Integrating Flex into Ajax applications

flex 实用公式

marz posted @ Sep 06, 2010 09:33:53 PM in flex with tags flex formula tips tricks , 2691 readers

 

实用公式 

    统领全书,我们已经有了各种运动和效果的公式。我已经提取出了最实用和最常用的公式、方程、以及代码的摘录,并将它们列在本章的最后。我认为将它们放到同一个地方应该对大家非常有帮助,因此我将这些我认为最需要的内容放到一起作为整体的一个参考资料。我将会在这一页夹上书签。 

 

 

第三章 
基础三角函数的计算: 
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 

 

弧度转换为角度以及角度转换为弧度: 
弧度 = 角度 * Math.PI / 180 
角度 = 弧度 * 180 / Math.PI 

 

向鼠标(或者任何一个点)旋转: 
// 用要旋转到的 x, y 坐标替换 mouseX, mouseY 
dx = mouseX - sprite.x; 
dy = mouseY - sprite.y; 
sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI; 

 

创建波形: 
// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑, 
// 作为绘图坐标,等等。 
public function onEnterFrame(event:Event){ 
value = center + Math.sin(angle) * range; 
angle += speed; 

 

创建圆形: 
// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑, 
// 作为绘图坐标,等等。 
public function onEnterFrame(event:Event){ 
xposition = centerX + Math.cos(angle) * radius; 
yposition = centerY + Math.sin(angle) * radius; 
angle += speed; 

 

创建椭圆: 
// 将 x, y 或其它属性赋值给 Sprite 影片或影片剪辑, 
// 作为绘图坐标,等等。 
public function onEnterFrame(event:Event){ 
xposition = centerX + Math.cos(angle) * radiusX; 
yposition = centerY + Math.sin(angle) * radiusY; 
angle += speed; 

 

获得两点间的距离: 
// x1, y1 和 x2, y2 是两个点 
// 也可以是 Sprite / MovieClip 坐标,鼠标坐标,等等。 
dx = x2 – x1; 
dy = y2 – y1; 
dist = Math.sqrt(dx*dx + dy*dy); 

 

第四章 

十六进制转换为十进制: 
trace(hexValue); 

 

十进制转换为十六进制: 
trace(decimalValue.toString(16)); 

 

颜色组合: 
color24 = red << 16 | green << 8 | blue; 
color32 = alpha << 24 | red << 16 | green << 8 | blue; 

 

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; 

 

穿过某点绘制曲线: 
// xt, yt 是我们想要穿过的一点 
// x0, y0 以及 x2, y2 是曲线的两端 
x1 = xt * 2 – (x0 + x2) / 2; 
y1 = yt * 2 – (y0 + y2) / 2; 
moveTo(x0, y0); 
curveTo(x1, y1, x2, y2); 

 

第五章 
角速度转换为 x, y 速度: 
vx = speed * Math.cos(angle); 
vy = speed * Math.sin(angle); 

 

角加速度(作用于物体上的 force)转换为 x, y 加速度: 
ax = force * Math.cos(angle); 
ay = force * Math.sin(angle); 

 

将加速度加入速度: 
vx += ax; 
vy += ay; 

 

将速度加入坐标: 
movieclip._x += vx; 
sprite.y += vy; 

 

第六章 
移除出界对象: 
if(sprite.x - sprite.width / 2 > right || 
sprite.x + sprite.width / 2 < left || 
sprite.y – sprite.height / 2 > bottom || 
sprite.y + sprite.height / 2 < top) 

// 删除影片的代码 

 

重置出界对象: 
if(sprite.x - sprite.width / 2 > right || 
sprite.x + sprite.width / 2 < left || 
sprite.y – sprite.height / 2 > bottom || 
sprite.y + sprite.height / 2 < top) 

// 重置影片的位置和速度 

 

屏幕环绕出界对象: 
if(sprite.x - sprite.width / 2 > right) 

sprite.x = left - sprite.width / 2; 

else if(sprite.x + sprite.width / 2 < left) 

sprite.x = right + sprite.width / 2; 

if(sprite.y – sprite.height / 2 > bottom) 

sprite.y = top – sprite.height / 2; 

else if(sprite.y + sprite.height / 2 < top) 

sprite.y = bottom + sprite.height / 2; 

 

摩擦力应用(正确方法): 
speed = Math.sqrt(vx * vx + vy * vy); 
angle = Math.atan2(vy, vx); 
if(speed > friction) 

speed -= friction; 

else 

speed = 0; 

vx = Math.cos(angle) * speed; 
vy = Math.sin(angle) * speed; 

 

摩擦力应用(简便方法): 
vx *= friction; 
vy *= friction; 

 

第八章: 
简单缓动运动,长形: 
var dx:Number = targetX - sprite.x; 
var dy:Number = targetY - sprite.y; 
vx = dx * easing; 
vy = dy * easing; 
sprite.x += vx; 
sprite.y += vy; 

 

简单缓动运动,中形: 
vx = (targetX - sprite.x) * easing; 
vy = (targetY - sprite.y) * easing; 
sprite.x += vx; 
sprite.y += vy; 

 

简单缓动运动,短形: 
sprite.x += (targetX - sprite.x) * easing; 
sprite.y += (targetY - sprite.y) * easing; 

 

简单弹性运动,长形: 
var ax:Number = (targetX - sprite.x) * spring; 
var ay:Number = (targetY - sprite.y) * spring; 
vx += ax; 
vy += ay; 
vx *= friction; 
vy *= friction; 
sprite.x += vx; 
sprite.y += vy; 

 

简单弹性运动,中形: 
vx += (targetX - sprite.x) * spring; 
vy += (targetY - sprite.y) * spring; 
vx *= friction; 
vy *= friction; 
sprite.x += vx; 
sprite.y += vy; 

 

简单弹性运动,短形: 
vx += (targetX - sprite.x) * spring; 
vy += (targetY - sprite.y) * spring; 
sprite.x += (vx *= friction); 
sprite.y += (vy *= friction); 

 

偏移弹性运动: 
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; 
// 如前例弹性运动到 targetX, targetY 

 

第九章 
距离碰撞检测: 
// 从影片 spriteA 和 spriteB 开始 
// 如果使用一个空白影片,或影片没有半径(radius)属性 
// 可以用宽度或高度除以 2。 
var dx:Number = spriteB.x - spriteA.x; 
var dy:Number = spriteB.y - spriteA.y; 
var dist:Number = Math.sqrt(dx * dx + dy * dy); 
if(dist < spriteA.radius + spriteB.radius) 

// 处理碰撞 

 

多物体碰撞检测: 
var numObjects:uint = 10; 
for(var i:uint = 0; i < numObjects - 1; i++) 

// 使用变量 i 提取引用 
var objectA = objects[i]; 
for(var j:uint = i+1; j 

  // // 使用变量 j 提取引用 
  var objectB = objects[j]; 
  // perform collision detection 
  // between objectA and objectB 

 

第十章 
坐标旋转: 
x1 = Math.cos(angle) * x - Math.sin(angle) * y; 
y1 = Math.cos(angle) * y + Math.sin(angle) * x; 

 

反坐标旋转: 
x1 = Math.cos(angle) * x + Math.sin(angle) * ;y 
y1 = Math.cos(angle) * y - Math.sin(angle) * x; 

 

第十一章 
动量守恒的数学表达式: 
                (m0 – m1) * v0 + 2 * m1 * v1 
v0Final = ---------------------------------------------- 
                          m0 + m1 

                (m1 – m0) * v1 + 2 * m0 * v0 
v1Final = --------------------------------------------- 
                          m0 + m1 


动量守恒的 ActionScript 表达式,短形: 
var vxTotal:Number = vx0 - vx1; 
vx0 = ((ball0.mass - ball1.mass) * vx0 + 
2 * ball1.mass * vx1) / 
(ball0.mass + ball1.mass); 
vx1 = vxTotal + vx0; 

 

第十二章 
引力的一般公式: 
force = G * m1 * m2 / distance2 

 

ActionScript 实现万有引力: 
function gravitate(partA:Ball, partB:Ball):void 

var dx:Number = partB.x - partA.x; 
var dy:Number = partB.y - partA.y; 
var distSQ:Number = dx * dx + dy * dy; 
var dist:Number = Math.sqrt(distSQ); 
var force:Number = partA.mass * partB.mass / distSQ; 
var ax:Number = force * dx / dist; 
var ay:Number = force * dy / dist; 
partA.vx += ax / partA.mass; 
partA.vy += ay / partA.mass; 
partB.vx -= ax / partB.mass; 
partB.vy -= ay / partB.mass; 

 

第十四章 
余弦定理 
a2 = b2 + c2 - 2 * b * c * cos A 
b2 = a2 + c2 - 2 * a * c * cos B 
c2 = a2 + b2 - 2 * a * b * cos C 

 

ActionScript 的余弦定理: 
A = Math.acos((b * b + c * c - a * a) / (2 * b * c)); 
B = Math.acos((a * a + c * c - b * b) / (2 * a * c)); 
C = Math.acos((a * a + b * b - c * c) / (2 * a * b)); 

 

第十五章 
基本透视法: 
scale = fl / (fl + zpos); 
sprite.scaleX = sprite.scaleY = scale; 
sprite.alpha = scale; // 可选 
sprite.x = vanishingPointX + xpos * scale; 
sprite.y = vanishingPointY + ypos * scale; 

 

Z 排序: 
// 假设有一个带有 zpos 属性的 3D 物体的数组 
objectArray.sortOn("zpos", Array.DESCENDING | Array.NUMERIC); 
for(var i:uint = 0; i < numObjects; i++) 

setChildIndex(objectArray[i], i); 

 

坐标旋转: 
x1 = cos(angleZ) * xpos - sin(angleZ) * ypos; 
y1 = cos(angleZ) * ypos + sin(angleZ) * xpos; 
x1 = cos(angleY) * xpos - sin(angleY) * zpos; 
z1 = cos(angleY) * zpos + sin(angleY) * xpos; 
y1 = cos(angleX) * ypos - sin(angleX) * zpos; 
z1 = cos(angleX) * zpos + sin(angleX) * ypos; 

 

3D 距离: 
dist = Math.sqrt(dx * dx + dy * dy + dz * dz); '

 

 

ref:http://www.cnblogs.com/liongis/archive/2010/08/10/1796558.html

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