AS3公式收集整理

来源:互联网 发布:手机智能对话软件 编辑:程序博客网 时间:2024/05/17 02:45
AS3中常用到的公式(转)

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);

缓动公式:
sprite.x += (targetX - sprite.x) * easing;//easing为缓动系数变量
sprite.y += (targetY - sprite.y) * easing;

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);

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;

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;

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;
}

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;
}

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)

转换为十进制:
trace(hexValue);
十进制转换为十六进制:
decimalValue.toString(16)

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;

按位计算得到颜色值:
color24 = red << 16 | green << 8 | blue;
color32 = alpha << 24 | red << 16 | green << 8 | blue;

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);

 

角速度转换为 x, y 速度:

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:

vx += ax;
vy += ay;

移除出界对象:

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){
// 删除影片的代码
}

重置出界对象:

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){
// 重置影片的位置和速度
}

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 = bottom + 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;

简单缓动运动:

//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;

简单弹性运动:

//长形
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;
//中形:
vx += (targetX - sprite.x) * spring;
vy += (targetY - sprite.y) * spring;
vx *= friction;
vy *= friction;
sprite.x += vx;
sprite.y += vy;
//短形:
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 = fixedX + Math.sin(angle) * springLength;
// 如前例弹性运动到 targetX, targetY

距离碰撞检测:

// 从影片 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
// 可以用宽度或高度除以 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.radius + 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++){
// 使用变量 i 提取引用
var objectA = objects[i];
for(var j:uint = i+1; j{
// // 使用变量 j 提取引用
var objectB = objects[j];
// perform collision detection
// between objectA and objectB
}
}

坐标旋转:

x1 = Math.cos(angle) * x - Math.sin(angle) * y;
y1 = Math.cos(angle) * y + Math.sin(angle) * x;

反坐标旋转:

x1 = Math.cos(angle) * x + Math.sin(angle) * y;
y1 = Math.cos(angle) * y - Math.sin(angle) * x;

动量守恒的 ActionScript 表达式,短形:

var vxTotal:Number = vx0 - vx1;
vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) /
(ball0.mass + ball1.mass);
vx1 = vxTotal + vx0;

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;
}

余弦定理:

A = Math.acos((b * b + c * c - a * a) / (2 * b * c));
B = Math.acos((a * a + c * c - b * b) / (2 * a * c));
C = Math.acos((a * a + b * b - c * c) / (2 * a * b));

基本透视法:

scale = fl / (fl + zpos);
sprite.scaleX = sprite.scaleY = scale;
sprite.alpha = scale; // 可选
sprite.x = vanishingPointX + xpos * scale;
sprite.y = vanishingPointY + ypos * scale;

Z 排序:

// 假设有一个带有 zpos 属性的 3D 物体的数组
objectArray.sortOn("zpos", Array.DESCENDING | Array.NUMERIC);
for(var i:uint = 0; i < numObjects; i++){
setChildIndex(objectArray[i], i);
}

坐标旋转:

x1 = cos(angleZ) * xpos - sin(angleZ) * ypos;
y1 = cos(angleZ) * ypos + sin(angleZ) * xpos;
x1 = cos(angleY) * xpos - sin(angleY) * zpos;
z1 = cos(angleY) * zpos + sin(angleY) * xpos;
y1 = cos(angleX) * ypos - sin(angleX) * zpos;
z1 = cos(angleX) * zpos + sin(angleX) * ypos;

3D 距离:

dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
等比缩放:
var _scaleNum:Number = _resizeWidth / _originalWidth;
_mc.scaleX = _mc.scaleY = _scaleNum;
原创粉丝点击