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一些常用物理公式和AS3的结合应用(转的)

2010-04-18 09:46 344 查看

一些常用物理公式和AS3的结合应用(转的)

// 用要旋转到 x, y 坐标替换 mouseX, mouseY

2.dx = mouseX - sprite.x;

3.dy = mouseY - sprite.y;

4.sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;

创建波形:

1.// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,

2.// 作为绘图坐标,等等。

3.public function onEnterFrame(event:Event){

4.value = center + Math.sin(angle) * range;

5.angle += speed;

6.}

创建圆形:

1.// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,

2.// 作为绘图坐标,等等。

3.public function onEnterFrame(event:Event){

4.xposition = centerX + Math.cos(angle) * radius;

5.yposition = centerY + Math.sin(angle) * radius;

6.angle += speed;

7.}

创建椭圆:1.// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑,

2.// 作为绘图坐标,等等。

3.public function onEnterFrame(event:Event){

4.xposition = centerX + Math.cos(angle) * radiusX;

5.yposition = centerY + Math.sin(angle) * radiusY;

6.angle += speed;

7.}

获得两点间距离:

1.// x1, y1 和 x2, y2 是两个点

2.// 也可以是 Sprite / MovieClip 坐标,鼠标坐标,等等。

3.dx = x2 – x1;

4.dy = y2 – y1;

5.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 是我们想要穿过一点

2.// x0, y0 以及 x2, y2 是曲线两端

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 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;

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 detection

09.// between objectA and objectB

10.}

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 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 3D 物体数组

2.objectArray.sortOn("zpos", Array.DESCENDING | Array.NUMERIC);

3.for(var i:uint = 0; i < numObjects; i++){

4.setChildIndex(objectArray, 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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