基本三角函数的计算:
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
角度制与弧度制的相互转换:
弧度 = 角度 * Math.PI / 180
角度 = 弧度 * 180 /
Math.PI
计算两点间距离:
dx = x2 – x1;
dy = y2 – y1;
dist =
Math.sqrt(dx*dx + dy*dy);
缓动公式:
sprite.x += (targetX - sprite.x) *
easing;//easing为缓动系数变量
sprite.y += (targetY - sprite.y) * easing;
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);
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;
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;
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;
}
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;
}
颜色运算得到透明值:
var t:uint=0×77ff8877
var
s:uint=0xff000000
var h:uint=t&s
var
m:uint=h>>>24
trace(m)
转换为十进制:
trace(hexValue);
十进制转换为十六进制:
decimalValue.toString(16)
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;
按位计算得到颜色值:
color24 = red << 16 | green << 8 |
blue;
color32 = alpha << 24 | red << 16 | green << 8 |
blue;
过控制点的曲线:
// xt, yt是你想要让曲线通过的那一点
// x0, y0 和x2, y2
是曲线的终点
//PS.发现很多人转帖都是直接复制粘贴,也不翻译一下
xt * 2 – (x0 + x2) / 2;
y1 = yt * 2
– (y0 + y2) / 2;
moveTo(x0, y0);
curveTo(x1, y1, x2, y2);