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:
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// 用要旋转到的 x, y 坐标替换 mouseX, mouseY
dx = mouseX - sprite.x;
dy = mouseY - sprite.y;
sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;
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创建波形:
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// 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;
}
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创建圆形:
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// 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;
}
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创建椭圆:
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// 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;
}
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获得两点间的距离:
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// 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);
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颜色组合:
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color24 = red < < 16 | green << 8 | blue;
color32 = alpha << 24 | red << 16 | green << 8 | blue;
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颜色提取:
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red = color24 >> 16;
green = color24 >> 8 & 0xFF;
blue = color24 & 0xFF;
alpha = color32 >> 24;
red = color32 >> 16 & 0xFF;
green = color32 >> 8 & 0xFF;
blue = color232 & 0xFF;
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穿过某点绘制曲线:
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// 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);
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角速度转换为 x, y 速度:
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vx = speed * Math.cos(angle);
vy = speed * Math.sin(angle);
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角加速度(作用于物体上的 force)转换为 x, y 加速度:
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ax = force * Math.cos(angle);
ay = force * Math.sin(angle);
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将加速度加入速度:
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vx += ax;
vy += ay;
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移除出界对象:
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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
}
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重置出界对象:
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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
}
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屏幕环绕出界对象:
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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;
}
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摩擦力应用(正确方法):
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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;
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摩擦力应用(简便方法):
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vx *= friction;
vy *= friction;
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简单缓动运动:
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//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;
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简单弹性运动:
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//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);
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偏移弹性运动:
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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
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距离碰撞检测:
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// 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
}
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多物体碰撞检测:
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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
}
}
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坐标旋转:
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x1 = Math.cos(angle) * x - Math.sin(angle) * y;
y1 = Math.cos(angle) * y + Math.sin(angle) * x;
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反坐标旋转:
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x1 = Math.cos(angle) * x + Math.sin(angle) * y;
y1 = Math.cos(angle) * y - Math.sin(angle) * x;
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动量守恒的 ActionScript 表达式,短形:
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var
vxTotal:Number = vx0 - vx1;
vx0 = ((ball0.mass - ball1.mass) * vx0 + 2 * ball1.mass * vx1) /
(ball0.mass + ball1.mass);
vx1 = vxTotal + vx0;
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万有引力:
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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;
}
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余弦定理:
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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));
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基本透视法:
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scale = fl / (fl + zpos);
sprite.scaleX = sprite.scaleY = scale;
sprite.alpha = scale;
// 可选
sprite.x = vanishingPointX + xpos * scale;
sprite.y = vanishingPointY + ypos * scale;
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Z 排序:
坐标旋转:
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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;
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3D 距离:
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dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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