📄 倒影.sqe
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========== Description Part Begin ==========
name = "倒影";
description = "实例形成一个圆圈,依次落在镜子上,镜子里反射出它们的倒影。";
version = "1.00";
bin = "Reflection.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,5,5 5,"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。");
$nRadius(EDIT,INT,140,0 1000,"半径","由实例组成的弧形的半径。");
$nInterval(EDIT,INT,5,1 1000,"时间间隔","前一个实例和后一个实例开始变化的时间间隔。");
$nAlphaSpeed(EDIT,INT,5,1 1000,"透明度变化速度","实例的透明度变化速度。");
========== Parameter Part End ==========
========== Function Part Begin ==========
nFrameCount = 3;
nCharacterCount = 12;
nRadius = 150;
nInterval = 5;
nAlphaSpeed = 5;
nIsRun = new Array(nCharacterCount);
nRotateArray = new Array(nCharacterCount);
nRadiusArray = new Array(nCharacterCount);
nCentreX = new Array(nCharacterCount);
nCentreY = new Array(nCharacterCount);
nOldPosX = new Array(nCharacterCount);
nOldPosY = new Array(nCharacterCount);
nOldGhostPosX = new Array(nCharacterCount);
nOldGhostPosY = new Array(nCharacterCount);
for(i = 1;i <= nCharacterCount;i++)
{
nRotateArray[i - 1] = 225;
nRadiusArray[i - 1] = nRadius;
this["c" + i]._x -= nRadius;
nOldPosX[i - 1] = this["c" + i]._x;
nOldPosY[i - 1] = this["c" + i]._y;
nOldGhostPosX[i - 1] = this["c" + i]._x;
nOldGhostPosY[i - 1] = this["c" + i]._y + this["c" + i]._height;
if(i == 1)
nIsRun[0] = 0;
else
{
nIsRun[i - 1] = nIsRun[i - 2];
nIsRun[i - 1] += nInterval;
}
this["c" + i]._alpha = 50;
this["c" + i].duplicateMovieClip("cc" + i + i,i);
this["cc" + i + i]._y += nRadius;
this["c" + i]._y -= nRadius;
this["c" + i]._visible = false;
this["cc" + i + i]._visible = false;
this["cc" + i + i]._yscale = this["cc" + i + i]._yscale * -1;
}
function fadeout()
{
if(c1._alpha < 0)
gotoAndPlay(1);
for(i = 1;i <= nCharacterCount;i++)
{
this["c" + i]._alpha -= nAlphaSpeed;
this["cc" + i + i]._alpha -= nAlphaSpeed;
}
}
function FadeoutAgain()
{
gotoAndPlay(4);
}
function fun()
{
for(i = 1;i <= nCharacterCount;i++)
{
if(nIsRun[i -1] < 0)
{
this["c" + i]._visible = true;
this["cc" + i + i]._visible = true;
if(nRotateArray[nCharacterCount -1] == 360)
{
gotoAndPlay(4);
}
this["c" + i]._x = Math.cos(Math.PI / 180 * nRotateArray[i -1]) * nRadiusArray[i -1] + nOldPosX[i -1];
this["cc" + i + i]._x = Math.cos(Math.PI / 180 * (360 - nRotateArray[i -1])) * nRadiusArray[i -1] + nOldGhostPosX[i -1];
this["c" + i]._y = Math.sin(Math.PI / 180 * nRotateArray[i -1]) * nRadiusArray[i -1] + nOldPosY[i -1];
this["cc" + i + i]._y = Math.sin(Math.PI / 180 * (360 - nRotateArray[i -1])) * nRadiusArray[i -1] + nOldGhostPosY[i -1];
nRotateArray[i -1] += 5;
if(nRotateArray[i -1] > 360)
{
this["c" + i]._alpha = 100;
this["cc" + i + i]._alpha = 100;
nRotateArray[i -1] = 360;
}
}
else
nIsrun[i -1]--;
}
}
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(fadeout,4,-1,"fadeout");
$frame(FadeoutAgain,5,-1,"fadeout again");
========== Frame Part End ==========
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