< 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;
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
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
}
}
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;
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;
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;
}
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));
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










