Archive for 五月, 2008


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package 
{ 
import flash.display.*;
import flash.geom.*;
import fl.transitions.*;
import fl.transitions.easing.*;
import fl.motion.BezierSegment;
 
 
public class MarsFly extends Transition 
{
	private var _origin_x:Number;
	private var _origin_y:Number;
	private var _origin_zoom:Number;
	private var _origin_alpha:Number;
	private var _start_x:Number = 0;
	private var _start_y:Number = 0;
	private var _control_x:Number = 0;
	private var _control_y:Number = 0;
	private var _start_zoom:Number = 2.5;
	private var _start_alpha:Number = 0;
	private var _bezier:BezierSegment;
 
    /**
     * @private
     */ 
	override public function get type():Class
	{
		return MarsFly;
	}
 
 
 
    /**
     * @private
	 * @param transParams - 参数zoom,alpha,x 起始点x,y 起始点y,cx 控制点x,cy 控制点y
     */ 
	function MarsFly (content:MovieClip, transParams:Object, manager:TransitionManager) 
	{
		super(content, transParams, manager);
		_origin_x = this.manager.contentAppearance.x;
		_origin_y = this.manager.contentAppearance.y;
		_origin_zoom = this.manager.contentAppearance.scaleX;
		_origin_alpha = this.manager.contentAppearance.alpha;
		_start_x = (transParams.x)?transParams.x:0;
		_start_y = (transParams.y)?transParams.y:0;
		_start_zoom = (transParams.zoom)?transParams.zoom:2.5;
		_start_alpha = (transParams.alpha)?transParams.alpha:0;
		_control_x = transParams.cx;
		_control_y = transParams.cy;
 
		_bezier = new BezierSegment(new Point(_start_x, _start_y),
									new Point(_start_x, _start_y),
									new Point(_control_x, _control_y),
									new Point(_origin_x, _origin_y)
									);
	}
 
    /**
     * @private
     */     
	override protected function _render(p:Number):void 
	{
		var point:Point = this._bezier.getValue(p);
		this._content.x = point.x;//this._start_x + (this._origin_x - this._start_x) * (Math.sin(p*Math.PI/2));
		this._content.y = point.y;//this._start_y + (this._origin_y - this._start_y) * (Math.cos((1-p)*Math.PI/2));
		this._content.alpha = this._start_alpha + (this._origin_alpha - this._start_alpha) *p;
		this._content.scaleX = this._content.scaleY = this._start_zoom + (this._origin_zoom - this._start_zoom) *p;
	}
 
}
 
 
 
}

调用时

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import fl.transitions.*;
import fl.transitions.easing.*;
 
btn1.addEventListener(MouseEvent.CLICK, function (event){
TransitionManager.start(img1_mc, {type:MarsFly, direction:Transition.OUT, duration:2, easing:Strong.easeOut, x:300,y:300, cx:300, cy: 0,zoom:5,alpha:0.1}); 														
														});
 
btn2.addEventListener(MouseEvent.CLICK, function (event){
TransitionManager.start(img1_mc, {type:MarsFly, direction:Transition.IN, duration:2, easing:Strong.easeOut,x:300,y:300, cx:300, cy: 0,zoom:0.1,alpha:0}); 																										});

内容迁移

以前的日志全都搬回来了。

运行时共享库的作用是在swf中动态加载外部库,使用库中的资源等等,以下是例子:

1. 新建一fla,命名为Lib.fla
2. 在fla中新建一个元件,库面板中右键选择“链接”,类名设置为MyCircle
3. 新建一as文件,命名为MyCircle.as(空类),代码如下

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package{
	import flash.display.*;
	public class MyCircle extends Sprite{
	}
}

4. Lib.fla的文档类处写LibTest,然后新建一LibTest.as,代码如下

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package{
	import flash.display.*;
	public class LibTest extends Sprite{
		public var CircleClass:Class = MyCircle;
		public function echo(string:String){
			trace("echo from lib:" + string);
		}
	}
}

5. shift + f12 导出Lib.swf
6. 新建一app.fla,文档类设置为AppTest
7. 新建AppTest.as,代码如下

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package{
	import flash.display.*;
	import flash.net.*;
	import flash.events.*;
 
	public class AppTest extends Sprite{
		public function AppTest (){
			init();
		}
 
		public function init():void{
			var loader:Loader = new Loader();
			var req:URLRequest = new URLRequest();
			req.url = "Lib.swf";
			loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
			loader.load(req);
		}
 
		public function completeHandler(event:Event):void{
			var loader:Loader = (event.target as LoaderInfo).loader;
			var lib:LibTest = LibTest(loader.content);
			trace(lib);
			lib.echo("xxx");
			addChild(new lib.CircleClass());
		}
	}
}

8. 导出运行一下,可以看到Lib.swf被加载以后,AppTest调用lib中的MyCircle类新建了一个圆形加载了舞台上。

这种方法可以用来动态加载字体,或其他比较大但不是必须的资源。
注意这种方法和flash 本身所的runtime sharelib应该是不一样的,flash的这个概念是可以将原件按share lib导出,然后再fla中可以导入swf得到swf中的库元件,这个运行时是指flash开发工具的运行时而不是swf的运行时。

下载本文源代码:sharelib

战士计时插件

force要求写的一个插件,主要是pve中tank的计时,在某个buff或debuff小于5秒消失的时候会语音提示,还是本人配音……也可以自己录好wav替换插件中的相应文件

warriorcry

春节时候刷战场,跟了几次ut团,虽然能赢,但是很累,又要等人又要听指挥,一小时等人等来等去也就能刷两场。遂怒,自己看新场排,可是还是很累,再怒,就有了这个插件。。

使用方法:不停的打开战场npc对话框,有新场了会在聊天窗口有文字提示,并附本人语音提示-_-

一般新场遇到ut的几率比较大,注意要等战场还有30秒离开的时候再进入,否则ut队看到太多野人排也许就跳场了,一般一小时刷2000荣誉没问题。

bgteller

我修改过的automacro插件

下载

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