package { import flash.display.Sprite; public class Tree extends Sprite { public var xpos:Number = 0; public var ypos:Number = 0; public var zpos:Number = 0; public function Tree() { init(); } public function init():void { graphics.lineStyle(0, 0x00ff00); // 树的颜色 graphics.lineTo(0, -140 - Math.random() * 20); // 树干 graphics.moveTo(0, -30 - Math.random() * 30); graphics.lineTo(Math.random() * 80 - 40, // 随机生成的树枝 -100 - Math.random() * 40); graphics.moveTo(0, -60 - Math.random() * 40); graphics.lineTo(Math.random() * 60 - 30, -110 - Math.random() * 20); } } } ------------------------------------------------------------------------------ // 利用简单树组成的森林 package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.ui.Keyboard; [SWF(backgroundColor=0x000000)]; // 设置背景为黑色,但不知为什么无效 public class Trees extends Sprite { private var trees:Array; // 存放所有的树 private var numTrees:uint = 100; // 定义100颗够了 private var fl:Number = 250; // 屏幕距离眼睛一般设置为200--300 private var vpX:Number = stage.stageWidth / 2; // 物体太小后消失点 private var vpY:Number = stage.stageHeight / 2; private var floor:Number = 50; // 水平面高度 private var vz:Number = 0; // Z轴透视深度速度 private var friction:Number = 0.98; // 阻尼系数 public function Trees() { init(); } private function init():void { trees = new Array(); for (var i:uint = 0; i < numTrees; i++) { var tree:Tree = new Tree(); // 生成树 trees.push(tree); tree.xpos = Math.random() * 2000 - 1000; tree.ypos = floor; tree.zpos = Math.random() * 10000; addChild(tree); // } addEventListener(Event.ENTER_FRAME, onEnterFrame); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown); } private function onEnterFrame(event:Event):void { for (var i:uint = 0; i < numTrees; i++) { var tree:Tree = trees; move(tree); } vz *= friction; // 阻尼后的Z轴方向的速度 sortZ(); // Z轴消隐 } private function onKeyDown(event:KeyboardEvent):void { // 加减速控制 if (event.keyCode == Keyboard.UP) { vz -= 1; } else if (event.keyCode == Keyboard.DOWN) { vz += 1; } } private function move(tree:Tree):void { tree.zpos += vz; // 更新移动距离(速度) if (tree.zpos < -fl) { // 如果树走到眼睛后面,则移动到远处 tree.zpos += 10000; } if (tree.zpos > 10000 - fl) { // 如果树太远,大于屏幕外1000则移回 tree.zpos -= 10000; } var scale:Number = fl / (fl + tree.zpos); // 计算透视深度系数 tree.scaleX = tree.scaleY = scale; tree.x = vpX + tree.xpos * scale; tree.y = vpY + tree.ypos * scale; tree.alpha = scale * .7 + .3; // 不同距离用不同的alpha混色,显示大气透视(朦胧感) } private function sortZ():void { trees.sortOn("zpos", Array.DESCENDING | Array.NUMERIC); for (var i:uint = 0; i < numTrees; i++) { var tree:Tree = trees; setChildIndex(tree, i); } } } }