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📄 撞击.sqe

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💻 SQE
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========== Description Part Begin ==========
name = "撞击";
description = "实例的多个阴影撞击在一起,然后又飞散开。";
version = "1.00";
bin = "Bump.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,10,1 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。");
$bDirection(LIST,INT,1,"左":1 "右":0,"方向","控制实例从左到右,或从右到左进入影片。");
========== Parameter Part End ==========

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

bDirection = true;


nCentreArrayX = new Array(nCharacterCount);
nCentreArrayY = new Array(nCharacterCount);

nRadiusArray = new Array(nCharacterCount * 4);
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;
		this["c" + nIndex]._alpha = 0;
		nRadiusArray[nIndex] = 50;
	}
}



for (i = 1; i <= nCharacterCount ; i++)
{
    this["c" + i]._alpha = 100;
	this["c" + i]._visible = false;
	
	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()
{
	if(bDirection)
	{
		nIndex = nCharacterCount + ((nCharactercount - 1) * 4 + 4);
		if(this["c" + nIndex]._alpha < -10)
			gotoAndPlay(1);
	}
	else
	{
		nIndex = nCharacterCount  + 4;
		if(this["c" + nIndex]._alpha < -10)
			gotoAndPlay(1);
	}
		
	
	for (i = 1;i <= nCharacterCount ; i++)
    {
		
		
		if(nIsRun[i - 1] < 0)
		{
			
			CentralizeGhost(i);
			
		}
		nIsRun[i -1] --;
	
	} 
 
} 

function CentralizeGhost(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 = 306;
			break;
		case 2:
			rotation = 342;		
			break;
		case 3:
			rotation = 18;		
			break;
		case 4:
			rotation = 54;		
			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];
		
		if(this["c" + nIndex]._x <= this["c" + i]._x)
		{
			this["c" + i]._visible = true;

			this["c" + nIndex]._alpha -= 5;
		}
		else
		{
			this["c" + nIndex]._alpha += 5;
		}
		
		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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