• AS3常用动画效果公式集合


    AS3缓动公式:
    sprite.x += (targetX – sprite.x) * easing;//easing为缓动系数变量
    sprite.y += (targetY – sprite.y) * easing;

    AG:

    <!-- 示例一:AS3缓动公式 从(0,0)移到(x,y) -->
    <div id="box" style=" 100px; height: 100px; background: #f85455;position: absolute;"></div>
    <script>
        var  CS3HD = {
            easeOut: function(target,sprite){
                //target目标坐标点l;
                sprite.x += (target.x - sprite.x) * 0.1;//easing为缓动系数变量
                sprite.y += (target.y - sprite.y) * 0.1;
                return sprite;
            }
        }
        var box = document.getElementById('box');
        var target = {x: 300,y: 400} , oldSprite = {x: 0,y: 0};
        var timer = null;
        function run(){
            oldSprite = CS3HD.easeOut(target,oldSprite);
            box.style.left = Math.ceil(oldSprite.x) + 'px';
            box.style.top =  Math.ceil(oldSprite.y) + 'px';
            timer = setTimeout(run,1000/60);
            if(oldSprite.x > target.x){
                clearTimeout(timer);
            }
        }
        run();
    </script>
    <!-- 示例二:AS3缓动公式 从(y,y)移到(0,0)-->
    <div id="box2" style=" 100px; height: 100px; background: #f85455;position: absolute;top:300px;left:300px;"></div>
    <script>
        var  CS3HD = {
            easeIn: function(target,sprite){
                //target目标坐标点l;
                sprite.x -= (sprite.x - target.x) * 0.1;//easing为缓动系数变量
                sprite.y -= (sprite.y - target.y) * 0.1;
                return sprite;
            },
            easeOut: function(target,sprite){
                //target目标坐标点l;
                sprite.x += (target.x - sprite.x) * 0.1;//easing为缓动系数变量
                sprite.y += (target.y - sprite.y) * 0.1;
                return sprite;
            }
        }
        var box = document.getElementById('box2');
        var target = {x: 0,y: 0} , oldSprite = {x: 300,y: 300};
        var timer = null;
        function run(){
            oldSprite = CS3HD.easeIn(target,oldSprite);
            box.style.left = Math.floor(oldSprite.x) + 'px';
            box.style.top =  Math.floor(oldSprite.y) + 'px';
            timer = setTimeout(run,1000/60);
            if(oldSprite.x <= target.x){
                clearTimeout(timer);
            }
        }
        run();
    </script>

    AS3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);

    AS3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;

    AS3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;

    AS3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;
    }

    AS3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;
    }
    AS3颜色运算得到透明值:
    var t:uint=0x77ff8877
    var s:uint=0xff000000
    var h:uint=t&s
    var m:uint=h>>>24
    trace(m)
    AS3转换为十进制:
    trace(hexValue);
    AS3十进制转换为十六进制:
    decimalValue.toString(16)
    AS3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;
    AS3按位计算得到颜色值:
    color24 = red << 16 | green << 8 | blue;
    color32 = alpha << 24 | red << 16 | green << 8 | blue;
    AS3过控制点的曲线:
    // xt, yt is the point you want to draw through
    // x0, y0 and x2, y2 are the end points of the curve
    x1 = xt * 2 – (x0 + x2) / 2;
    y1 = yt * 2 – (y0 + y2) / 2;
    moveTo(x0, y0);
    curveTo(x1, y1, x2, y2);

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  • 原文地址:https://www.cnblogs.com/mbsh/p/4910740.html
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