所以,我试图制作一个矩形网格,每个矩形网格越接近它就越透明。
使用一些基本的数学,我以为我得到了它,但似乎我得到了一个奇怪的图形错误(可能?)显示在这里:
戒指的中间是鼠标所在的位置。
处理透明度的部分代码:
private function update(e:Event = null):void
{
for (var i:int = 0; i < buttons.length; i++) {
lightFact = getDistance(buttons[i])
lightBrightness = lightPower - (lightFact * 10)
buttons[i].alpha = lightBrightness
}
}
getDistance只是从块到鼠标的距离。
如果重要的话,每个矩形都是一个影片剪辑。
答案 0 :(得分:5)
如果您尝试这样做:
然后我认为你的问题基本上是你的alpha值从0到大约3000或类似的东西。这将导致奇怪的效果。该值需要从0到1平滑范围(因此它需要是Number
中的浮点数)。
以下代码生成了我为您编写的图像,它将帮助您开始正确的方向:
package
{
import flash.display.*;
import flash.events.*;
public class lightFactTest extends MovieClip
{
private var boxesArray: Array = new Array();
private var xDist: Number = 0;
private var yDist: Number = 0;
private var d: Number = 0;
private var size_Glow : Number = 0;
private var size_Radius : Number = 0;
public function lightFactTest(): void
{
// creates a background for rectangles array.
var BG_box: Sprite = new Sprite();
BG_box.graphics.lineStyle();
BG_box.graphics.beginFill(0x080839);
BG_box.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
BG_box.graphics.endFill();
addChild(BG_box);
//# creates a grid of sprites (rectangles).
for (var i:int = 0; i < (stage.stageWidth / 10); i++)
{
for (var j:int = 0; j < (stage.stageHeight / 10); j++)
{
var box: Sprite = new Sprite();
box.graphics.lineStyle();
box.graphics.beginFill(0xFFFFFF);
box.graphics.drawRect(0, 0, 10, 10);
box.graphics.endFill();
addChild(box);
box.x += i*10; //+ 50;
box.y += j*10; //+ 50;
boxesArray.push(box);
}
}
addEventListener(Event.ENTER_FRAME, lightCalc);
}
private function lightCalc(e: Event): void
{
size_Glow = 3.5;
size_Radius = 0.64;
//# iterates through the array calculating each distance and then alpha.
for (var i:int = 0; i < boxesArray.length; i++)
{
xDist = Math.abs(stage.mouseX - boxesArray[i].x);
yDist = Math.abs(stage.mouseY - boxesArray[i].y);
//var d: Number = Math.pow(xDist * xDist + yDist * yDist, 0.5);
d = Math.sqrt(xDist * xDist + yDist * yDist) / (size_Radius / 5);
//# This is the code that you really need to focus on...
boxesArray[i].alpha = Math.min(1 / d * 10, 1 ) * (Math.PI / 0.5 - Math.min(size_Radius, 0) ) * size_Glow;
}
}
}
}
希望有所帮助!