代码实现鼠标跟随简单动画
2011-08-09 13:25
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本文链接:https://blog.csdn.net/fiice/article/details/6672185
1、 匀速移动:位移=速度*时间
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0x000000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start(); ;
}
private function yidong(e:TimerEvent):void {
first.x += 10;
}
}
}
2、 到指定点的减速运动:位移=(终点-当前点)* 缓动比
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var stopPoint:Number = 500;
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0x000000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += (stopPoint - first.x) * huanDu;
}
}
}
3、鼠标跟随:位移=(鼠标位置-当前坐标)*缓动系数
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0xFF0000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += (mouseX-first.x) * huanDu;
first.y += (mouseY-first.y) * huanDu;
}
}
}
4、根据鼠标位置围绕一个点移动:
鼠标方向:位移=((鼠标位置-中心点坐标)*范围系数-(当前坐标-中心点坐标) )*缓动系数
鼠标反方向:位移=((当前坐标-中心点坐标)-(鼠标位置-中心点坐标)*范围系数)*缓动系数
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var fanWei:Number = 0.4;
public var fanWei2:Number = 0.2;
public var stopPoint_x:Number = 350;
public var stopPoint_y:Number = 300;
public var first:TextField=new TextField();
public var last:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0xFF0000;
addChild(first);
first.x = 50;
first.y = 250;
last.text = "FL部落";
last.textColor = 0x999999;
addChild(last);
last.x = 800;
last.y = 100;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += ((mouseX - stopPoint_x) * fanWei -(first.x - stopPoint_x)) * huanDu;
first.y += ((mouseY - stopPoint_y) * fanWei - (first.y - stopPoint_y)) * huanDu;
last.x -= ((mouseX - stopPoint_x) * fanWei2 + (last.x - stopPoint_x)) * huanDu;
last.y -= ((mouseY - stopPoint_y) * fanWei2 + (last.y - stopPoint_y)) * huanDu;
}
}
}
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0x000000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start(); ;
}
private function yidong(e:TimerEvent):void {
first.x += 10;
}
}
}
2、 到指定点的减速运动:位移=(终点-当前点)* 缓动比
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var stopPoint:Number = 500;
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0x000000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += (stopPoint - first.x) * huanDu;
}
}
}
3、鼠标跟随:位移=(鼠标位置-当前坐标)*缓动系数
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var first:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0xFF0000;
addChild(first);
first.x = 50;
first.y = 250;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += (mouseX-first.x) * huanDu;
first.y += (mouseY-first.y) * huanDu;
}
}
}
4、根据鼠标位置围绕一个点移动:
鼠标方向:位移=((鼠标位置-中心点坐标)*范围系数-(当前坐标-中心点坐标) )*缓动系数
鼠标反方向:位移=((当前坐标-中心点坐标)-(鼠标位置-中心点坐标)*范围系数)*缓动系数
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class Main extends Sprite
{
public var dongTimer:Timer= new Timer(30);
public var huanDu:Number = 0.1;
public var fanWei:Number = 0.4;
public var fanWei2:Number = 0.2;
public var stopPoint_x:Number = 350;
public var stopPoint_y:Number = 300;
public var first:TextField=new TextField();
public var last:TextField=new TextField();
public function Main():void
{
dongTimer.addEventListener(TimerEvent.TIMER, yidong);
first.text = "FL部落";
first.textColor = 0xFF0000;
addChild(first);
first.x = 50;
first.y = 250;
last.text = "FL部落";
last.textColor = 0x999999;
addChild(last);
last.x = 800;
last.y = 100;
dongTimer.start();
}
private function yidong(e:TimerEvent):void {
first.x += ((mouseX - stopPoint_x) * fanWei -(first.x - stopPoint_x)) * huanDu;
first.y += ((mouseY - stopPoint_y) * fanWei - (first.y - stopPoint_y)) * huanDu;
last.x -= ((mouseX - stopPoint_x) * fanWei2 + (last.x - stopPoint_x)) * huanDu;
last.y -= ((mouseY - stopPoint_y) * fanWei2 + (last.y - stopPoint_y)) * huanDu;
}
}
}
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