async", function (e, startPos, speed_X, speed_Y) {
e.style.left = startPos.x;
e.style.top = startPos.y;
//vt=v0+at
//重力加速度
var a_y = 40;
var speed_YTemp = speed_Y;
var time = 0;
var maxY = startPos.y
while (speed_Y > 0 ? (Math.abs(speed_Y) <= speed_YTemp) : (e.offsetTop - (speed_Y - a_y) * 0.05 <= maxY)) {
$await(Jscex.Async.sleep(50));
time = time + 50;
speed_Y = speed_Y - a_y;
startPos.y -= (speed_Y * 0.05);
e.style.top = startPos.y;
startPos.x += speed_X * 0.05;
e.style.left = startPos.x;
}
}));

看效果请按:

愤怒的小鸟java程序源码 js愤怒的小鸟_javascript_02

最后让小鸟撞击地面弹起,然后又撞击地面弹起···一直循环下去···

var flyAsync = eval(Jscex.compile("async", function (e, startPos, speed_X, speed_Y) {
e.style.left = startPos.x;
e.style.top = startPos.y;
var maxY = startPos.y;
//所用公式?:vt=v0+at
//重力加速度
var a_y = 40;
var speed_YTemp = speed_Y;
var time = 0;
while (true) {
$await(Jscex.Async.sleep(1));
while (speed_Y > 0 ? (Math.abs(speed_Y) <= speed_YTemp) : (e.offsetTop - (speed_Y - a_y) * 0.05 <= maxY)) {
$await(Jscex.Async.sleep(50));
time = time + 50;
speed_Y = speed_Y - a_y;
startPos.y -= (speed_Y * 0.05);
e.style.top = startPos.y;
startPos.x += speed_X * 0.05;
e.style.left = startPos.x;
}
//与地面撞击,X轴损失一部分速度,Y轴损失一部分速度并且被弹起
speed_X = speed_X / 2;
speed_Y = -speed_Y / 3;
if (speed_X < 6) break;
}
}));

因为撞击的过程当中,X轴损失一部分速度,Y轴损失一部分速度并且被弹起,当speed_X小于6的时候退出循环。