摘要:
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 - 阅读全文