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

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();
}

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

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


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){  }

 

 

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值