as基本公式总结

基本三角函数的计算:
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


角度制与弧度制的相互转换:
弧度 = 角度 * Math.PI / 180
角度 = 弧度 * 180 / Math.PI


向鼠标旋转(或向某点旋转):

[code="java"]// substitute mouseX, mouseY with the x, y point to rotate to
dx = mouseX - sprite.x;
dy = mouseY - sprite.y;
sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;

[b创建波形:
// assign value to x, y or other property of sprite or movie clip, 
// use as drawing coordinates, etc. 
public function onEnterFrame(event:Event){ 
    value = center + Math.sin(angle) * range; 
    angle += speed; 
}


创建圆形:
// assign position to x and y of sprite or movie clip, 
// use as drawing coordinates, etc. 
public function onEnterFrame(event:Event){ 
    xposition = centerX + Math.cos(angle) * radius; 
    yposition = centerY + Math.sin(angle) * radius; 
    angle += speed; 
}


创建椭圆:
// assign position to x and y of sprite or movie clip, 
// use as drawing coordinates, etc. 
public function onEnterFrame(event:Event){ 
    xposition = centerX + Math.cos(angle) * radiusX; 
    yposition = centerY + Math.sin(angle) * radiusY; 
    angle += speed; 
}


计算两点间距离:
// points are x1, y1 and x2, y2 
// can be sprite / movie clip positions, mouse coordinates, etc. 
dx = x2 – x1; dy = y2 – y1; 
dist = Math.sqrt(dx*dx + dy*dy);


转换为十进制:
trace(hexValue);


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


颜色合成:
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;


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 curve 
x1 = xt * 2 – (x0 + x2) / 2; 
y1 = yt * 2 – (y0 + y2) / 2; 
moveTo(x0, y0); curveTo(x1, y1, x2, y2);


两点之间的中点
x = (x1+x2) / 2;
y = (y1+y2) / 2;


角速度转换为 x,y 速度向量:
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);


将加速度加入速度向量:
vx += ax; 
vy += ay;


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


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