as3常用工式.doc
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AS3缓动公式:sprite.x += (targetX – sprite.x) * easing;//easing为缓动系数变量sprite.y += (targetY – sprite.y) * easing;
AS3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);
AS3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;
AS3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;
AS3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;}
AS3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;}AS3颜色运算得到透明值:var t:uint=0×77ff8877var s:uint=0xff000000var h:uint=tsvar m:uint=h24trace(m)AS3转换为十进制:trace(hexValue);AS3十进制转换为十六进制:decimalValue.toString(16)AS3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;AS3按位计算得到颜色值:color24 = red 16 | green 8 | blue;color32 = alpha 24 | red 16 | green 8 | blue;AS3过控制点的曲线:// xt, yt is the point you want to draw through// x0, y0 and x2, y2 are the end points of the curvex1 = xt * 2 – (x0 + x2) / 2;y1 = yt * 2 – (y0 + y2) / 2;moveTo(x0, y0);curveTo(x1, y1, x2, y2);
AS3右键菜单:建立右键菜单项:var cm:ContextMenu=new ContextMenu();cm.hideBuiltInItems();//隐藏系统菜单(不全隐藏)cm.builtInItems指向右键
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