[Flex]转来的 Flex 一些常用物理公式和as3的结合应用
来自《Foundation Actionscript 3.0 Animation: Making Things Move!》的物理公式:
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);颜色组合:
1.color24 = red < < 16 | green << 8 | blue;2.color32 = alpha << 24 | red << 16 | green << 8 | blue;颜色提取:
1.red = color24 >> 16;2.green = color24 >> 8 & 0xFF;3.blue = color24 & 0xFF;4.alpha = color32 >> 24;5.red = color32 >> 16 & 0xFF;6.green = color32 >> 8 & 0xFF;7.blue = color232 & 0xFF;穿过某点绘制曲线:
1.// xt, yt 是我们想要穿过的一点2.// x0, y0 以及 x2, y2 是曲线的两端3.x1 = xt * 2 – (x0 + x2) / 2;4.y1 = yt * 2 – (y0 + y2) / 2;5.moveTo(x0, y0);6.curveTo(x1, y1, x2, y2);角速度转换为 x, y 速度:
1.vx = speed * Math.cos(angle);2.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:
1.ax = force * Math.cos(angle);2.ay = force * Math.sin(angle);将加速度加入速度:
1.vx += ax;2.vy += ay;移除出界对象:
1.if(sprite.x - sprite.width / 2 > right ||2.sprite.x + sprite.width / 2 < left ||3.sprite.y – sprite.height / 2 > bottom ||4.sprite.y + sprite.height / 2 < top){5.// 删除影片的代码6.}重置出界对象:
1.if(sprite.x - sprite.width / 2 > right ||2.sprite.x + sprite.width / 2 < left ||3.sprite.y – sprite.height / 2 > bottom ||4.sprite.y + sprite.height / 2 < top){5.// 重置影片的位置和速度6.}屏幕环绕出界对象:
01.if(sprite.x - sprite.width / 2 > right){02.sprite.x = left - sprite.width / 2;03.}else if(sprite.x + sprite.width / 2 < left){04.sprite.x = right + sprite.width / 2;05.}if(sprite.y – sprite.height / 2 > bottom){06.sprite.y = top – sprite.height / 2;07.}else if(sprite.y + sprite.height / 2 < top){08.sprite.y = bottom + sprite.height / 2;09.}摩擦力应用(正确方法):
01.speed = Math.sqrt(vx * vx + vy * vy);
02.angle = Math.atan2(vy, vx);03.if(speed > friction){04.speed -= friction;05.}else{06.speed = 0;07.}08.vx = Math.cos(angle) * speed;09.vy = Math.sin(angle) * speed;摩擦力应用(简便方法):
1.vx *= friction;2.vy *= friction;简单缓动运动:
01.//长形02.var dx:Number = targetX - sprite.x;03.var dy:Number = targetY - sprite.y;04.vx = dx * easing;05.vy = dy * easing;06.sprite.x += vx;07.sprite.y += vy;08.//中形:09.vx = (targetX - sprite.x) * easing;10.vy = (targetY - sprite.y) * easing;11.sprite.x += vx;12.sprite.y += vy;13.//短形:14.sprite.x += (targetX - sprite.x) * easing;15.sprite.y += (targetY - sprite.y) * easing;简单弹性运动:
01.//长形02.var ax:Number = (targetX - sprite.x) * spring;03.var ay:Number = (targetY - sprite.y) * spring;04.vx += ax;05.vy += ay;06.vx *= friction;07.vy *= friction;08.sprite.x += vx;09.sprite.y += vy;10.//中形:11.vx += (targetX - sprite.x) * spring;12.vy += (targetY - sprite.y) * spring;13.vx *= friction;14.vy *= friction;15.sprite.x += vx;16.sprite.y += vy;17.//短形:18.vx += (targetX - sprite.x) * spring;19.vy += (targetY - sprite.y) * spring;20.sprite.x += (vx *= friction);21.sprite.y += (vy *= friction);偏移弹性运动:
1.var dx:Number = sprite.x - fixedX;2.var dy:Number = sprite.y - fixedY;3.var angle:Number = Math.atan2(dy, dx);4.var targetX:Number = fixedX + Math.cos(angle) * springLength;5.var targetY:Number = fixedX + Math.sin(angle) * springLength;6.// 如前例弹性运动到 targetX, targetY距离碰撞检测:
01.// 从影片 spriteA 和 spriteB 开始02.// 如果使用一个空白影片,或影片没有半径(radius)属性03.// 可以用宽度或高度除以 2。04.var dx:Number = spriteB.x - spriteA.x;05.var dy:Number = spriteB.y - spriteA.y;06.var dist:Number = Math.sqrt(dx * dx + dy * dy);07.if(dist < spriteA.radius + spriteB.radius){08.// 处理碰撞09.}多物体碰撞检测:
01.var numObjects:uint = 10;02.for(var i:uint = 0; i < numObjects - 1; i++){03.// 使用变量 i 提取引用04.var objectA = objects[i];05.for(var j:uint = i+1; j{06.// // 使用变量 j 提取引用07.var objectB = objects[j];08.// perform collision detection09.// between objectA and objectB10.}11.}坐标旋转:
1.x1 = Math.cos(angle) * x - Math.sin(angle) * y;2.y1 = Math.cos(angle) * y + Math.sin(angle) * x;反坐标旋转:
1.x1 = Math.cos(angle) * x + Math.sin(angle) * y;2.y1 = Math.cos(angle) * y - Math.sin(angle) * x;动量守恒的 ActionScript 表达式,短形:
1.var vxTotal:Number = vx0 - vx1;2.vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) /3.(ball0.mass + ball1.mass);4.vx1 = vxTotal + vx0;万有引力:
01.function gravitate(partA:Ball, partB:Ball):void{02.var dx:Number = partB.x - partA.x;03.var dy:Number = partB.y - partA.y;04.var distSQ:Number = dx * dx + dy * dy;05.var dist:Number = Math.sqrt(distSQ);06.var force:Number = partA.mass * partB.mass / distSQ;07.var ax:Number = force * dx / dist;08.var ay:Number = force * dy / dist;09.partA.vx += ax / partA.mass;10.partA.vy += ay / partA.mass;11.partB.vx -= ax / partB.mass;12.partB.vy -= ay / partB.mass;13.}余弦定理:
1.A = Math.acos((b * b + c * c - a * a) / (2 * b * c));2.B = Math.acos((a * a + c * c - b * b) / (2 * a * c));3.C = Math.acos((a * a + b * b - c * c) / (2 * a * b));基本透视法:
1.scale = fl / (fl + zpos);2.sprite.scaleX = sprite.scaleY = scale;3.sprite.alpha = scale; // 可选4.sprite.x = vanishingPointX + xpos * scale;5.sprite.y = vanishingPointY + ypos * scale;Z 排序:
1.// 假设有一个带有 zpos 属性的 3D 物体的数组2.objectArray.sortOn("zpos", Array.DESCENDING | Array.NUMERIC);3.for(var i:uint = 0; i < numObjects; i++){4.setChildIndex(objectArray[i], i);5.}坐标旋转:
1.x1 = cos(angleZ) * xpos - sin(angleZ) * ypos;2.y1 = cos(angleZ) * ypos + sin(angleZ) * xpos;3.x1 = cos(angleY) * xpos - sin(angleY) * zpos;4.z1 = cos(angleY) * zpos + sin(angleY) * xpos;5.y1 = cos(angleX) * ypos - sin(angleX) * zpos;6.z1 = cos(angleX) * zpos + sin(angleX) * ypos;3D 距离:
1.dist = Math.sqrt(dx * dx + dy * dy + dz * dz);

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