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📄 四面八方.sqe

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💻 SQE
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========== Description Part Begin ==========
name = "四面八方";
description = "每个实例变幻成四个物体,分别向左上,右上,左下,右下四个方向飞去,直至消失。";
version = "1.00";
bin = "AllDirections.bin";
========== Description Part End ==========

========== Parameter Part Begin ==========
$nCharacterCount(EDIT,INT,1,1 10000,"实例总数","指的是使用了该特效的实例的总数。这个值是由影片里所选中的实例数决定的,在这里不能设置。");
$nFrameCount(EDIT,INT,3,3 3,"总帧数","指的是含有动作代码的总帧数。特效播放的总帧数可能比动作代码的帧数多。");
$nInterval(EDIT,INT,5,1 10000,"时间间隔","前一个实例和后一个实例开始移动的时间间隔。");
$bDirection(LIST,INT,1,"左":1 "右":0,"方向","控制实例从左到右,或从右到左开始变幻。");
========== Parameter Part End ==========

========== Function Part Begin ==========
nCharacterCount = 8;
nFrameCount = 8;
nInterval = 10;
bDirection = true;

nSizeMax = 500;
nSizeMin = 100;
nRSizeMax = 200;
nRSizeMin = 100;
nCentreArrayX = new Array(nCharacterCount);
nCentreArrayY = new Array(nCharacterCount);




nRotateArray = new Array(nCharacterCount);
nRadiusArray = new Array(nCharacterCount);
nIsRun = new Array(nCharacterCount);




for(i = 1;i <= nCharacterCount ;i++)
{
	nCentreArrayX[i] = this["c" + i]._x;
	nCentreArrayY[i] = this["c" + i]._y;
	
	for(n = 1;n <= 4;n++)
	{
		nIndex = nCharacterCount + ((i -1) * 4 + n);
		this["c" + i].duplicateMovieClip("c"+nIndex, nIndex);
		this["c" + nIndex]._visible = false;
	}
}



for (i = 1; i <= nCharacterCount ; i++)
{
    this["c" + i]._alpha = 100;
    this["c" + i]._rotation = 0;
	this["c" + i]._visible = true;
	
	if(bDirection)
	{
		if(i == 1)
			nIsRun[0] = 0;
		else
		{
			nIsRun[i - 1] = nIsRun[i - 2];
			nIsRun[i - 1] += nInterval ;
		}
	}
	else
	{
		if(i == 1)
			nIsRun[nCharacterCount -1] = 0;
		else
		{
			nIsRun[nCharacterCount - i] = nIsRun[nCharacterCount - (i -1) ];
			nIsRun[nCharacterCount - i] += nInterval ;
		}
		
	}

}





function fun()
{

	for (i = 1;i <= nCharacterCount ; i++)
    {
		if(nIsRun[i - 1] < 0)
		{
			//????ê±??μ?,ò??ˉ4??ó°×ó
			this["c" + i]._visible = false;
			MoveGhost(i);
			
		}
		nIsRun[i -1] --;
	
	} 
 


	if(bDirection)
	{
 		if(this["c" + (nCharacterCount * 5)]._alpha < -20)
			gotoAndPlay(1);
	}
	else
	{
 		if(this["c" + (nCharacterCount  + 1)]._alpha < -20)
			gotoAndPlay(1);
	}

} 

function MoveGhost(i)
{
	for(n = 1;n <= 4;n++)
	{
		nIndex = nCharacterCount + ((i - 1) * 4 + n);
		this["c" + nIndex]._visible = true;
		
		rotation = 45;
		switch(n)
		{
		case 1:
			rotation = 45;
			break;
		case 2:
			rotation = 135;		
			break;
		case 3:
			rotation = 225;		
			break;
		case 4:
			rotation = 315;		
			break;
		}
		this["c" + nIndex]._x = Math.cos(Math.PI / 180 * rotation) * nRadiusArray[nIndex]  + nCentreArrayX[i];
		this["c" + nIndex]._y = Math.sin(Math.PI / 180 * rotation) * nRadiusArray[nIndex]  + nCentreArrayY[i];
		this["c" + nIndex]._alpha -= 5;
		this["c" + nIndex]._rotation += 5;
		this["c" + nIndex]._xscale -= 10;
		
		nRadiusArray[nIndex]  += 5;


		
	}
	
}



function again()
{
	gotoAndPlay(2);
}


========== Function Part End ==========

========== Frame Part Begin ==========
$frame(fun,1,-1,"fun");
$frame(fun,2,-1,"fun");
$frame(again,3,-1,"again");
========== Frame Part End ========== 

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