我一直在尝试在 Flash 中创建一个漩涡状的催眠动画,其中随机单词淡入然后缩小。最初,我设置了由计时器随机显示的补间动画,但计时器不可避免地与动画不同步,导致在动画中间切换单词。
经过一番研究,使用 ENTER_FRAME 事件触发 Actionscript 中编码的动画似乎是正确同步事物的解决方案。然而,虽然修改可见性和初始淡入非常容易编码,但在舞台上保持正确对齐的同时进行缩放已被证明是非常困难的。
据我所知,我应该使用 stage.stageWidth(and Height)/2 - 实例 /2 的宽度/高度来设置适当的 x/y 坐标,以便在重新对齐舞台中心的实例后重新对齐-通过调整实例的 scaleX/Y 来调整大小,但一切都略微不对齐。
我使用的每个实例在 Flash Professional CS5.5 中都作为 Text 对象开始,并已转换为具有下面代码中列出的实例名称的影片剪辑对象。
选择单词并修改它的初始函数
function runMany(event:Event):void {
if (cnt == 0) {
randomWord = Math.floor(Math.random() * 10);
scaling(randomWord, scale);
setAlpha(randomWord, alphaLevel);
visibility(randomWord, true);
cnt++;
} else if (cnt <= 50) {
alphaLevel = alphaLevel + .02;
setAlpha(randomWord, alphaLevel);
cnt++;
} else if (cnt < 97) {
alphaLevel = alphaLevel - .02;
scale = scale - .02;
scaling(randomWord, scale);
setAlpha(randomWord, alphaLevel);
if (scale > 0) {
cnt++;
} else {
cnt = 97;
}
} else if (cnt == 97) {
cnt = 0;
alphaLevel = 0;
scale = .8;
visibility(randomWord, false);
scaling(randomWord, scale);
setAlpha(randomWord, alphaLevel);
}
}
应该是缩放和对齐单词的功能
function scaling(ref, setting):void {
if (ref == 0) {
if (setting == 1) {
watch.width = 515.50;
watch.height = 209;
} else {
watch.scaleX = setting;
watch.scaleY = setting;
}
watch.x = stage.stageWidth/2 - watch.width/2;
watch.y = stage.stageHeight/2 - watch.height/2;
}
if (ref == 1) {
if (setting == 1) {
slave.width = 552.55;
slave.height = 266.75;
}else {
slave.scaleX = setting;
slave.scaleY = setting;
}
slave.x = stage.stageWidth/2 - slave.width/2;
slave.y = stage.stageHeight/2 - slave.height/2;
}
if (ref == 2) {
if (setting == 1) {
letGo.width = 574.45;
letGo.height = 271;
} else {
letGo.scaleX = setting;
letGo.scaleY = setting;
}
letGo.x = stage.stageWidth/2 - letGo.width/2;
letGo.y = stage.stageHeight/2 - letGo.height/2;
}
if (ref == 3) {
if (setting == 1) {
obey.width = 536.95;
obey.height = 339.15;
} else {
obey.scaleX = setting;
obey.scaleY = setting;
}
obey.x = stage.stageWidth/2 - obey.width/2;
obey.y = stage.stageHeight/2 - obey.height/2;
}
if (ref == 4) {
if (setting == 1) {
dontThink.width = 629.60;
dontThink.height = 184.90
} else {
dontThink.scaleX = setting;
dontThink.scaleY = setting;
}
dontThink.x = stage.stageWidth/2 - dontThink.width/2;
dontThink.y = stage.stageHeight/2 - dontThink.height/2;
}
if (ref == 5) {
if (setting == 1) {
blank.width = 601.30;
blank.height = 195.85;
} else {
blank.scaleX = setting;
blank.scaleY = setting;
}
blank.x = stage.stageWidth/2 - blank.width/2;
blank.y = stage.stageHeight/2 - blank.height/2;
}
if (ref == 6) {
if (setting == 1) {
mindless.width = 800.20;
mindless.height = 187.25;
} else {
mindless.scaleX = setting;
mindless.scaleY = setting;
}
mindless.x = stage.stageWidth/2 - mindless.width/2;
mindless.y = stage.stageHeight/2 - mindless.height/2;
}
if (ref == 7) {
if (setting == 1) {
property1.width = 632.60;
property1.height = 326.85;
} else {
property1.scaleX = setting;
property1.scaleY = setting;
}
property1.x = stage.stageWidth/2 - property1.width/2;
property1.y = stage.stageHeight/2 - property1.height/2;
}
if (ref == 8) {
if (setting == 1) {
owned.width = 670.65;
owned.height = 209.75;
} else {
owned.scaleX = setting;
owned.scaleY = setting;
}
owned.x = stage.stageWidth/2 - owned.width/2;
owned.y = stage.stageHeight/2 - owned.height/2;
}
if (ref == 9) {
if (setting == 1) {
dontResist.width = 791.05;
dontResist.height = 142.45;
} else {
dontResist.scaleX = setting;
dontResist.scaleY = setting;
}
dontResist.x = stage.stageWidth/2 - dontResist.width/2;
dontResist.y = stage.stageHeight/2 - dontResist.height/2;
}
if (ref == 10) {
if (setting == 1) {
submit.width = 793.40;
submit.height = 244.35;
} else {
submit.scaleX = setting;
submit.scaleY = setting;
}
submit.x = stage.stageWidth/2 - submit.width/2;
submit.y = stage.stageHeight/2 - submit.height/2;
}
}