Flash Actionscript 3.0動畫製作所需要的基本數學公式:
基本三角函數的計算:
角的正弦值(Sine) = 對邊 / 斜邊
角的餘弦值(Cosine) = 鄰邊 / 斜邊
角的正切值(Tangent) = 對邊 / 鄰邊
角度制與弧度制的相互轉換:
弧度 = 角度 * Math.PI / 180
角度 = 弧度 * 180 / Math.PI
計算兩點間距離:
dx = x2 – x1;
dy = y2 – y1;
dist = Math.sqrt(dx*dx + dy*dy);
緩動公式:
sprite.x += (targetX – sprite.x) * easing;//easing為緩動係數變數
sprite.y += (targetY – sprite.y) * easing;
彈性公式:
vx += (targetX – sprite.x) * spring;//spring為彈性係數
vy += (targetY – sprite.y) * spring;
sprite.x += (vx *= friction);//friction為摩擦力
sprite.y += (vy *= friction);
偏移彈性公式:
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;
向滑鼠旋轉(如撥時鐘效果等)
dx = mouseX – sprite.x;
dy = mouseY – sprite.y;
sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;
波形運動:
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; }
圓心旋轉:
public function onEnterFrame(event:Event):void {
ball.x=centerX+Math.cos(angle)*radius;
ball.y=centerY+Math.sin(angle)*radius;
angle+=speed; }
橢圓旋轉:
public function onEnterFrame(event:Event):void {
ball.x=centerX+Math.cos(angle)*radiusX;
ball.y=centerY+Math.sin(angle)*radiusY;
angle+=speed; }
顏色運算得到透明值:
var t:uint=0×77ff8877
var s:uint=0xff000000
var h:uint=t&s
var m:uint=h>>>24
trace(m)
轉換為十進位:
trace(hexValue);
十進位轉換為十六進位:
decimalValue.toString(16)
顏色提取:
red = color24 >> 16;
green = color24 >> 8 & 0xFF;
blue = color24 & 0xFF;
alpha = color32 >> 24;
red = color32 >> 16 & 0xFF;
green = color32 >> 8 & 0xFF;
blue = color232 & 0xFF;
按位計算得到顏色值:
color24 = red <<>
color32 = alpha <<>
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