Apache flex 将AS2代码改编为Flex 4.5

Apache flex 将AS2代码改编为Flex 4.5,apache-flex,actionscript-2,flex4.5,Apache Flex,Actionscript 2,Flex4.5,我有一个钟摆的闪光源。我想在Flex中使用它。我在源代码中替换图像(hand.png和pend.png)上的电影剪辑(ball0_mc和ball2_mc)。但在最终的应用程序中,我得到了一种不同的物理效果,运动变慢了,绳子脱离了图像 有人能告诉我在这个例子中做错了什么吗 AS2资料来源: function lines(Void) { _root.createEmptyMovieClip("lines", _root.getNextHighestDepth()); with (line

我有一个钟摆的闪光源。我想在Flex中使用它。我在源代码中替换图像(hand.png和pend.png)上的电影剪辑(ball0_mc和ball2_mc)。但在最终的应用程序中,我得到了一种不同的物理效果,运动变慢了,绳子脱离了图像

有人能告诉我在这个例子中做错了什么吗

AS2资料来源:

function lines(Void)
{
   _root.createEmptyMovieClip("lines", _root.getNextHighestDepth());
   with (lines)
   {
       clear();
       lineStyle(1, 0);
       _root.moveTo(ball0_mc._x, ball0_mc._y);
       _root.lineTo(ball2_mc._x, ball2_mc._y);
   }
   return undefined;
}
function verlet(ball)
{
   var __reg3 = ball.mc._x;
   var __reg2 = ball.mc._y;
   ball.mc._x = ball.mc._x + (ball.mc._x - ball.oldx);
   ball.mc._y = ball.mc._y + (ball.mc._y - ball.oldy);
   ball.mc._y = ball.mc._y + grav * dt * dt;
   ball.oldx = __reg3
   ball.oldy = __reg2
}
function constraints(ball0, ball1)
{
   var __reg7 = new flash.geom.Point(ball0.mc._x, ball0.mc._y);
   var __reg6 = new flash.geom.Point(ball1.mc._x, ball1.mc._y);
   var __reg1 = __reg6.subtract(__reg7);
   var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
   var __reg4 = (__reg5 - restlength) / __reg5 * (ball0.mass * 1 + ball1.mass * 1);
   ball0.mc._x = ball0.mc._x + ball0.mass * 1 * __reg1.x * __reg4;
   ball0.mc._y = ball0.mc._y + ball0.mass * 1 * __reg1.y * __reg4;
   ball1.mc._x = ball1.mc._x - ball1.mass * 1 * __reg1.x * __reg4;
   ball1.mc._y = ball1.mc._y - ball1.mass * 1 * __reg1.y * __reg4;
   return undefined;
}
var t = 0;
var ct = 0;
var dt = 0;
var particles = new Array();
var ball = new Object();
ball.oldx = ball0_mc._x;
ball.oldy = ball0_mc._y;
ball.mc = ball0_mc;
ball.mass = 0.2;
particles.push(ball);

var ball = new Object();
ball.oldx = ball2_mc._x;
ball.oldy = ball2_mc._y;
ball.mc = ball2_mc;
ball.mass =0.2;
particles.push(ball);
var grav = 0.5;
var restlength = 120;
_root.onEnterFrame = function (Void)
{
   ++t;
   dt = t - ct;
   ct = t;
   var __reg1 = 1;
   while (__reg1 < particles.length) 
   {
       var __reg2 = particles[__reg1];
       verlet(__reg2);
       ++__reg1;
   }
   constraints(particles[0], particles[1]);
   particles[0].mc._x = _xmouse;
   particles[0].mc._y = _ymouse;
   lines();
   return undefined;
}
;
功能行(无效)
{
_createEmptyMovieClip(“line”,_root.getNextHighestDepth());
有(行)
{
清除();
线型(1,0);
_root.moveTo(ball0_mc.\u x,ball0_mc.\u y);
_root.lineTo(ball2_mc.\u x,ball2_mc.\u y);
}
返回未定义;
}
功能verlet(球)
{
var _reg3=ball.mc.x;
var _reg2=ball.mc._y;
ball.mc.\ux=ball.mc.\ux+(ball.mc.\ux-ball.oldx);
ball.mc.\u y=ball.mc.\u y+(ball.mc.\u y-ball.oldy);
ball.mc._y=ball.mc._y+grav*dt*dt;
ball.oldx=\uuu reg3
ball.oldy=uu reg2
}
函数约束(ball0、ball1)
{
var\uuuu reg7=新的flash.geom.Point(ball0.mc.\ux,ball0.mc.\uy);
var\uuuu reg6=新的flash.geom.Point(ball1.mc.\ux,ball1.mc.\uy);
var uuu reg1=uuu reg6.减法(uuu reg7);
var\uuuReg5=Math.sqrt(\uuuuReg1.x*\uuuuReg1.x)+Math.sqrt(\uuuuuuuuReg1.y*\uuuuReg1.y);
var uuu reg4=(uuu reg5-restlength)/uuu reg5*(ball0.mass*1+ball1.mass*1);
ball0.mc.\ux=ball0.mc.\ux+ball0.mass*1*\uu reg1.x*\uu reg4;
ball0.mc.\u y=ball0.mc.\u y+ball0.mass*1*\u reg1.y*\u reg4;
ball1.mc.\ux=ball1.mc.\ux-ball1.mass*1*\uu reg1.x*\uu reg4;
ball1.mc.\u y=ball1.mc.\u y-ball1.mass*1*\u reg1.y*\u reg4;
返回未定义;
}
var t=0;
var-ct=0;
var-dt=0;
var particles=新数组();
var ball=新对象();
ball.oldx=ball0\u mc.\u x;
ball.oldy=ball0\u mc.\u y;
ball.mc=ball0_mc;
球体质量=0.2;
粒子。推(球);
var ball=新对象();
ball.oldx=ball2_mc.\u x;
ball.oldy=ball2_mc._y;
ball.mc=ball2_mc;
球体质量=0.2;
粒子。推(球);
var grav=0.5;
var-restlength=120;
_root.onEnterFrame=函数(Void)
{
++t;
dt=t-ct;
ct=t;
var _reg1=1;
而(_reg1
导致Flex:

<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
     xmlns:s="library://ns.adobe.com/flex/spark"
     xmlns:mx="library://ns.adobe.com/flex/mx"
     width="760" height="760" minWidth="760" minHeight="760"
      creationComplete="application1_creationCompleteHandler(event)">

<fx:Script>
 <![CDATA[
    import mx.core.IVisualElement;
    import mx.events.FlexEvent;

    private var t = 0;
    private var ct = 0;
    private var dt = 0;
    private var particles:Array = new Array();
    private var grav = 0.5;
    private var restlength = 120;
    private var mass = 0.2;

    protected function application1_creationCompleteHandler(event:FlexEvent):void
    {
   rope.xFrom = hand.x+30;
   rope.yFrom = hand.y+50;
   rope.xTo = pend.x + 10;
   rope.yTo = pend.y;

   addEventListener(MouseEvent.MOUSE_MOVE, startDragging);
   var ball = new Object();
   ball.oldx = hand.x;
   ball.oldy = hand.y;
   ball.mc = hand;
   ball.mass = 0.2;
   particles.push(ball);

   var ball = new Object();
   ball.oldx = pend.x;
   ball.oldy = pend.y;
   ball.mc = pend;
   ball.mass =0.2;
   particles.push(ball);

   //constraints(particles[1], particles[2]);
    }

    protected function verlet(ball):void
    {
   var __reg3 = ball.mc.x;
   var __reg2 = ball.mc.y;
   ball.mc.x = ball.mc.x + (ball.mc.x - ball.oldx);
   ball.mc.y = ball.mc.y + (ball.mc.y - ball.oldy);
   ball.mc.y = ball.mc.y + grav * dt * dt;
   ball.oldx = __reg3
   ball.oldy = __reg2
    }
    protected function constraints(ball0, ball1):void
    {
   var __reg7 = new flash.geom.Point(ball0.mc.x, ball0.mc.y);
   var __reg6 = new flash.geom.Point(ball1.mc.x, ball1.mc.y);
   var __reg1 = __reg6.subtract(__reg7);
   var __reg5 =Math.sqrt(__reg1.x * __reg1.x) + Math.sqrt(__reg1.y * __reg1.y);
   var __reg4 = (__reg5 - restlength) / __reg5 * (ball0.mass * 1 + ball1.mass * 1);
   ball0.mc.x = ball0.mc.x + ball0.mass * 1 * __reg1.x * __reg4;
   ball0.mc.y = ball0.mc.y + ball0.mass * 1 * __reg1.y * __reg4;
   ball1.mc.x = ball1.mc.x - ball1.mass * 1 * __reg1.x * __reg4;
   ball1.mc.y = ball1.mc.y - ball1.mass * 1 * __reg1.y * __reg4;
    }
    protected function startDragging(event:MouseEvent):void
    {
   hand.x = this.mouseX;
   hand.y = this.mouseY;
   rope.xFrom = hand.x+30;
   rope.yFrom = hand.y+50;
   rope.xTo = pend.x + 10;
   rope.yTo = pend.y;
   ++t;
   dt = t - ct;
   ct = t;
   var __reg1 = 1;
   while (__reg1 < particles.length) 
   {
    var __reg2 = particles[__reg1];
    verlet(__reg2);
    ++__reg1;
   }
   constraints(particles[0], particles[1]);
    }

 ]]>
</fx:Script>
<s:Line id="rope">
 <s:stroke>
    <s:SolidColorStroke color="black" weight="1.2"/>
 </s:stroke>
</s:Line>
<s:Image id="hand" x="365" y="76" smooth="true" source="@Embed('images/hand.png')"/>
<s:Image id="pend" x="410" y="392" smooth="true" source="@Embed('images/pend.png')"/>
</s:Application>

这个问题的答案是,您需要了解1)每个AS2函数的最终目标输出是什么,以及2)调用该函数的频率

例如,我不确定为什么在Flex版本中没有与OneInterFrame相当的问题。或者Flex应用程序以24fps的速度运行,而您的AS2项目.fla可能会以不同的帧速率运行

在flex版本中,当AS2版本中没有拖拽业务时,您正在添加拖拽业务

这里有太多的事情你做错了,这都归结到你需要理解每个函数的用途

如果有任何安慰的话,在AS2和Flex方面都有经验的话,一个端口是可能的……但是除了一个例外,它不能在高于Flex的默认帧速率24fps的情况下完成。您可以尝试将框架放大得更高,但您可能会面临Flex框架的行为超出其最初设计的规格和参数的风险