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📄 box1.html

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<!--  This is a Flash movie, embedded in our web page.  Following standard practice, we use <object id=""> for IE and  <embed name=""> for other browsers.    Note the IE-specific conditional comments.--><!--[if IE]><object id="movie" type="application/x-shockwave-flash"        width="300" height="300">  <param name="movie" value="Box1.swf"></object><![endif]--><!--[if !IE]> <--> <embed name="movie" type="application/x-shockwave-flash"       src="Box1.swf" width="300" height="300"></embed><!--> <![endif]--><!--   This HTML form has buttons that script the movie or the player.  Note that the Draw button starts off disabled.  The Flash movie  sends a command to JavaScript when it is loaded, and JavaScript  then enables the button.--><form name="f" onsubmit="return false;"><button name="button" onclick="draw()" disabled>Draw</button><button onclick="zoom()">Zoom</button><button onclick="pan()">Pan</button></form><script>// This function demonstrates how to call Flash the hard way.function draw() {    // First we get the Flash object.  Since we used "movie" as the id    // and name of the <object> and <embed> tags, the object is    // in a property named "movie".  In IE, it is a window property    // and in other browsers, it is a document property.    var flash = window.movie || document.movie; // Get Flash object.    // Make sure the movie is fully loaded before we try to script it.    // This is for demonstration only: it is redundant since we disable    // the button that invokes this method until Flash tells us it is loaded    if (flash.PercentLoaded() != 100) return;    // Next we "pass" the function arguments by setting them, one at a time.    flash.SetVariable("arg1", 10);    flash.SetVariable("arg2", 10);    flash.SetVariable("arg3", 50);    flash.SetVariable("arg4", 50);    // Now we trigger the function by setting one more property.    flash.SetVariable("drawBox", 1);    // Finally, we ask for the function's return value.    return flash.GetVariable("result");}function zoom() {    var flash = window.movie || document.movie; // Get Flash object.    flash.Zoom(50);}function pan() {    var flash = window.movie || document.movie; // Get Flash object.    flash.Pan(-50, -50, 1);}// This is the function that is called when Flash calls fscommand().// The two arguments are strings supplied by Flash.// This function must have this exact name, or it will not be invoked.// The function name begins with "movie" because that is the id/name of// the <object> and <embed> tags used earlier.function movie_DoFSCommand(command, args) {    if (command=="loaded") {        // When Flash tells us it is loaded, we can enable the form button.        document.f.button.disabled = false;    }    else if (command == "mousedown") {        // Flash tells us when the user clicks the mouse.        // Flash can only send us strings.  We've got to parse them        // as necessary to get the data that Flash is sending us.        var coords = args.split(",");        alert("Mousedown: (" + coords[0] + ", " + coords[1] + ")");    }    // These are some other useful commands    else if (command == "debug") alert("Flash debug: " + args);    else if (command == "eval") eval(args);}</script><script language="VBScript">' This script is not written in JavaScript, but Microsoft's ' Visual Basic Scripting Edition.  This script is required for Internet' Explorer to receive fscommand() notifications from Flash. It will be ' ignored by all other browsers since they do not support VBScript.' The name of this VBScript subroutine must be exactly as shown.sub movie_FSCommand(byval command, byval args)  call movie_DoFSCommand(command, args) ' Just call the JavaScript versionend sub</script>

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