Flash AS3.0 实例教程 喷泉动画特效

2019-10-08 16:03:14刘景俊

  接下来侦听ENTER_FRAME事件,实现喷泉效果:
  addEventListener(Event.ENTER_FRAME, onEnterFrame);
  onEnterFrame函数内容:
  通过一个for循环为数组中的水珠加上各个速度向量:
  for (var i:Number = 0; i < balls.length; i++) {
  var ball:pall = pall(balls);
  首选在喷射速度向量上加上重力速度向量,这样每一帧的时间就会加一次重力,而喷射力却没变,这样重力就会逐渐超过喷射力面使水珠下落:
  ball["vy"] += zl;
  将x,y轴速度向量加到水珠上:
  ball.x +=ball["vx"];
  ball.y +=ball["vy"];
  接下来的是看水珠是否超出了舞台,如果超出了舞台,则将水珠重新定位到喷射口,并将速度向量设为初始状态。
  if (ball.x - ball.width/2> stage.stageWidth ||
  ball.x + ball.width/2 < 0 ||
  ball.y - ball.width/2 > stage.stageHeight ||
  ball.y + ball.width/2 < 0) {
  ball.x = 260;
  ball.y = 200;
  ball["vx"]= Math.random() * 2 - 1;
  ball["vy"] = Math.random() * -10 - 10;
  完整代码: var count:int = 500; var zl:Number = 0.5;
var balls:Array;
balls = new Array();
for (var i:int = 0; i < count; i++) {
var ball:pall = new pall();
ball.x = 260;
ball.y = 200;
ball["vx"]= Math.random() * 2 - 1;
ball["vy"] = Math.random() * -10 - 10;
addChild(ball);
balls.push(ball);
}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(event:Event):void {
for (var i:Number = 0; i < balls.length; i++) {
var ball:pall = pall(balls[i]);
ball["vy"] += zl;
ball.x +=ball["vx"];
ball.y +=ball["vy"];
if (ball.x - ball.width/2> stage.stageWidth ||
ball.x + ball.width/2 < 0 ||
ball.y - ball.width/2 > stage.stageHeight ||
ball.y + ball.width/2 < 0) {
ball.x = 260;
ball.y = 200;
ball["vx"]= Math.random() * 2 - 1;
ball["vy"] = Math.random() * -10 - 10;
}
}
}