Flash/Flex学习笔记(15):画线及三角函数的基本使用
Sprite有一个graphics可以用来绘制基本图形,比如我们要画下面这个图形:

对应的AS3代码为:
? package {
?
import flash.display.Sprite;
public class Arrow extends Sprite {
?public function Arrow():void {??init();??}???????
private function init():void{???????????????
?graphics.lineStyle(1,0,1);?
?graphics.beginFill(0xffff99);
?graphics.drawCircle(0,0,2);//中心点
?graphics.moveTo(0,50);?
?graphics.lineTo(100,50);
?graphics.lineTo(100,0);
graphics.lineTo(150,75);
?graphics.lineTo(100,150);
?graphics.lineTo(100,100);
graphics.lineTo(0,100);
?graphics.lineTo(0,50);
?graphics.endFill();?????????
?}
?}
?}
把它加到舞台上,并自动跟着鼠标转动(下列代码写在第一帧):
var _arrow:Arrow = new Arrow(); ?addChild(_arrow);
?_arrow.x=stage.stageWidth/2-50;
_arrow.y=stage.stageHeight/2-75;
?this.addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?function EnterFrameHandler(e:Event):void {
?var dx:Number=mouseX-_arrow.x;
?var dy:Number=mouseY-_arrow.y;
?//trace("dy=" + dy + ",dx=" + dx);
var angle:Number=Math.atan2(dy,dx);
?_arrow.rotation=angle*180/Math.PI;??
?}
这里用到了反正切函数,其原理示意图如下:

即以鼠标所在点与Arrow图形中心点为参考,构建一个三角形,利用对边比邻边得到正切,然后利用反正切求出角度,最终让图形旋转该角度,下面是效果:
但是好象有点问题,相信您也看出来了,因为我们绘制图形时,默认是以坐标原点为中心,而非图形中心点为中心,所以在跟随鼠标旋转时,总感觉有些错位,没关系,只要调整一下Arrow.cs即可 
package { import flash.display.Sprite;
?public class Arrow extends Sprite {
?public function A/code>);
?graphics.endFill();?????????
?}
?}
?}
另一个很有用的三角函数就是正弦Sin函数--对边比斜边
当Sin函数的角度参数从0度变化到360度时,正弦函数的值会在1到-1之间来回摆动,如果在动画中需要来回振荡的情况,正弦函数就派上用场了
package{
?import flash.display.Sprite;
?//小球 类
?public class Ball extends Sprite{
?private var radius:Number ;//半径
?private var color:uint;//颜色
?public function Ball(r:Number=50,c:uint=0xff0000){
?this.radius = r;
?this.color = c;
?init();
?}
?private function init():void{
graphics.beginFill(color);
?graphics.drawCircle(0,0,radius);
graphics.endFill();
?}
?}
}
这里我们先定义一个基本的小球类Ball,在接下来的动画里,我们让小球沿正弦轨迹运行,同时另一个小球模拟“心跳”运动(即改变大小)
var angle:Number = 0;
?//参数常量 const Y_SPEED = 0.1; //y轴移动速度
?const X_SPEED = 1; //x轴移动速度
?const AMPLITUDE = 50.0; //最大振幅
?const X_START = 0; //x轴的起始点
?//变量
?var ySpeed:Number = Y_SPEED;
var xSpeed:Number = X_SPEED;
?var amplitude:Number = AMPLITUDE;
?var b:Ball = new Ball(5,0xff0000);
?addChild(b);
?b.x = X_START;
var heart:Ball = new Ball(50,0x0000ff);
?addChild(heart);
?heart.x = stage.stageWidth/2;
?heart.y = stage.stageHeight/2;
?heart.alpha = 0.3;
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?function EnterFrameHandler(e:Event){
?b.y = stage.stageHeight/2 + Math.sin(angle) * amplitude;
angle += ySpeed;
?b.x += xSpeed;
?heart.scaleX = heart.scaleY = 1 + Math.sin(angle) * 0.5;
?graphics.lineStyle(1,0xefefef,1);
graphics.lineTo(b.x,b.y);
?//x,y,振幅 逐渐加大
?xSpeed += 0.08;
?ySpeed += 0.003;
?amplitude += 1;
?if (b.x > stage.stageWidth + b.width){
?//超出舞台后,还原参数
?b.x = X_START;
?xSpeed = X_SPEED;
?ySpeed = Y_SPEED;
amplitude = AMPLITUDE;
}???
?}
甚至还可以同时把正弦函数应用到多个属性:
//参数常量 const Y_SPEED = 0.07; //y轴变化速度
const X_SPEED = 0.10; //x轴变化速度
const AMPLITUDE = 150.0; //最大振幅
?const X_START = stage.stageWidth/2; //x轴的起始点
?const Y_START = stage.stageHeight/2; //y轴的起始点
?//变量
?var ySpeed:Number = Y_SPEED;
var xSpeed:Number = X_SPEED;
?var amplitude:Number = AMPLITUDE;
?var angleX = 0;
?var angleY = 0;
?var b:Ball = new Ball(5,0xff0000);
addChild(b);
?b.x = X_START;
?b.y = Y_START;
?graphics.moveTo(b.x,b.y);
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
function EnterFrameHandler(e:Event){????
?b.y = Y_START + Math.sin(angleY) * amplitude;
?b.x = X_START + Math.sin(angleX) * amplitude;
?angleX += xSpeed;
?angleY += ySpeed;
//angleX += Math.random()/10;
//angleY += Math.random()/5;
graphics.lineStyle(1,0xefefef,1);
graphics.lineTo(b.x,b.y);
?}
如果把代码中的二行注释启用,即让x,y的变化速度改成随机,结果可能更有趣: