Flash CS4ÖÐ"½«¶¯»¸´ÖÆÎªActionScript"ʹÓóõ̽
¸Õ¿ªÊ¼ÓÃCS4µÄʱºò¾Í×¢Òâµ½ÁËÕâ¸öÕâ¸ö¹¦Äܲ»¹ý¶¼Ã»Êµ¼ù¹ý,Õ⼸Ììʵ¼ùÁËһϷ¢ÏÖÊǸöºÜºÃºÜºÍгµÄµÄ¼¼ÄÜ .ÓÐÁËËüÎÒÃǾͿÉÒÔºÜɵ¹ÏµÄ±à¼Ò»Ð©ÎÒÃdzÌÐòÔ±ºÜÍ·Ì۵ĴúÂë,±ÈÈçflash¶¯»µÄÂ˾µÐ§¹û,Èç¹ûûÓÐÕâ¸ö¹¦ÄܹÀ¼Æ°ïÖúÎĵµÀïÃæµÄflash.filters°üµÃ¿´°ëÌì…ÓиöÕâ¸ö¹¦ÄÜÎÒÃǾͲ»ÓóîÁË.±ÈÈçÏÖÔÚÎÒÏ붯̬Ìí¼ÓÌí¼ÓÒ»¸öÔª¼þµÄÄ£ºýЧ¹û.
Ê×ÏÈÎÒÃÇÔÚʱ¼äÖáµÄµÚÒ»Ö¡·ÅÒ»¸öÔª¼þ,È»ºóÔÚºóÃæµÄʱ¼äÖá±ÈÈçµÚʮ֡ÓÒ»÷²åÈëÖ¡,ÔÙÓÒ»÷´´½¨²¹¼ä¶¯»(²»ÊÇ´«Í³²¹¼äŶ)½ÓÏÂÀ´´ò¿ª¶¯»±à¼Æ÷µã»÷Â˾µ->Ä£ºý·Ö±ðÔÚʵ¼ùÖáµÄµÚÒ»(ÎÒ¶¼ÉèÖÃΪ100)ºÍĩλ֡(ÎÒ¶¼ÉèÖÃ0)ÉèÖÃÔª¼þµÄxÄ£ºýÖµºÍyÄ£ºýÖµ,°´ÏÂEnter¾Í¿ÉÒÔ·¢ÏÖÊÇÒ»¸ö´ÓÄ£ºýµ½ÇåÎúµØ½¥±äЧ¹û,ÎÒ°Ñ×Ô¼ºµÄ¶¯»Ð§¹û´úÂëÌù³öÀ´:
1: import fl.motion.AnimatorFactory;
2: import fl.motion.MotionBase;
3: import flash.filters.*;
4: import flash.geom.Point;
5: var __motion_Ôª¼þ2_3:MotionBase;
6: if(__motion_Ôª¼þ2_3 == null) {
7: import fl.motion.Motion;
8: __motion_Ôª¼þ2_3 = new Motion();
9: __motion_Ôª¼þ2_3.duration = 10;
10:
11: // Call overrideTargetTransform to prevent the scale, skew,
12: // or rotation values from being made relative to the target
13: // object's original transform.
14: // __motion_Ôª¼þ2_3.overrideTargetTransform();
15:
16: // The following calls to addPropertyArray assign data values
17: // for each tweened property. There is one value in the Array
18: // for every frame in the tween, or fewer if the last value
19: // remains the same for the rest of the frames.
20: __motion_Ôª¼þ2_3.addPropertyArray("x", [0]);
21: __motion_Ôª¼þ2_3.addPropertyArray("y", [0]);
22: __motion_Ôª¼þ2_3.addPropertyArray("scaleX", [1.000000]);
23: __motion_Ôª¼þ2_3.addPropertyArray("scaleY", [1.000000]);
24: __motion_Ôª¼þ2_3.addPropertyArray("skewX", [0]);
25: __motion_Ôª¼þ2_3.addPropertyArray("skewY", [0]);
26: __motion_Ôª¼þ2_3.addPropertyArray("rotationConcat", [0]);
27: __motion_Ôª¼þ2_3.addPropertyArray("blendMode",
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