
屏幕快照 2017-07-27 上午9.18.59.png
//需求為實現(xiàn)對象沿line3軌跡運動
private addLine() {
//為方便調(diào)試,先把三條線畫出來
let line1 = new egret.Shape()
line1.graphics.lineStyle(5,0x87CEFA);
line1.graphics.moveTo(this.objectPoint.x, this.objectPoint.y - this.objectWH); //起點
line1.graphics.lineTo(this.highX, this.highY);
line1.graphics.lineTo(this.highX*2 - this.objectPoint.x, this.stageH- this.objectWH);
line1.graphics.endFill();
this.addChild(line1);
let line2 = new egret.Shape()
line2.graphics.lineStyle(1,0x00868B);
line2.graphics.moveTo(this.objectPoint.x, this.objectPoint.y - this.objectWH); //起點
line2.graphics.curveTo(this.highX, this.highY, this.highX*2 - this.objectPoint.x, this.stageH- this.objectWH); //控制點,終點
line2.graphics.endFill();
this.addChild(line2);
//line2為真實貝塞爾曲線軌跡,但是因為最高點過低而導致運動效果不太好,所以我們修改控制點的Y值,來打到較好的效果
let line3 = new egret.Shape()
line3.graphics.lineStyle(1,0x4B0082);
line3.graphics.moveTo(this.objectPoint.x, this.objectPoint.y - this.objectWH); //起點
line3.graphics.curveTo(this.highX, this.highY-300, this.highX*2 - this.objectPoint.x, this.stageH- this.objectWH); //控制點,終點
line3.graphics.endFill();
this.addChild(line3);
//利用egret的緩動動畫Tween來實現(xiàn)動畫
//二次方貝塞爾公式
//起點P0 控制點P1 終點P2
//(1 - t)^2 P0 + 2 t (1 - t) P1 + t^2 P2
//在1秒內(nèi),this的factor屬性將會緩慢趨近1這個值,這里的factor就是曲線中的t屬性,它是從0到1的閉區(qū)間。
egret.Tween.get(this).to({factor: 1}, 1000);
}
//添加factor的set,get方法,注意用public
public get factor():number {
return 0;
}
//計算方法參考 二次貝塞爾公式
public set factor(value:number) {
this.mainObject.x = (1 - value) * (1 - value) * this.objectPoint.x + 2 * value * (1 - value) * this.highX + value * value * (this.highX*2 - this.objectPoint.x);
this.mainObject.y = (1 - value) * (1 - value) * (this.objectPoint.y - this.objectWH) + 2 * value * (1 - value) * (this.highY-300) + value * value * (this.stageH- this.objectWH);
}

123.gif