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cocos2d html5 互相推挤的精灵,
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update:function ()
{
if(1)
{
for (var j = 0; j < this._paddles.length; j++) {
var _obj1 = this._paddles[j];
if (!_obj1)
break;
for (var i = j+1; i < this._paddles.length; i++) {
var _obj2 = this._paddles[i];
if (!_obj2)
break;
var _lenth = this.calculateLenth(_obj1.getPosition(),_obj2.getPosition());
var _minLenth = 40*2;
if(_minLenth>_lenth)
{
var _centerPoint = cc.p((_obj1.x + _obj2.x)/2,(_obj1.y + _obj2.y)/2);
var _moveLenth = (_lenth - _minLenth) /2;
var _randian = this.calculateRadian(_obj1.getPosition(),_obj2.getPosition());
cc.log(_randian);
var _offset = cc.p(Math.sin(_randian)*_moveLenth,Math.cos(_randian)*_moveLenth);
_obj1.runAction( cc.moveBy(0.1,cc.p(_offset.x,_offset.y)));
_obj2.runAction( cc.moveBy(0.1,cc.p(-_offset.x,-_offset.y)));
}
}
}
}
},calculateLenth:function(p1,p2)
{
var _offsetX = p1.x - p2.x;
var _offsetY = p1.y - p2.y;
var _lenth = Math.sqrt(_offsetX*_offsetX + _offsetY*_offsetY);
return _lenth;
},calculateRadian:function(p1,p2)
{
var _offsetX = p1.x - p2.x;
var _offsetY = p1.y - p2.y;
var _radian = Math.atan(_offsetX/ _offsetY);
if(p1.y > p2.y)
{
_radian +=Math.PI;
}
return _radian;
}
原文链接:https://www.f2er.com/cocos2dx/346527.html