这个小球 还时在不同的旋转中
class Ball extends Laya.Sprite{ private static cached:boolean = false; private body:Laya.Sprite; constructor(){ super(); this.init(); } public init():void{ if(!Ball.cached){ Ball.cached = true; this.body = new Laya.Sprite(); this.body.loadImage("war/ball.png"); this.body.pivot(12,12); } this.addChild(this.body); Laya.timer.frameLoop(1,this,this.animate); } private animate(e):void{ this.body.rotation += 10; }}
首先计算出 小球和鼠标之间的角度. 然后根据角度 计算出下一个坐标点的位置
class Main{ private ball:Ball; private speed:number = 5; constructor() { Laya.init(1100, 619, Laya.WebGL); Laya.loader.load("res/atlas/war.atlas",Laya.Handler.create(this,this.onLoaded),null,Laya.Loader.ATLAS); } private onLoaded():void{ this.ball = new Ball(); Laya.stage.addChild(this.ball); this.ball.x = Laya.stage.width / 2; this.ball.y = Laya.stage.height / 2; Laya.timer.frameLoop(1,this,this.onEnterFrame); } private onEnterFrame():void{ //计算出角度 let dx:number = Laya.stage.mouseX - this.ball.x; let dy:number = Laya.stage.mouseY - this.ball.y; let angle:number = Math.atan2(dy,dx); //弧度制 console.info(angle); //可以根据弧度旋转 这个例子不需要 因为小球自己是不停转动的 //this.ball.rotation = angle; //根据弧度 计算出目标点坐标 this.ball.x += Math.cos(angle)*this.speed; this.ball.y += Math.sin(angle)*this.speed; }}new Main();