Flash打造漂亮随机画圆弧代码

2015-08-18 15:12:42来源:作者:人点击

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一个随机画圆弧的效果,有几个属性可调整,也不多描述了,

贴一下代码,有兴趣的看一下吧,刚加了下注释...

//******* draw_arc ************************

//******************* 作者:boenlee *****

//舞台元件:

//可视区域元件--mask

//移动按钮--up_btn, down_btn, left_btn, right_btn

//文本框--angle_txt, time_txt, r_txt, thickness_txt

//复选按钮--trace_check, leaf_check

//重画按钮--redraw_btn

//库链接元件:

//叶子--leaf

//***************************************************

//画小于等于45度的圆弧,任意角度开始

//mc:目标mc名称

//ox:原点x位置

//oy:原点y位置

//r:半径

//origin_angle:起始角度

//angle:弧的角度,正数顺时针画弧,负数逆时针画弧

//thickness:线的粗细

//rbg:线的颜色

//alpha:线的透明度

//返回:圆弧终点坐标,终点为角度大的点,与angle符号无关

function draw_small_arc (mc:MovieClip, ox:Number, oy:Number, r:Number, origin_angle:Number, angle:Number,

thickness:Number, rbg:Number, alpha:Number):Object {

var origin_angle:Number = origin_angle % 360;

var angle:Number = angle % 360;

origin_angle = angle < 0 ? origin_angle + angle : origin_angle;

angle = Math.abs (angle);

angle = angle > 45 ? 45 : angle;

var ctrl_r:Number = maintain_digit (1 / cosD (angle / 2) * r, 4);

var ctrl_sin:Number = maintain_digit (sinD (origin_angle + angle / 2), 4);

var ctrl_cos:Number = maintain_digit (cosD (origin_angle + angle / 2), 4);

var org_sin:Number = maintain_digit (sinD (origin_angle), 4);

var org_cos:Number = maintain_digit (cosD (origin_angle), 4);

var achr_sin:Number = maintain_digit (sinD (origin_angle + angle), 4);

var achr_cos:Number = maintain_digit (cosD (origin_angle + angle), 4);

with (mc) {

lineStyle (thickness, rbg, alpha, false, "normal", "none");

moveTo (org_cos * r + ox, org_sin * r + oy);

curveTo (ctrl_cos * ctrl_r + ox, ctrl_sin * ctrl_r + oy, achr_cos * r + ox, achr_sin * r + oy);

}

return {x:achr_cos * r + ox, y:achr_sin * r + oy};

}

//画小于等于360度的圆弧,任意角度开始

//参数及返回值与draw_small_arc函数相同

function draw_arc (mc:MovieClip, ox:Number, oy:Number, r:Number, origin_angle:Number, angle:Number, thickness:Number,

rbg:Number, alpha:Number):Object {

var origin_angle:Number = angle < 0 ? origin_angle + angle : origin_angle;

var angle:Number = Math.abs (angle);

var times:Number = int (angle / 45);

var last_angle:Number = angle % 45;

if (times >= 8) {

times = 8;

last_angle = 0;

}

for (var i:Number = 0; i < times; i++) {

draw_small_arc (mc, ox, oy, r, 45 * i + origin_angle, 45, thickness, rbg, alpha);

}

return draw_small_arc (mc, ox, oy, r, 45 * times + origin_angle, last_angle, thickness, rbg, alpha);

}

//小数保留

//val:要处理数值

//maintain:保留位数

//返回:处理后的数

function maintain_digit (val:Number, maintain:Number):Number {

var multiple:Number = Math.pow (10, Math.abs (maintain));

return Math.round (val * multiple) / multiple;

}

//以角度为参数计算sin值

function sinD (angle:Number):Number {

return Math.sin (Math.PI / 180 * angle);

}

//以角度为参数计算cos值

function cosD (angle:Number):Number {

return Math.cos (Math.PI / 180 * angle);

}

//随机颜色

function rnd_color ():Number {

return random (255) << 16 | random (255) << 8 | random (255);

}

//弧线颜色数组,由于随机颜色比较丑,所以选择几个比较好的颜色

var color_arr:Array = [0xFF1111, 0xEDB83D, 0xEBEB1D, 0x99E91F, 0x20E91F, 0x23E4E3, 0x1DC2EB, 0x1B45ED,

0x6F1BED, 0xC21BED, 0xEB1DEB, 0xF017AF, 0xF01784, 0xFFFFFF];

//叶子颜色数组,原因同上

var leaf_color_arr:Array = [0x25EB25, 0xF3F347, 0x4AF09D, 0xF2AD48];

//起始角度

var origin_angle:Number;

//弧的角度

var angle:Number;

//弧度是否随机

var angle_rnd:Boolean;

//方向

var dir:Number;

//上一个弧的方向

var old_dir:Number;

//弧的个数

var time:Number;

//弧所在圆的坐标

var posx:Number;

var posy:Number;

//弧终点位置

var pos_obj:Object;

//半径

var r:Number;

//弧线粗细

var thickness:Number;

//是否跟踪

var is_trace:Boolean = false;

//是否有树叶生长效果

var leaf_grow:Boolean = false;

//用于画弧线的mc

var line_mc:MovieClip;

//初始化属性

function init_prop () {

line_mc.removeMovieClip ();

line_mc = this.createEmptyMovieClip ("line_mc", 1);

line_mc.setMask (mask);

line_mc._x = mask._x;

line_mc._y = mask._y;

origin_angle = random (4) * 90;

angle = get_txt_value (angle_txt, 0, 0, 10, 360);

if (angle == 0) {

angle_rnd = true;

} else {

angle_rnd = false;

}

dir = random (2) ? 1 : -1;

posx = random (100) - 50;

posy = random (100) - 50;

time = get_txt_value (time_txt, 50, 10, 10, 200);

r = get_txt_value (r_txt, 20, 5, 5, 50);

thickness = get_txt_value (thickness_txt, 5, 1, 1, 10);

}

//主函数

function main () {

if (--time > 0) {

dir = random (2) ? 1 : -1;

origin_angle += angle;

//如果当前弧的方向与前一个的不同,计算当前弧所在圆的原点位置

if (dir + old_dir == 0) {

posx += cosD (origin_angle) * 2 * r;

posy += sinD (origin_angle) * 2 * r;

origin_angle += 180;

}

if (angle_rnd) {

angle = dir * (random (50) + 50);

} else {

angle = dir * Math.abs (angle);

}

pos_obj = draw_arc (line_mc, posx, posy, r, origin_angle, angle, thickness, color_arr[random (color_arr.length)], 100);

//加载树叶

if (leaf_grow) {

line_mc.attachMovie ("leaf", "leaf" + time, time, {_x:pos_obj.x, _y:pos_obj.y, _rotation:random (360), _xscale:random (50) +

r * 2 + thickness * 5, _yscale:random (50) + r * 2 + thickness * 5, _alpha:random (100) + thickness * 5});

var leaf_color:Color = new Color (line_mc["leaf" + time]);

leaf_color.setRGB (leaf_color_arr[random (leaf_color_arr.length)]);

}

//跟踪

if (is_trace) {

line_mc._x = mask._x - pos_obj.x;

line_mc._y = mask._y - pos_obj.y;

}

old_dir = dir;

} else {

delete line_mc.onEnterFrame;

}

}

//获取文本框内容,为数值

//txt_name:文本框名称

//nan_val:文本内容非数字时所取值

//zero_val:文本内容为0时所取值

//min_val:文本内容最小值

//max_val:文本内容最大值

function get_txt_value (txt_name:TextField, nan_val:Number, zero_val:Number, min_val:Number, max_val:Number) {

if (isNaN (Number (txt_name.text))) {

txt_name.text = String (nan_val);

} else if (Number (txt_name.text) == 0) {

txt_name.text = String (zero_val);

} else if (Number (txt_name.text) < min_val) {

txt_name.text = String (min_val);

} else if (Number (txt_name.text) > max_val) {

txt_name.text = String (max_val);

}

return Number (txt_name.text);

}

//重画

redraw_btn.onRelease = function () {

delete line_mc.onEnterFrame;

init_prop ();

line_mc.onEnterFrame = main;

};

//选择是否跟踪

trace_check.onRelease = function () {

is_trace = !is_trace;

this.gotoAndStop (Number (is_trace) + 1);

};

//选择是否生长树叶

leaf_check.onRelease = function () {

leaf_grow = !leaf_grow;

this.gotoAndStop (Number (leaf_grow) + 1);

};

var keep_moving:MovieClip = this.createEmptyMovieClip ("keep_moving", 2);

var speed:Number = 10;

//移动line_mc

function moving (speedx:Number, speedy:Number) {

keep_moving.onEnterFrame = function () {

line_mc._x += speedx;

line_mc._y += speedy;

};

}

//停止移动

function stop_move () {

delete keep_moving.onEnterFrame;

}

//按钮控制

up_btn.onPress = function () {

moving (0, speed);

};

down_btn.onPress = function () {

moving (0, -speed);

};

left_btn.onPress = function () {

moving (speed, 0);

};

right_btn.onPress = function () {

moving (-speed, 0);

};

up_btn.onRelease = up_btn.onReleaseOutside = down_btn.onRelease = down_btn.onReleaseOutside = left_btn.onRelease =

left_btn.onReleaseOutside = right_btn.onRelease = right_btn.onReleaseOutside = function () {

stop_move ();

};

//键盘控制

var key_lis:Object = new Object ();

key_lis.onKeyDown = function () {

switch (Key.getCode ()) {

case 37 :

moving (speed, 0);

break;

case 38 :

moving (0, speed);

break;

case 39 :

moving (-speed, 0);

break;

case 40 :

moving (0, -speed);

break;

}

};

key_lis.onKeyUp = function () {

stop_move ();

};

Key.addListener (key_lis);

init_prop ();

line_mc.onEnterFrame = main;

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