AS3自寫類整理筆記 Dot類第2/2頁
更新時間:2008年06月04日 19:47:03 作者:
拖拽物體1和物體2,就可以看到效果了
index.base.geom.Dot類講解
基本功能:記錄xy兩點
舉例:
上面的flash展示源代碼:
復(fù)制代碼 代碼如下:
import index.base.geom.Dot;
import index.base.events.DotEvent;
var po1:Dot = new Dot(0,0,true);
var po2:Dot = new Dot(0,0,true);
po1.bind(p1,true);
po2.bind(p2,true);
po1.addEventListener(DotEvent.DOT_CHANGE,dotChangeFun);
po2.addEventListener(DotEvent.DOT_CHANGE,dotChangeFun);
function dotChangeFun(e:DotEvent):void{
te.text = "物體1坐標(biāo):" + po1.x + "," + po1.y;
te.appendText("\n物體2坐標(biāo):" + po2.x + "," + po2.y);
te.appendText("\n兩點之間距離:" + po1.from(po2));
te.appendText("\n所形成的角度:" + po1.angle(po2));
te.appendText("\n物體1所在象限:" + po1.quadrant(new Dot,false));
te.appendText("\n物體2所在象限:" + po2.quadrant(new Dot,false));
te.appendText("\n物體1對于物體2在象限:" + po2.quadrant(po1));
}
p1.addEventListener(MouseEvent.MOUSE_DOWN,p1MouseDownFun);
p2.addEventListener(MouseEvent.MOUSE_DOWN,p2MouseDownFun);
function p1MouseDownFun(e:MouseEvent):void{
p1.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP,p1MouseUpFun);
}
function p1MouseUpFun(e:MouseEvent):void{
p1.stopDrag();
stage.removeEventListener(MouseEvent.MOUSE_UP,p1MouseUpFun);
}
function p2MouseDownFun(e:MouseEvent):void{
p2.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP,p2MouseUpFun);
}
function p2MouseUpFun(e:MouseEvent):void{
p2.stopDrag();
stage.removeEventListener(MouseEvent.MOUSE_UP,p2MouseUpFun);
}
下面是類的源代碼:
復(fù)制代碼 代碼如下:
package index.base.geom{
import flash.events.EventDispatcher;
import flash.display.DisplayObject;
import index.base.events.DotEvent;
public class Dot extends EventDispatcher{
private var _x:Number;
private var _y:Number;
private var dis:DisplayObject;
public var isListen:Boolean;
public function Dot(x_:Number = 0,y_:Number = 0,_isListen:Boolean = false){
_x = x_;
_y = y_;
isListen = _isListen;
}
//綁定DisplayObject
public function bind(_dis:DisplayObject,isInTime:Boolean = false):void{
dis = _dis;
updata();
if(isInTime) dis.addEventListener("enterFrame",enterFrameFun);
}
//幀頻繁事件
private function enterFrameFun(e:Object):void{
if(_x != dis.x) x = dis.x;
if(_y != dis.y) y = dis.y;
}
//更新xy數(shù)據(jù)
public function updata():void{
if(dis != null){
_x = dis.x;
_y = dis.y;
}
}
//計算該點與另外一點的距離
public function from(_dot:Dot,isQuadrant:Boolean = false):Number{
updata();
var num:Number = Math.sqrt(Math.pow(_dot.x - _x,2) + Math.pow(_dot.y - _y,2));
if(!isQuadrant) num = Math.abs(num);
return num;
}
//計算該點與另外一點所形成的線段與水平線的夾角,按順時間計算
public function angle(_dot:Dot,isRadian:Boolean = false):Number{
updata();
var numx:Number = _dot.x - _x;
var numy:Number = _dot.y - _y;
var num:Number = Math.atan(numy/numx);
if(!isRadian) num = num * 180 / Math.PI;
return num;
}
//返回當(dāng)前點處在另外一點的哪個象限中 或 返回另外一點處在當(dāng)前點的哪個象限中
public function quadrant(_dot:Dot,isMaster:Boolean = true):int{
updata();
if(_x == _dot.x || _y == _dot.y){
return 0;
}
var num:int;
var p1:Boolean = (_x - _dot.x) > 0;
var p2:Boolean = (_y - _dot.y) > 0;
num = isMaster ? (p1 ? (p2 ? 2 : 3) : (p2 ? 1 : 4)) : (p1 ? (p2 ? 4 : 1) : (p2 ? 3 : 2));
return num;
}
//返回該點距0點的距離
public function get length():Number{
updata();
var num:Number = Math.sqrt(Math.pow(_x,2) + Math.pow(_y,2));
return num;
}
//清除顯示對象
public function clear():void{
dis = null;
}
//改變X坐標(biāo)
public function set x(num:Number):void{
_x = num;
if(dis != null) dis.x = num;
if(isListen) dispatchEvent(new DotEvent(DotEvent.DOT_CHANGE,true));
}
//設(shè)置X坐標(biāo)
public function get x():Number{
updata();
return _x;
}
//改變Y坐標(biāo)
public function set y(num:Number):void{
_y = num;
if(dis != null) dis.y = num;
if(isListen) dispatchEvent(new DotEvent(DotEvent.DOT_CHANGE,true));
}
//設(shè)置Y坐標(biāo)
public function get y():Number{
updata();
return _y;
}
}
}
package index.base.events{
import flash.events.Event;
public class DotEvent extends Event{
public static const DOT_CHANGE:String = "dotChange";
public function DotEvent(type:String, bubbles:Boolean = false, cancelable:Boolean = false){
super(type,bubbles,cancelable);
}
}
}
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