flash as3.0实用公式

2015-08-18 15:20:12来源:作者:人点击

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 基础三角函数的计算: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 弧度转换为角度以及角度转换为弧度:弧度 = 角度 * Math.PI / 180角度 = 弧度 * 180 / Math.PI 向鼠标(或者任何一个点)旋转:// 用要旋转到的 x, y 坐标替换 mouseX, mouseYdx = mouseX - sprite.x;dy = mouseY - sprite.y;sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI; 创建波形:// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,// 作为绘图坐标,等等。public function onEnterFrame(event:Event){  value = center + Math.sin(angle) * range;  angle += speed;} 创建圆形:// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,// 作为绘图坐标,等等。public function onEnterFrame(event:Event){  xposition = centerX + Math.cos(angle) * radius;  yposition = centerY + Math.sin(angle) * radius;  angle += speed;} 创建椭圆:// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,// 作为绘图坐标,等等。public function onEnterFrame(event:Event){  xposition = centerX + Math.cos(angle) * radiusX;  yposition = centerY + Math.sin(angle) * radiusY;  angle += speed;} 获得两点间的距离:// x1, y1 和 x2, y2 是两个点// 也可以是 Sprite / MovieClip 坐标,鼠标坐标,等等。dx = x2 – x1;dy = y2 – y1;dist = Math.sqrt(dx*dx + dy*dy);  十六进制转换为十进制:trace(hexValue); 十进制转换为十六进制:trace(decimalValue.toString(16));颜色组合:color24 = red << 16 | green << 8 | blue;color32 = alpha << 24 | red << 16 | green << 8 | blue; 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; 穿过某点绘制曲线:// xt, yt 是我们想要穿过的一点// x0, y0 以及 x2, y2 是曲线的两端x1 = 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; 将速度加入坐标:movieclip._x += vx;sprite.y += vy;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; 简单缓动运动,中形:vx = (targetX - sprite.x) * easing;vy = (targetY - sprite.y) * easing;sprite.x += vx;sprite.y += vy; 简单缓动运动,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; 简单弹性运动,中形:vx += (targetX - sprite.x) * spring;vy += (targetY - sprite.y) * spring;vx *= friction;vy *= friction;sprite.x += vx;sprite.y += vy; 简单弹性运动,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) * ;yy1 = Math.cos(angle) * y - Math.sin(angle) * x;动量守恒的数学表达式:  (m0 – m1) * v0 + 2 * m1 * v1v0Final = ---------------------------------------------- m0 + m1  (m1 – m0) * v1 + 2 * m0 * v0v1Final = --------------------------------------------- m0 + m1 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;引力的一般公式:force = G * m1 * m2 / distance2ActionScript 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;}余弦定理a2 = b2 + c2 - 2 * b * c * cos Ab2 = a2 + c2 - 2 * a * c * cos Bc2 = a2 + b2 - 2 * a * b * cos C ActionScript 的余弦定理: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);
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