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as3种常见的弹性效果公式以及波形运动等as3动画效果公式代码整理

2013-10-14 10:48 706 查看
as3种常见的弹性效果公式以及波形运动等as3动画效果公式代码整理,对于常用的来说作者整理的很全面,包括AS3的进制转换颜色提取等效

果:

AS3缓动公式:

sprite.x += (targetX – sprite.x) * easing;//easing为缓动系数变量

sprite.y += (targetY – sprite.y) * easing;

AS3弹性公式:

vx += (targetX – sprite.x) * spring;//spring为弹性系数

vy += (targetY – sprite.y) * spring;

sprite.x += (vx *= friction);//friction为摩擦力

sprite.y += (vy *= friction);

AS3偏移弹性公式:

var dx:Number = sprite.x – fixedX;

var dy:Number = sprite.y – fixedY;

var angle:Number = Math.atan2(dy, dx);

var targetX:Number = fixedX + Math.cos(angle) * springLength;

var targetY:Number = fixedX + Math.sin(angle) * springLength;

AS3向鼠标旋转(或向某点旋转)

dx = mouseX – sprite.x;

dy = mouseY – sprite.y;

sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;

AS3波形运动:

public function onEnterFrame1(event:Event):void {

ball.y=centerScale+Math.sin(angle)*range;

angle+=speed;

}

心跳:

public function onEnterFrame1(event:Event):void {

ball.scaleX=centerScale+Math.sin(angle)*range;

ball.scaleY=centerScale+Math.sin(angle)*range;

angle+=speed;

}

AS3圆心旋转:

public function onEnterFrame(event:Event):void {

ball.x=centerX+Math.cos(angle)*radius;

ball.y=centerY+Math.sin(angle)*radius;

angle+=speed;

}

椭圆旋转:

public function onEnterFrame(event:Event):void {

ball.x=centerX+Math.cos(angle)*radiusX;

ball.y=centerY+Math.sin(angle)*radiusY;

angle+=speed;

}

AS3颜色运算得到透明值:

var t:uint=0×77ff8877

var s:uint=0xff000000

var h:uint=t&s

var m:uint=h>>>24

trace(m)

AS3转换为十进制:

trace(hexValue);

AS3十进制转换为十六进制:

decimalValue.toString(16)

AS3颜色提取:

red = color24 >> 16;

green = color24 >> 8 & 0xFF;

blue = color24 & 0xFF;

alpha = color32 >> 24;

red = color32 >> 16 & 0xFF;

green = color32 >> 8 & 0xFF;

blue = color232 & 0xFF;

AS3按位计算得到颜色值:

color24 = red < < 16 | green << 8 | blue;

color32 = alpha << 24 | red << 16 | green << 8 | blue;

AS3过控制点的曲线:

// xt, yt is the point you want to draw through

// x0, y0 and x2, y2 are the end points of the curve

x1 = xt * 2 – (x0 + x2) / 2;

y1 = yt * 2 – (y0 + y2) / 2;

moveTo(x0, y0);

curveTo(x1, y1, x2, y2);

AS3右键菜单:

建立右键菜单项:

var cm:ContextMenu=new ContextMenu();

cm.hideBuiltInItems();//隐藏系统菜单(不全隐藏)

cm.builtInItems指向右键菜单的系统项是个ContextMenuBuiltInItems对象

如: cm.builtInItems.print=true;使其打印可选

cm.customItems是个数字指定右键菜单项目

new ContextMenuItem(“菜单1″,false,true,true)建立一个右键菜单项目,必须指定到customItem中,第一个参数为是否上面出现间隔线,

第二个为是否禁用,第三个为是否显示;

如: cm.customItems.push(new ContextMenuItem(“hello”,false,false,true))

常用事件:

cm.addEventListener(ContextMenuEvent.MENU_SELECT,function(){trace(“ss”)})//当右键菜单触发时

cm.customItems[i].addEventListener(ContextMenuEvent.MENU_ITEM_SELECT,MenuItemSelectHandler);//当某个选择项触发时

e.currentTarget.caption;得到相应的caption

-----------------------------------------------------------

缓动和弹性

简单缓动:

// 长形

var dx:Number = targetX - sprite.x;

var dy:Number = targetY - sprite.y;

vx = dx * easing;

vy = dy * easing;

sprite.x += vx;

sprite.y += vy;

// 中形

vx = (targetX - sprite.x) * easing;

vy = (targetY - sprite.y) * easing;

sprite.x += vx;

sprite.y += vy;

// 短形

sprite.x += (targetX - sprite.x) * easing;

sprite.y += (targetY - sprite.y) * easing;

简单弹性:

var ax:Number = (targetX - sprite.x) * spring;

var ay:Number = (targetY - sprite.y) * spring;

vx += ax;

vy += ay;

vx *= friction;

vy *= friction;

sprite.x += vx;

sprite.y += vy;

// 简化

vx += (targetX - sprite.x) * spring;

vy += (targetY - sprite.y) * spring;

sprite.x += (vx *= friction);

sprite.y += (vy *= friction);

偏移弹性运动:

var dx:Number = sprite.x - fixedX;

var dy:Number = sprite.y - fixedY;

var angle:Number = Math.atan2(dy,dx);

var targetX:Number = fixedX + Math.cos(angle) * springLength;

var targetY:Number = fixedY + Math.sin(angle) * springLength;

碰撞检测

距离碰撞检测:

//从spriteA 和 spriteB开始,如果使用一个空白影片,或影片没有半径(radius)属性

//可以用高度与宽度除以2

var dx:Number = spriteB.x - spriteA.x;

var dy:Number = spriteB.y - spriteA.y;

var dist:Number = Math.sqrt(dx*dx + dy*dy);

if (dist < spriteA.randius + spriteB.radius) {

//处理碰撞

}

多物体碰撞检测:

var numObjects:uint = 10;

for (var i :uint = 0; i < numObjects -1; i++) {

var objectA = object[i ];

for (var j :uint = 0; i < numObjects; j++) {

var objectB = object[j ];

// 在 objectA 与 objectB 之间进行碰撞检测

}

}

坐标旋转和角度回弹

坐标旋转:

x1 = Math.cos(angle) * x - Math.sin(angle) * y;

y1 = Math.sin(angle) * y + Math.cos(angle) * x;

反坐标旋转:

x1 = Math.cos(angle) * y + Math.sin(angle) * y;

y1 = Math.cos(angle) * y - Math.sin(angle) * y;

撞球物理

动量:p = m * v

动量守恒:(m0 * v0) + (m1 * v1) = (m0 * v0Final) + (m1 * v1Final)

动能:KE = 0.5 * m * v2

动能守恒:(0. 5 * m0 * v02) + (0.5 * m1 * v12) = (0.5 * m0 * v0Final2) + (0.5 * m1 * v1Final2)

动量守恒的数学表达式:

v0Final = ((m0 - m1) * v0 + 2 * m1 * v1 ) / (m0 + m1)

v1Final = ((m1 - m0) * v1 + 2 * m0 * v0 ) / (m0 + m1)

动量守恒的ActionScript表达式:

var vxTotal:Number = vx0 - vx1;

vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1 ) / (ball0.mass + ball1.mass);

vx1 = vxTotal + vx0;

粒子(Particles)引力和重力

引力的一般公式:

force = G * m1 * m2 / distance2

ActionScript 实现万有引力:

function gravitate ( partA:Ball, partB:Ball): void

{

var dx:Number = partB.x - partA.x;

var dy:Number = partB.y - partA.y;

var distSQ:Number = dx * dx + dy * dy;

var dist:Number = Math.sqrt(distSQ );

var force:Number = partA.mass * partB.mass / distSQ;

var ax:Number = force * dx / dist;

var ay:Number = force * dy / dist;

partA.vx += ax / partA.mass;

partA.vy += ay / partA.mass;

partB.vx -= ax / partB.mass;

partB.vy -= ay / partB.mass;

}

------------------------------------------------------------

速度与加速度

角速度转换为x,y速度向量:

vx = speed * Math.cos(angle);

vy = speed * Math.sin(angle);

角加速度(作用于物体上的force)转换为x,y加速度:

ax = force * Math.cos(angle);

ay = force * Math.sin(angle);

将加速度加入速度向量:

vx += ax;

vy += ay;

将速度向量加入坐标:

sprite.x += vx;

sprite.y += vy;

边界与摩擦力

处理出界对象:

if ( sprite.x - sprite.width / 2 > right ||

sprite.x +sprite.width / 2 < left ||

sprite.y - sprite.height / 2 > bottom ||

sprite.y + sprite.height / 2 < top )

{

// 移除对象代码(或 重置对象代码)

}

屏幕环绕出界对象:

if ( sprite.x - sprite.width / 2 > right ) {

sprite.x = left – sprite.width / 2;

} else if ( sprite.x + sprite.width / 2 < left ) {

sprite.x = right + sprite.width / 2;

}

if ( sprite.y - sprite.height / 2 > bottom ) {

sprite.y = top – sprite.height / 2;

}else if ( sprite.y + sprite.height / 2 < top ) {

sprite.y = sprite.y + sprite.height / 2;

}

摩擦力应用(正确方法):

speed = Math.sqrt ( vx*vx + vy*vy );

angle = Math.atan2 ( vy,vx );

if ( speed > friction ) {

speed -= friction;

} else {

speed = 0;

}

vx = Math.cos(angle) * speed;

vy = Math.sin(angle) * speed;

摩擦力应用(简便方法):

vx *= friction;

vy *= friction;

勾股定理

两个点坐标分别为x1,y1和x2,y2,那么两点间距离为

var dx:Number = sprite1.x – sprite2.x;

var dy:Number = sprite1.y – sprite2.y;

var dist:Number = Math.sqrt(dx * dx + dy * dy);

注:Math.sqrt是开平方的意思

画布中随机坐标

sprite1.x = Math.random() * stage.stageWidth;

sprite1.y = Math.random() * stage.stageHeight;

鼠标到Sprite之间连线

public function onMouseMove(event:MouseEvent):void {

graphics.clear();

graphics.lineStyle(1, 0, 1);

graphics.moveTo(sprite1.x, sprite1.y);

graphics.lineTo(mouseX, mouseY);

var dx:Number=sprite1.x-mouseX;

var dy:Number=sprite1.y-mouseY;

var dist:Number=int(Math.sqrt(dx*dx+dy*dy));

textField.text=dist.toString();

}

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------------------------------------------------------------

基本三角函数的计算:

角的正弦值 = 对边 / 斜边

角的余弦值 = 邻边 / 斜边

角的正切值 = 对边 / 邻边

角度制与弧度制的相互转换:

弧度 = 角度 * Math.PI / 180

角度 = 弧度 * 180 / Math.PI

计算两点间距离:

dx = x2 – x1;

dy = y2 – y1;

dist = Math.sqrt(dx*dx + dy*dy);

过控制点的曲线:

// xt, yt是你想要让曲线通过的那一点

// x0, y0 和x2, y2 是曲线的终点

//PS.发现很多人转帖都是直接复制粘贴,也不翻译一下

xt * 2 – (x0 + x2) / 2;

y1 = yt * 2 – (y0 + y2) / 2;

moveTo(x0, y0);

curveTo(x1, y1, x2, y2);

// 重置影片的位置和速度

if(sprite.x - sprite.width / 2 > right || sprite.x + sprite.width / 2 < left || sprite.y – sprite.height / 2 > bottom ||

sprite.y + sprite.height / 2 < top){ }
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