从我的主类中,我调用创建一个精灵并将其添加到舞台
private function addSwatch(evt:MouseEvent):void
{
if (stage.getObjectsUnderPoint(mousePoint()).length == 0)
{
var swatchSide:Number = 100;
var newSwatch:Sprite = new Swatch(0 - swatchSide/2, 0 - swatchSide/2, swatchSide, swatchSide);
newSwatch.x = mouseX;
newSwatch.y = mouseY;
addChild(newSwatch);
}
}
我在舞台上添加了一个样本精灵,当拖动它时,它包含在设定的边界内。
this.startDrag(false, swatchBounds());
...
private function swatchBounds():Rectangle
{
var stageBounds = new Rectangle (
0 - defaultSwatchRect.x,
0 - defaultSwatchRect.y,
stage.stageWidth - defaultSwatchRect.width,
stage.stageHeight - defaultSwatchRect.height
);
return stageBounds;
}
如果方形精灵被缩放,则以下返回的矩形边界有效
private function swatchBounds():Rectangle
{
var stageBounds = new Rectangle (
0 - defaultSwatchRect.x * swatchObject.scaleX,
0 - defaultSwatchRect.y * swatchObject.scaleY,
stage.stageWidth - defaultSwatchRect.width * swatchObject.scaleX,
stage.stageHeight - defaultSwatchRect.height * swatchObject.scaleY
);
return stageBounds;
}
现在我正在尝试将方形精灵旋转包含在混合中。数学当然不是我的强项,但我觉得我在写作轨道上。但是,我似乎无法将头绕在它周围以使其正确
private function swatchBounds():Rectangle
{
var stageBounds = new Rectangle (
0 - defaultSwatchRect.x * swatchObject.scaleX * Math.cos(defaultSwatchRect.x * swatchObject.rotation),
0 - defaultSwatchRect.y * swatchObject.scaleY * Math.sin(defaultSwatchRect.y * swatchObject.rotation),
stage.stageWidth - defaultSwatchRect.width * swatchObject.scaleX * Math.cos(defaultSwatchRect.width * swatchObject.rotation),
stage.stageHeight - defaultSwatchRect.height * swatchObject.scaleY * Math.sin(defaultSwatchRect.height * swatchObject.rotation)
);
return stageBounds;
}