AS3中常用的一些公式收集整理
作者:
嘎嘎
2009-04-02,07:52 下午 周四
收集了一些AS3动画常用的算法,比如缓动,弹性,旋转等等.
缓动公式:
1 2 | sprite.x += (targetX - sprite.x) * easing;//easing为缓动系数变量 sprite.y += (targetY - sprite.y) * easing; |
弹性公式:
1 2 3 4 | 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); |
偏移弹性公式:
1 2 3 4 5 | 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; |
向鼠标旋转(或向某点旋转)
1 2 3 | dx = mouseX - sprite.x; dy = mouseY - sprite.y; sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI; |
波形运动:
1 2 3 4 | public function onEnterFrame1(event:Event):void { ball.y=centerScale+Math.sin(angle)*range; angle+=speed; } |
心跳:
1 2 3 4 5 | public function onEnterFrame1(event:Event):void { ball.scaleX=centerScale+Math.sin(angle)*range; ball.scaleY=centerScale+Math.sin(angle)*range; angle+=speed; } |
圆心旋转:
1 2 3 4 5 | 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:
1 2 3 4 5 | public function onEnterFrame(event:Event):void { ball.x=centerX+Math.cos(angle)*radiusX; ball.y=centerY+Math.sin(angle)*radiusY; angle+=speed; } |
颜色运算得到透明值:
1 2 3 4 5 | var t:uint=0x77ff8877 var s:uint=0xff000000 var h:uint=t&s var m:uint=h>>>24 trace(m) |
转换为十进制:
1 | trace(hexValue); |
十进制转换为十六进制:
1 | decimalValue.toString(16) |
颜色提取:
1 2 3 4 5 6 7 | red = color24 >> 16; green = color24 >> 8 & 0xFF; blue = color24 & 0xFF; alpha = color32 >> 24; red = color32 >> 16 & 0xFF; green = color32 >> 8 & 0xFF; blue = color232 & 0xFF; |
按位计算得到颜色值:
1 2 | color24 = red << 16 | green << 8 | blue; color32 = alpha << 24 | red << 16 | green << 8 | blue; |
过控制点的曲线:
1 2 3 4 5 6 | // 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); |
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