在开发过程中,经常会遇到要从一个界面跳到另一个界面的情况,比如:软件中的窗口跳转,web开发中的页面跳转...但在Flash的世界里:只有帧,没有窗口与页面,所...
onComplete: firstTweenComplete, onCompleteParams: [dot]}); function firstTweenComplete(dot:MovieClip....assets.MainAssets["Coins" + num])() as MovieClip; var $scale : Number = _getRandom(0.2,0.5...(_getRandom(3,9)); return mCoin; } private static function getFlash() : MovieClip...{ var $myFlash : MovieClip = new (com.upupgame.baccarat.player2.assets.MainAssets["CoinFlash..."]) as MovieClip; var $scale : Number = _getRandom(0.3,0.6); var $myMatrix :
ui.height = 455; photoContainer.addChild(ui); var mc:MovieClip...= new MovieClip(); mc.graphics.beginFill(0x000000, 0.0); mc.graphics.drawRect...addImage(mc, img_4); } private function addImage(mc:MovieClip...= evt.currentTarget as MovieClip; if (mc) { mc.filters...= evt.currentTarget as MovieClip; if (mc) { var
1.如何在Flash时间轴代码上创建一个外部as文件中定义的MovieClip实例?...假设外部有一个MyClip.as文件,内容如下: package { import flash.display.MovieClip; public class MyClip extends MovieClip...--往下看 2.如何用代码从库里取出一个用Flash设计好的MovieClip实例? ?...= 0; clip.y = 0; clip.width = stage.stageWidth; addChild(clip); 3.把上面二种情况结合起来 即:如果我们先在Flash Cs4中创建一个MovieClip...MyClip3.as文件内容如下: package { import flash.display.MovieClip; public class MyClip3 extends MovieClip
import com.LoaderManager; import com.ResLibrary; import com.TextObjectLoader; import flash.display.MovieClip...var $swfArr : Array = ( $data as String ).split( "/" , ( $data as String ).length ); var $mc : MovieClip...com.ResLibrary; import com.TextObjectLoader; import flash.display.Bitmap; import flash.display.MovieClip...var $swfArr : Array = ( $data as String ).split( "/" , ( $data as String ).length ); var $mc : MovieClip... = ResLibrary.instance.getMovieClip( "MCQ" ); break; case "Click.swf": var $a : MovieClip
3、但是,直接把两个MovieClip序列化,得到的ByteArray肯定不一样,因为毕竟有动态的变量值,例如x/y等。...4、那么如果不直接对MovieClip本身writeObject,而是对它的子元件writeObject呢?...) { var mcA:MovieClip = a as MovieClip;...var mcB:MovieClip = b as MovieClip;...运行时只有1份MovieClip数据,1份Shape数据 ? 算法有效! 情况2: 基于情况1,让副本元件稍稍不同。 运行时检测得到2份Shape数据,2份MovieClip数据。 ? 算法有效!
setTimeout( function():void{ TextField(MovieClip...(MovieClip(loader1.content). getChildAt(0)).getChildAt (0)).text = "一二三四五六" ;...TextField(MovieClip(MovieClip(loader2.content). getChildAt(0)).getChildAt (0)).text = "一二三四五六" ;...TextField(text1. getChildAt(0)).text = "一二三四五六"; var text2:MovieClip...addChild(text3); text3.y = 100; var text4:MovieClip
Demo加深印象就可以了> 写了一堆,最后还是写一个demo,比较实际一点: 1: package 2: { 3: import flash.display.MovieClip...= new MovieClip(); 66: 67: mc.graphics.clear(); 68:...= e.target as MovieClip; 94: _mc.removeEventListener(MouseEvent.CLICK, arguments.callee...Function, evt:MouseEvent):void { 101: 102: var _mc:MovieClip...= evt.target as MovieClip; 103: 104: _mc.removeEventListener
3)、编写类UploadButtonCom类,它继承于基类MovieClip,目的是为了方便调用者直接调用一个方法便可很方便地控制按钮的状态,比如:mouseover、mouseout等 UploadButtonCom...类的完整代码如下: 1: package 2: { 3: import flash.display.MovieClip; 4: import...flash.events.MouseEvent; 5: 6: public class UploadButtonCom extends MovieClip...4)、从库中将“按钮”这个MovieClip拖至舞台中,指定一个名称“btn_mc“,编写一个文档类“UploadFile.as” 1: package 2: { 3:...13: import flash.text.TextField; 14: 15: public class UploadFile extends MovieClip
flash.display.DisplayObject; 3: import flash.display.Loader; 4: import flash.display.MovieClip...33: private var uploadlist:Array = new Array(); 34: private var addBtn:MovieClip...; 35: private var uploadBtn:MovieClip; 36: private var uploadURL:String...getClassByName("com.buttons.UploadButton"); 48: 49: addBtn = MovieClip...( new AddButtonClass() ); 50: uploadBtn = MovieClip( new UploadButtonClass() );
3.实例 var ball:MovieClip; var line:MovieClip; var gravity:Number=0.3; var bounce:Number=-0.6; init...Ball(); addChild(ball); ball.x=100; ball.y=100; ball.vy=1; ball.vx=0; line = new MovieClip
二个部分 所以我分成了三部分: JimmySilderBar(背景条),JimmySilderButton(拖动钮),JimmySilder(真正的滑动控件,将前二个组合在一起),为了重用,这三个部分都做成MovieClip...2.拖动问题 MovieClip有startDrag/endDrag方法,而且startDarg方法还能方便的设置拖动的边界(即拖动时,滑块钮不能拖到背景条以外的地方),so...这个问题也解决了 3....by 菩提树下的杨过 http://yjmyzz.cnblogs.com/ package { import flash.display.Sprite; import flash.display.MovieClip...import flash.geom.Rectangle; import Jimmy.Event.ValueChangeEvent; public class JimmySilder extends MovieClip
useLoadMc影片剪辑 /** * 删除非自身的影片 * @param _mc */ public function removeAllIn(_mc:Object):Void { var m:MovieClip...{ remove(m); } } } /** * 删除自身影片 * @param _mc */ public function remove(_mc:MovieClip
flash.display.DisplayObject; import flash.display.SimpleButton; import flash.events.MouseEvent; import flash.display.MovieClip...; import flash.display.BitmapData; import flash.display.Bitmap; public class Demo extends MovieClip...Bitmap; trace(bmd);//Demo_LogoImage2 addChild(bmd); bmd.x = bmd.y = 200; var testMovie:MovieClip...= new TestMovie() as MovieClip; addChild(testMovie); testMovie.x = testMovie.y = 180; trace
} return loader.contentLoaderInfo.applicationDomain.getDefinition(className) as Class; } 当然,像MovieClip...var mcClass:Class = getDefinitionByName("flash.display.MovieClip") as Class; var mc:MovieClip = new mcClass...() as MovieClip; 扩展一下:这个getDefinitionByName其实很有用,也可以反射自己自定义的类: package com.ainy.factorymanager{ public
代码如下: var $a : MovieClip = ResLibrary.instance.getMovieClip("A"); $a.x = (stage.width - $a.width ...)>>1; $a.y = (stage.height - $a.height )>>1; stage.addChild($a); var $b : MovieClip = ResLibrary.instance.getMovieClip... ($a.width - $b.width )>>1; $b.y = ($a.height - $b.height )>>1; $a.addChild($b); var $c : MovieClip
flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Loader; import flash.display.MovieClip...inited(); } private function inited():void { var mc:MovieClip...= new MovieClip(); mc.graphics.beginFill(0x000000, 0.2); mc.graphics.drawRect...inited(); } private function inited():void { var mc:MovieClip...= new MovieClip(); mc.graphics.beginFill(0x000000, 0.2); mc.graphics.drawRect
1.Sprite/MovieClip的Enter_Frame事件,不受addChild/removeChild影响 简单点讲:Sprite或MovieClip对象一旦为其添加了Enter_Frame事件监听...同样:MovieClip一旦被new出来,就会自动播放(在未用任何代码stop()的前提下),不管你是否将其addChild或removeChild 注:其它事件也类似,在AS3的世界中,事件一旦被监听
当然,文章的示例程序还是包了一层MovieClip,也许实际应用会有更高效的写法(例如BitmapData.draw等) 相应,尝试了一下导出为位图,按官方资料介绍,这里只是运行时和编译时转为位图的区别...trace可以发现,导出为位图,实际运行过程中,Ball和Ball的子元件都是原来的类型(MovieClip和Shape),而且Ball的cacheAsBitmap是false,没有看到任何位图的影子。
tweener/ package { import caurina.transitions.Tweener; import flash.display.MovieClip...; import flash.events.MouseEvent; public class Lession02a extends MovieClip...transition:"easeinoutback"}); } } } package { import flash.display.MovieClip...; public class OL extends MovieClip { public function OL()
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