AS3 結(jié)合基本的動(dòng)畫(huà)和AS3繪圖API
發(fā)布時(shí)間:2010-02-18 15:12:51 作者:佚名
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這是一個(gè)粒子效果實(shí)例教程,學(xué)習(xí)如何結(jié)合基本的動(dòng)畫(huà)和 ActionScript 3 繪圖API。
這是一個(gè)粒子效果實(shí)例教程,學(xué)習(xí)如何結(jié)合基本的動(dòng)畫(huà)和 ActionScript 3 繪圖API。
演示:
1、新建Flash文件,設(shè)置屬性:寬、高默認(rèn)為550*400 ,保存,名稱(chēng)任意。圖1:
2、用橢圓工具畫(huà)一個(gè) 10 × 10 大小的球,顏色任意。
3、把球轉(zhuǎn)換成影片剪輯,命名 "Particle ",注冊(cè)點(diǎn)居中。圖2:
4、把球從舞臺(tái)上刪除。
5、打開(kāi)庫(kù)面板,右鍵單擊Particle影片剪輯,選擇屬性。在屬性面板中的鏈接項(xiàng),為ActionScript導(dǎo)出的復(fù)選框打勾。在類(lèi)的文本輸入框中輸入" Particle " 。圖3:
6、新建一個(gè)ActionScript文件,命名為 " Particle ",保存在fla文件相同的目錄下。圖4:
在編譯器中輸入代碼:
package{
importflash.display.MovieClip;
publicclassParticleextendsMovieClip{
//Weneeddifferentspeedsfordifferentparticles.
//Thesevariablescanbeaccessedfromthemainmovie,becausetheyarepublic.
publicvarspeedX:Number;
publicvarspeedY:Number;
functionParticle():void{
}
}
}
7、切換到fla主類(lèi)。生成粒子實(shí)例,顯示在舞臺(tái)上,而且增加一些效果。在第1幀輸入代碼:
//Weneedfewimportsforthefilters
importfl.motion.Color;
importflash.geom.ColorTransform;
//Createanarrayfortheparticlesforlateruse
varnumberOfParticles:Number=30;
varparticlesArray:Array=newArray();
//Thisloopcreates30particlesthatarepositionedrandomlyonthestage.
//Wealsoaddsomeeffectstotheparticles
for(vari=0;i<numberOfParticles;i++){
varparticle:Particle=newParticle();
//Giverandomxandyspeedtotheparticle.
//Math.randomreturnsarandomnumbern,where0<=n<1.
particle.speedX=2+Math.random();
particle.speedY=2+Math.random();
//Setthestartingposition
particle.y=Math.random()*stage.stageHeight;
particle.x=Math.random()*stage.stageWidth;
//Setarandomtinttotheparticle,sotheywillhavedifferentcolors.
varct:Color=newColor();
ct.setTint(0xFFFFFF*Math.random(),0.5);
particle.transform.colorTransform=ct;
//Setrandomsizetotheparticles,sotheparticleswilldifferinsize
particle.scaleX=0.5+Math.random();
particle.scaleY=particle.scaleX;
//Thisarrayisusedtostoreallofthefilters
varparticleFilters:Array=newArray();
//Createadifferentblureffectineachparticle
vartempBlurAmount=Math.random()*4;
varblur:BlurFilter=newBlurFilter(tempBlurAmount,tempBlurAmount,1);
particleFilters.push(blur);
//Createagloweffectineachparticle
varcolor:Number=0x000000;
varalphaValue:Number=0.5;
varblurX:Number=20;
varblurY:Number=20;
varstrength:Number=5;
varglow:GlowFilter=newGlowFilter(color,
alphaValue,
blurX,
blurY,
strength);
particleFilters.push(glow);
//Applythecreatedfilterstotheparticle(blur&glow)
particle.filters=particleFilters;
//Addtheparticletothestageandpushitintoanarrayforlateruse
addChild(particle);
particlesArray.push(particle);
}
可能看起來(lái)很難的 ,但實(shí)際上非常簡(jiǎn)單。注釋?xiě)?yīng)該解釋的很充分。測(cè)試一下影片剪輯,效果如圖。圖5:
8、注冊(cè)Event.ENTER_FRAME事件,隨機(jī)地移動(dòng)粒子。接上面輸入代碼:
addEventListener(Event.ENTER_FRAME,enterFrameHandler);
//Thisfunctionisresponsibleforanimation
functionenterFrameHandler(e:Event):void{
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries.
//Ifahitoccurs,multiplythespeedby(-1)toreversethespeed.
//Rightedge
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
//Leftedge
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
//Bottom
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
//Top
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
}
}
測(cè)試影片剪輯,觀(guān)看一下效果。未命名-1.swf:
9、為粒子加入連線(xiàn),修改 enterFrameHandler,代碼如下:
functionenterFrameHandler(e:Event):void{
//Clearthepreviouslines
graphics.clear();
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
//Gothroughtheotherparticlestocheckthedistancewiththefirstparticle
for(varj:uint=i+1;j<particlesArray.length;j++){
varparticleTwo:Particle=particlesArray[j];
vardistanceX:Number=particleOne.x-particleTwo.x;
vardistanceY:Number=particleOne.y-particleTwo.y;
//UsePythagoreantheorem(a^2+b^2=c^2)tocalculatethedistance
vardistance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
//Ifthedistanceissmallerthan80px,drawalinebetweentheparticles
if(distance<80){
drawLine(particleOne,particleTwo);
}
}
}
}
在enterFrameHandler之后添加方法drawLine實(shí)現(xiàn)畫(huà)線(xiàn)功能。
//Thisfunctiondrawsablacklinebetweentwoparticles
functiondrawLine(particleOne:Particle,particleTwo:Particle):void{
graphics.lineStyle(1,0x000000);//線(xiàn)為白色,如黑色背景改為0xffffff
graphics.moveTo(particleOne.x,particleOne.y);
graphics.lineTo(particleTwo.x,particleTwo.y);
} 10、測(cè)試影片剪輯。
完整主類(lèi)代碼:
//Weneedfewimportsforthefilters
importfl.motion.Color;
importflash.geom.ColorTransform;
//Createanarrayfortheparticlesforlateruse
varnumberOfParticles:Number=30;
varparticlesArray:Array=newArray();
//Thisloopcreates30particlesthatarepositionedrandomlyonthestage.
//Wealsoaddsomeeffectstotheparticles
for(vari=0;i<numberOfParticles;i++){
varparticle:Particle=newParticle();
//Giverandomxandyspeedtotheparticle.
//Math.randomreturnsarandomnumbern,where0<=n<1.
particle.speedX=2+Math.random();
particle.speedY=2+Math.random();
//Setthestartingposition
particle.y=Math.random()*stage.stageHeight;
particle.x=Math.random()*stage.stageWidth;
//Setarandomtinttotheparticle,sotheywillhavedifferentcolors.
varct:Color=newColor();
ct.setTint(0xFFFFFF*Math.random(),0.5);
particle.transform.colorTransform=ct;
//Setrandomsizetotheparticles,sotheparticleswilldifferinsize
particle.scaleX=0.5+Math.random();
particle.scaleY=particle.scaleX;
//Thisarrayisusedtostoreallofthefilters
varparticleFilters:Array=newArray();
//Createadifferentblureffectineachparticle
vartempBlurAmount=Math.random()*4;
varblur:BlurFilter=newBlurFilter(tempBlurAmount,tempBlurAmount,1);
particleFilters.push(blur);
//Createagloweffectineachparticle
varcolor:Number=0x000000;
varalphaValue:Number=0.5;
varblurX:Number=20;
varblurY:Number=20;
varstrength:Number=5;
varglow:GlowFilter=newGlowFilter(color,
alphaValue,
blurX,
blurY,
strength);
particleFilters.push(glow);
//Applythecreatedfilterstotheparticle(blur&glow)
particle.filters=particleFilters;
//Addtheparticletothestageandpushitintoanarrayforlateruse
addChild(particle);
particlesArray.push(particle);
}
addEventListener(Event.ENTER_FRAME,enterFrameHandler);
//Thisfunctionisresponsibleforanimation
functionenterFrameHandler(e:Event):void{
//Clearthepreviouslines
graphics.clear();
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
//Gothroughtheotherparticlestocheckthedistancewiththefirstparticle
for(varj:uint=i+1;j<particlesArray.length;j++){
varparticleTwo:Particle=particlesArray[j];
vardistanceX:Number=particleOne.x-particleTwo.x;
vardistanceY:Number=particleOne.y-particleTwo.y;
//UsePythagoreantheorem(a^2+b^2=c^2)tocalculatethedistance
vardistance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
//Ifthedistanceissmallerthan80px,drawalinebetweentheparticles
if(distance<80){
drawLine(particleOne,particleTwo);
}
}
}
}
//Thisfunctiondrawsablacklinebetweentwoparticles
functiondrawLine(particleOne:Particle,particleTwo:Particle):void{
graphics.lineStyle(1,0x000000);
graphics.moveTo(particleOne.x,particleOne.y);
graphics.lineTo(particleTwo.x,particleTwo.y);
}
演示:
1、新建Flash文件,設(shè)置屬性:寬、高默認(rèn)為550*400 ,保存,名稱(chēng)任意。圖1:

2、用橢圓工具畫(huà)一個(gè) 10 × 10 大小的球,顏色任意。
3、把球轉(zhuǎn)換成影片剪輯,命名 "Particle ",注冊(cè)點(diǎn)居中。圖2:

4、把球從舞臺(tái)上刪除。
5、打開(kāi)庫(kù)面板,右鍵單擊Particle影片剪輯,選擇屬性。在屬性面板中的鏈接項(xiàng),為ActionScript導(dǎo)出的復(fù)選框打勾。在類(lèi)的文本輸入框中輸入" Particle " 。圖3:

6、新建一個(gè)ActionScript文件,命名為 " Particle ",保存在fla文件相同的目錄下。圖4:

在編譯器中輸入代碼:
復(fù)制代碼
代碼如下:package{
importflash.display.MovieClip;
publicclassParticleextendsMovieClip{
//Weneeddifferentspeedsfordifferentparticles.
//Thesevariablescanbeaccessedfromthemainmovie,becausetheyarepublic.
publicvarspeedX:Number;
publicvarspeedY:Number;
functionParticle():void{
}
}
}
7、切換到fla主類(lèi)。生成粒子實(shí)例,顯示在舞臺(tái)上,而且增加一些效果。在第1幀輸入代碼:
復(fù)制代碼
代碼如下://Weneedfewimportsforthefilters
importfl.motion.Color;
importflash.geom.ColorTransform;
//Createanarrayfortheparticlesforlateruse
varnumberOfParticles:Number=30;
varparticlesArray:Array=newArray();
//Thisloopcreates30particlesthatarepositionedrandomlyonthestage.
//Wealsoaddsomeeffectstotheparticles
for(vari=0;i<numberOfParticles;i++){
varparticle:Particle=newParticle();
//Giverandomxandyspeedtotheparticle.
//Math.randomreturnsarandomnumbern,where0<=n<1.
particle.speedX=2+Math.random();
particle.speedY=2+Math.random();
//Setthestartingposition
particle.y=Math.random()*stage.stageHeight;
particle.x=Math.random()*stage.stageWidth;
//Setarandomtinttotheparticle,sotheywillhavedifferentcolors.
varct:Color=newColor();
ct.setTint(0xFFFFFF*Math.random(),0.5);
particle.transform.colorTransform=ct;
//Setrandomsizetotheparticles,sotheparticleswilldifferinsize
particle.scaleX=0.5+Math.random();
particle.scaleY=particle.scaleX;
//Thisarrayisusedtostoreallofthefilters
varparticleFilters:Array=newArray();
//Createadifferentblureffectineachparticle
vartempBlurAmount=Math.random()*4;
varblur:BlurFilter=newBlurFilter(tempBlurAmount,tempBlurAmount,1);
particleFilters.push(blur);
//Createagloweffectineachparticle
varcolor:Number=0x000000;
varalphaValue:Number=0.5;
varblurX:Number=20;
varblurY:Number=20;
varstrength:Number=5;
varglow:GlowFilter=newGlowFilter(color,
alphaValue,
blurX,
blurY,
strength);
particleFilters.push(glow);
//Applythecreatedfilterstotheparticle(blur&glow)
particle.filters=particleFilters;
//Addtheparticletothestageandpushitintoanarrayforlateruse
addChild(particle);
particlesArray.push(particle);
}
可能看起來(lái)很難的 ,但實(shí)際上非常簡(jiǎn)單。注釋?xiě)?yīng)該解釋的很充分。測(cè)試一下影片剪輯,效果如圖。圖5:

8、注冊(cè)Event.ENTER_FRAME事件,隨機(jī)地移動(dòng)粒子。接上面輸入代碼:
復(fù)制代碼
代碼如下:addEventListener(Event.ENTER_FRAME,enterFrameHandler);
//Thisfunctionisresponsibleforanimation
functionenterFrameHandler(e:Event):void{
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries.
//Ifahitoccurs,multiplythespeedby(-1)toreversethespeed.
//Rightedge
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
//Leftedge
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
//Bottom
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
//Top
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
}
}
測(cè)試影片剪輯,觀(guān)看一下效果。未命名-1.swf:
9、為粒子加入連線(xiàn),修改 enterFrameHandler,代碼如下:
復(fù)制代碼
代碼如下:functionenterFrameHandler(e:Event):void{
//Clearthepreviouslines
graphics.clear();
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
//Gothroughtheotherparticlestocheckthedistancewiththefirstparticle
for(varj:uint=i+1;j<particlesArray.length;j++){
varparticleTwo:Particle=particlesArray[j];
vardistanceX:Number=particleOne.x-particleTwo.x;
vardistanceY:Number=particleOne.y-particleTwo.y;
//UsePythagoreantheorem(a^2+b^2=c^2)tocalculatethedistance
vardistance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
//Ifthedistanceissmallerthan80px,drawalinebetweentheparticles
if(distance<80){
drawLine(particleOne,particleTwo);
}
}
}
}
在enterFrameHandler之后添加方法drawLine實(shí)現(xiàn)畫(huà)線(xiàn)功能。
//Thisfunctiondrawsablacklinebetweentwoparticles
functiondrawLine(particleOne:Particle,particleTwo:Particle):void{
graphics.lineStyle(1,0x000000);//線(xiàn)為白色,如黑色背景改為0xffffff
graphics.moveTo(particleOne.x,particleOne.y);
graphics.lineTo(particleTwo.x,particleTwo.y);
} 10、測(cè)試影片剪輯。
完整主類(lèi)代碼:
//Weneedfewimportsforthefilters
importfl.motion.Color;
importflash.geom.ColorTransform;
//Createanarrayfortheparticlesforlateruse
varnumberOfParticles:Number=30;
varparticlesArray:Array=newArray();
//Thisloopcreates30particlesthatarepositionedrandomlyonthestage.
//Wealsoaddsomeeffectstotheparticles
for(vari=0;i<numberOfParticles;i++){
varparticle:Particle=newParticle();
//Giverandomxandyspeedtotheparticle.
//Math.randomreturnsarandomnumbern,where0<=n<1.
particle.speedX=2+Math.random();
particle.speedY=2+Math.random();
//Setthestartingposition
particle.y=Math.random()*stage.stageHeight;
particle.x=Math.random()*stage.stageWidth;
//Setarandomtinttotheparticle,sotheywillhavedifferentcolors.
varct:Color=newColor();
ct.setTint(0xFFFFFF*Math.random(),0.5);
particle.transform.colorTransform=ct;
//Setrandomsizetotheparticles,sotheparticleswilldifferinsize
particle.scaleX=0.5+Math.random();
particle.scaleY=particle.scaleX;
//Thisarrayisusedtostoreallofthefilters
varparticleFilters:Array=newArray();
//Createadifferentblureffectineachparticle
vartempBlurAmount=Math.random()*4;
varblur:BlurFilter=newBlurFilter(tempBlurAmount,tempBlurAmount,1);
particleFilters.push(blur);
//Createagloweffectineachparticle
varcolor:Number=0x000000;
varalphaValue:Number=0.5;
varblurX:Number=20;
varblurY:Number=20;
varstrength:Number=5;
varglow:GlowFilter=newGlowFilter(color,
alphaValue,
blurX,
blurY,
strength);
particleFilters.push(glow);
//Applythecreatedfilterstotheparticle(blur&glow)
particle.filters=particleFilters;
//Addtheparticletothestageandpushitintoanarrayforlateruse
addChild(particle);
particlesArray.push(particle);
}
addEventListener(Event.ENTER_FRAME,enterFrameHandler);
//Thisfunctionisresponsibleforanimation
functionenterFrameHandler(e:Event):void{
//Clearthepreviouslines
graphics.clear();
//Let’sloopthroughtheparticles
for(i=0;i<particlesArray.length;i++){
varparticleOne:Particle=particlesArray[i];
//Movetheparticletoanewlocation
particleOne.x+=particleOne.speedX;
particleOne.y+=particleOne.speedY;
//Checktheboundaries
if(particleOne.x>stage.stageWidth){
particleOne.x=stage.stageWidth-particleOne.width/2;
particleOne.speedX*=-1;
}
elseif(particleOne.x<0){
particleOne.x=particleOne.width/2;
particleOne.speedX*=-1;
}
if(particleOne.y>stage.stageHeight){
particleOne.y=stage.stageHeight-particleOne.width/2;
particleOne.speedY*=-1;
}
elseif(particleOne.y<0){
particleOne.y=particleOne.width/2;
particleOne.speedY*=-1;
}
//Gothroughtheotherparticlestocheckthedistancewiththefirstparticle
for(varj:uint=i+1;j<particlesArray.length;j++){
varparticleTwo:Particle=particlesArray[j];
vardistanceX:Number=particleOne.x-particleTwo.x;
vardistanceY:Number=particleOne.y-particleTwo.y;
//UsePythagoreantheorem(a^2+b^2=c^2)tocalculatethedistance
vardistance:Number=Math.sqrt(distanceX*distanceX+distanceY*distanceY);
//Ifthedistanceissmallerthan80px,drawalinebetweentheparticles
if(distance<80){
drawLine(particleOne,particleTwo);
}
}
}
}
//Thisfunctiondrawsablacklinebetweentwoparticles
functiondrawLine(particleOne:Particle,particleTwo:Particle):void{
graphics.lineStyle(1,0x000000);
graphics.moveTo(particleOne.x,particleOne.y);
graphics.lineTo(particleTwo.x,particleTwo.y);
}
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本教程給大家分享一個(gè)Flash小教程,教大家在Flash CS6中怎么實(shí)現(xiàn)鼠標(biāo)點(diǎn)擊決定圖像位置?方法很簡(jiǎn)單,感興趣的朋友歡迎前來(lái)一起分享學(xué)習(xí)2018-01-12Flash中如何用代碼將圖片放在自己想要的舞臺(tái)位置?
本教程教腳本之家的ActionScript教程學(xué)習(xí)者在Flash中如何用代碼將圖片放在自己想要的舞臺(tái)位置,教程講解的詳細(xì),感興趣的朋友歡迎前來(lái)分享學(xué)習(xí)2017-11-20在Flash CS6中使用with函數(shù)繪制背景圖教程
本教程教腳本之家的ActionScript教程學(xué)習(xí)者如何在Flash CS6中使用with函數(shù)繪制背景圖?教程一步步講解的挺詳細(xì),方法也不難,非常適合Flash新手入門(mén)學(xué)習(xí)2017-11-18Flash怎么設(shè)置元件坐標(biāo)?flash使用代碼設(shè)置元件的坐標(biāo)的教程
Flash怎么設(shè)置元件坐標(biāo)?flash中導(dǎo)如的元件需要添加坐標(biāo),該怎么定位元件坐標(biāo)呢?下面我們就來(lái)看看flash使用代碼設(shè)置元件的坐標(biāo)的教程,需要的朋友可以參考下2017-10-11Flash怎么制作來(lái)回?fù)u擺的花朵的動(dòng)畫(huà)?
Flash怎么制作來(lái)回?fù)u擺的花朵的動(dòng)畫(huà)?Flash中想要給花朵制作一段搖擺的動(dòng)畫(huà)效果,該怎么制作呢?下面我們就來(lái)看看詳細(xì)的教程,很簡(jiǎn)單,需要的朋友可以參考下2017-05-23- Flash怎么制作流動(dòng)七彩色的文字?想要讓文字動(dòng)起來(lái),該怎么使用flash給文字制作一個(gè)流動(dòng)七彩色的動(dòng)畫(huà)呢?下面我們就來(lái)看看詳細(xì)的教程,需要的朋友可以參考下2017-04-23