緩動公式:

sprite.x += (targetX - sprite.x) * easing;//easing為緩動係數變數

sprite.y += (targetY - sprite.y) * easing;

彈性公式:

vx += (targetX - sprite.x) * spring;//spring為彈性係數

vy += (targetY - sprite.y) * spring;

sprite.x += (vx *= friction);//friction為摩擦力

sprite.y += (vy *= friction);

偏移彈性公式:

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;

向滑鼠旋轉(或向某點旋轉)

dx = mouseX - sprite.x;

dy = mouseY - sprite.y;

sprite.rotation = Math.atan2(dy, dx) * 180 / Math.PI;

波形運動:

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;

}

圓心旋轉:

public function onEnterFrame(event:Event):void {

ball.x=centerX+Math.cos(angle)*radius;

ball.y=centerY+Math.sin(angle)*radius;

angle+=speed;

}

橢圓旋轉:

public function onEnterFrame(event:Event):void {

ball.x=centerX+Math.cos(angle)*radiusX;

ball.y=centerY+Math.sin(angle)*radiusY;

angle+=speed;

}

顏色運算得到透明值:

var t:uint=0x77ff8877

var s:uint=0xff000000

var h:uint=t&s

var m:uint=h>>>24

trace(m)

轉換為十進位:

trace(hexValue);

十進位轉換為十六進位:

decimalValue.toString(16)

顏色提取:

red = color24 >> 16;

green = color24 >> 8 & 0xFF;

blue = color24 & 0xFF;

alpha = color32 >> 24;

red = color32 >> 16 & 0xFF;

green = color32 >> 8 & 0xFF;

blue = color232 & 0xFF;

按位計算得到顏色值:

color24 = red << 16 | green << 8 | blue;

color32 = alpha << 24 | red << 16 | green << 8 | blue;

過控制點的曲線:

// 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);

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