Я задавал этот вопрос раньше, и он был закрыт, потому что я не смог предоставить язык, на котором он был написан. В настоящее время я смотрю на эти коды AS3, а переменные имеют префикс _, могу ли я знать, почему?это из-за соглашения, если так, зачем ставить _?зачем тебе вообще поставить _?
/**
* Enemy AI - Random movement
* ---------------------
* VERSION: 1.0
* DATE: 1/25/2011
* AS3
* UPDATES AND DOCUMENTATION AT: http://www.FreeActionScript.com
**/
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Main extends MovieClip
{
// player settings
private var _moveSpeedMax:Number = 1000;
private var _rotateSpeedMax:Number = 15;
private var _decay:Number = .98;
private var _destinationX:int = 150;
private var _destinationY:int = 150;
private var _minX:Number = 0;
private var _minY:Number = 0;
private var _maxX:Number = 550;
private var _maxY:Number = 400;
// player
private var _player:MovieClip;
// global
private var _dx:Number = 0;
private var _dy:Number = 0;
private var _vx:Number = 0;
private var _vy:Number = 0;
private var _trueRotation:Number = 0;
/**
* Constructor
*/
public function Main()
{
// create player object
createPlayer();
// add listeners
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
/**
* Creates player
*/
private function createPlayer():void
{
_player = new Player();
_player.x = stage.stageWidth / 2;
_player.y = stage.stageHeight / 2;
stage.addChild(_player);
}
/**
* EnterFrame Handlers
*/
private function enterFrameHandler(event:Event):void
{
updateCollision();
updatePosition();
updateRotation();
}
/**
* Calculate Rotation
*/
private function updateRotation():void
{
// calculate rotation
_dx = _player.x - _destinationX;
_dy = _player.y - _destinationY;
// which way to rotate
var rotateTo:Number = getDegrees(getRadians(_dx, _dy));
// keep rotation positive, between 0 and 360 degrees
if (rotateTo > _player.rotation + 180) rotateTo -= 360;
if (rotateTo < _player.rotation - 180) rotateTo += 360;
// ease rotation
_trueRotation = (rotateTo - _player.rotation) / _rotateSpeedMax;
// update rotation
_player.rotation += _trueRotation;
}
/**
* Calculate Position
*/
private function updatePosition():void
{
// update velocity
_vx += (_destinationX - _player.x) / _moveSpeedMax;
_vy += (_destinationY - _player.y) / _moveSpeedMax;
// if close to target
if (getDistance(_dx, _dy) < 50)
{
getRandomDestination();
}
// apply decay (drag)
_vx *= _decay;
_vy *= _decay;
// update position
_player.x += _vx;
_player.y += _vy;
}
/**
* updateCollision
*/
protected function updateCollision():void
{
// Check X
// Check if hit top
if (((_player.x - _player.width / 2) < _minX) && (_vx < 0))
{
_vx = -_vx;
}
// Check if hit bottom
if ((_player.x + _player.width / 2) > _maxX && (_vx > 0))
{
_vx = -_vx;
}
// Check Y
// Check if hit left side
if (((_player.y - _player.height / 2) < _minY) && (_vy < 0))
{
_vy = -_vy
}
// Check if hit right side
if (((_player.y + _player.height / 2) > _maxY) && (_vy > 0))
{
_vy = -_vy;
}
}
/**
* Calculates a random destination based on stage size
*/
private function getRandomDestination():void
{
_destinationX = Math.random() * (_maxX - _player.width) + _player.width / 2;
_destinationY = Math.random() * (_maxY - _player.height) + _player.height / 2;
}
/**
* Get distance
* @param delta_x
* @param delta_y
* @return
*/
public function getDistance(delta_x:Number, delta_y:Number):Number
{
return Math.sqrt((delta_x*delta_x)+(delta_y*delta_y));
}
/**
* Get radians
* @param delta_x
* @param delta_y
* @return
*/
public function getRadians(delta_x:Number, delta_y:Number):Number
{
var r:Number = Math.atan2(delta_y, delta_x);
if (delta_y < 0)
{
r += (2 * Math.PI);
}
return r;
}
/**
* Get degrees
* @param radians
* @return
*/
public function getDegrees(radians:Number):Number
{
return Math.floor(radians/(Math.PI/180));
}
}
}