推荐:符合web标准的flash调用方法,解决了浏览器对flash的影响最近在研究web标准,目前取得一些进展,在制作过程中通过国外一些优秀网站找到了解决flash调用符合标准的方法。首先建立一个js文件flash.js,内容为:functio
看看效果吧:
AS如下://这个函数是用来绘制线条的
function connect(){
this.clear()
this.lineStyle(3,0x660000,100) this.moveTo(anchorOne._x,anchorOne._y) this.curveTo(controlOne._x,controlOne._y,anchorTwo._x,anchorTwo._y) updateAfterEvent()
}
//这个函数是用来绘制替代描点跟控制点的MC,就绘制一个正方形吧
function createSquare(handle,side,offset){ if(offset==undefines){
offset=0
}
with(handle){
moveTo(offset,offset)
lineTo(offset,side)
lineTo(side,side)
lineTo(side,offset)
lineTo(offset,offset)
endFill()
}
}
//这是用来控制描点跟控制点的移动,并且用延时,间隔一段时间调用一次绘制线条
function setDraggable(handle){
handle.onPress=function(){ clearInterval(_global.refreshScreen) _global.refreshScreen=setInterval(this._parent,"connect",10) this.startDrag(false)
}
handle.onRelease=function(){ clearInterval(_global.refreshScreen) this.stopDrag()
}
handle.onReleaseOutside=function(){ clearInterval(_global.refreshScreen) this.stopDrag()
}
}
//建立描点
anchorOne=createEmptyMovieClip("anchorPoint1",this.getNextHighestDepth()) anchorOne._x=anchorOne._y=50 //填充
anchorOne.beginFill(0xcccccc,100) //样式
anchorOne.lineStyle(0,0x000000,100,false,false,"none","miter",2) //调用函数绘制成正方形
createSquare(anchorOne,8,-8) //调用后方可拖动
setDraggable(anchorOne)
//另一个描点
anchorTwo=createEmptyMovieClip("anchorPoint2",this.getNextHighestDepth()) anchorTwo._x=anchorTwo._y=250 anchorTwo.beginFill(0xcccccc,100) anchorTwo.lineStyle(0,0x000000,100,false,false,"none","miter",2) createSquare(anchorTwo,8,-8) setDraggable(anchorTwo)
//控制点
controlOne=createEmptyMovieClip("control1",this.getNextHighestDepth()) controlOne._x=anchorTwo._x controlOne._y=anchorOne._y controlOne.beginFill(0xcccccc,100) controlOne.lineStyle(0,0x000000,100,false,false,"none","miter",2) createSquare(controlOne,8,-8) setDraggable(controlOne)
//最后让线条一开始就显示出来
connect()
复制粘贴就有效果。
分享:Flash AS实例教程:用纯AS制作火焰特效首先申明不是偶原创,偶只是把效果综合了一下。粒子变幻效果忘记是谁的了,知道出处的朋友请提醒,偶在以后补上。火焰瑞流效果是来自一位朋友的博客里面的摄像