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Flash鼠标特效精选实例(1)--3D鼠标跟随

作者:佚名    责任编辑:admin    更新时间:2022-06-22

  第一节:3D鼠标跟随

  该实例实现的是一3D小球随“鼠标”跟随效果,在制作过程中主要使用了自定义函数进行影片控制,大量使用了循环语句和赋值语句。影片最终播放效果如图1.1所示:

Flash鼠标特效精选实例(1)--3D鼠标跟随 三联

  图1.1 影片最终效果

  1.新建一影片,通过属性面板设置其大小为600pxX450px(单位为象素)背景色为#000000。

  2.新建一影片剪辑“Sphere”,选取“椭圆工具”,在工作区中绘制一椭圆,并去掉其轮廓。打开“混色器”面板进行如图1.2所示的设置:

  图1.2 设置“混色器”面板

  3.应用上面设置的填充色填充绘制的圆,并通过“填充渐变”工具设置其光线注入点效果使之给人一种很强的立体感,效果如图1.3所示:

  图1.3 制作“sphere”

  4.新建一影片剪辑“coursor”用线条工具在工作区中绘制如图1.4所示的鼠标图案,并设置其填充色为白色,并去除其轮廓线:

  图1.4 鼠标制作

  5.新建一影片剪辑“animation”,将默认图层命名为“animation”,“ animation”只有一个图层,同时只有四帧。下面将分别为这四个关键帧进行相应设置

  选中第1关键帧,添加如下ActionScript脚本代码:

  // creazione della classe PuntoSpaziale

  function PuntoSpaziale (x, y, z, target) {

  // propriet?

  this.target = target;

  this.x = x;

  this.y = y;

  this.z = z;

  this.firstx = x;

  this.firsty = y;

  this.firstz = z;

  this.DFOWA = 100;

  // Distance From Object World Axes

  this.DFPP = 200;

  // Distance From Proiection Plain

  this.ScreenCenter_x = 300;

  this.ScreenCenter_y = 200;

  this.speed2dx = 0;

  this.speed2dy = 0;

  // metodi

  this.Coord2DRelativeTo = Coord2DRelativeTo;

  this.Coord3DRelativeTo = Coord3DRelativeTo;

  this.Rotate = Rotate;

  this.Scale = Scale;

  this.UScale = UScale;

  this.Traslate = Traslate;

  this.Proiection_y = Proiection_y;

  this.Proiection_x = Proiection_x;

  this.DrawPoint = DrawPoint;

  // funzioni che definiscono i metodi

  function Coord3DRelativeTo (x1, y1, z1) {

  // cambio di coordinate 3D in riferimento ad un'altro punto

  this.x -= x1;

  this.y -= y2;

  this.z -= z3;

  }

  function Coord2DRelativeTo (x, y) {

  // cambio di coordinate "D di proiezione in riferimento ad un'altro punto

  // per esempio si pu?usare per centrare il punto (0,0) al centro dello schermo

  // ( in tal caso passare come parametri le coordinate di tale centro )

  this.ScreenCenter_x = x;

  this.ScreenCenter_y = y;

  }

  function Rotate (teta_x, teta_y, teta_z) {

  // rotazione intorno agli assi x, y e z espressa in radianti

  if (teta_x != 0) {

  ytemp = this.y;

  this.y = this.y*Math.cos(teta_x)-this.z*Math.sin(teta_x);

  this.z = ytemp*Math.sin(teta_x)+this.z*Math.cos(teta_x);

  }

  if (teta_

  y != 0) {

  xtemp = this.x;

  this.x = this.x*Math.cos(teta_y)+this.z*Math.sin(teta_y);

  this.z = this.z*Math.cos(teta_y)-xtemp*Math.sin(teta_y);

  }

  if (teta_z != 0) {

  xtemp = this.x;

  this.x = this.x*Math.cos(teta_z)-this.y*Math.sin(teta_z);

  this.y = this.y*Math.cos(teta_z)+xtemp*Math.sin(teta_z);

  }

  }

  function Scale (sx, sy, sz) {

  // scalamento non uniforme

  this.x *= sx;

  this.y *= sy;

  this.z *= sx;

  }

  function UScale (s) {

  // scalamento uniforme

  this.x *= s;

  this.y *= s;

  this.z *= s;

  }

  function Traslate (a, b, c) {

  // traslazione

  this.x += a;

  this.y += b;

  this.z += c;

  }

  function DrawPoint (i) {

  // caratterrizza il nome e la profondit?dell'istanza duplicata

  duplicateMovieClip (this.target, "punto"+i, i);

  mymovieclip = eval("punto"+i);

  setProperty ("punto"+i, _x, this.Proiection_x());

  setProperty ("punto"+i, _y, this.Proiection_y());

  setProperty ("punto"+i, _xscale, (100/(((this.z+this.DFOWA)/this.DFPP)+1)));

  setProperty ("punto"+i, _yscale, (100/(((this.z+this.DFOWA)/this.DFPP)+1)));

  myColor = new Color(eval("punto"+i));

  myColorTransform = new Object();

  s = (this.z+50)/1;

  myColorTransform = {ra:'100', rb:-s, ga:'100', gb:-s, ba:'100', bb:-s, aa:'100', ab:'0'};

  myColor.setTransform(myColorTransform);

  }

  function Proiection_x () {

  // coordinata x della proiezione

  this.proiectionx = (this.x/(((this.z+this.DFOWA)/this.DFPP)+1)+this.ScreenCenter_x);

  return (this.x/(((this.z+this.DFOWA)/this.DFPP)+1)+this.ScreenCenter_x);

  }

  function Proiection_y () {

  // coordinata y della proiezione