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Actionscript 3 震动效果-Flash CS6 ActionScript3.0_Actionscript 3_Flash Cs6 - Fatal编程技术网

Actionscript 3 震动效果-Flash CS6 ActionScript3.0

Actionscript 3 震动效果-Flash CS6 ActionScript3.0,actionscript-3,flash-cs6,Actionscript 3,Flash Cs6,这个问题与ActionScript 3.0和Flash CS6有关 我试着让一个物体在一定的时间内抖动几秒钟。我制作了一个“movieclip”,并制作了以下代码: import flash.events.TimerEvent; var Machine_mc:Array = new Array(); var fl_machineshaking:Timer = new Timer(1000, 10); fl_machineshaking.addEventListener (TimerEvent

这个问题与ActionScript 3.0和Flash CS6有关

我试着让一个物体在一定的时间内抖动几秒钟。我制作了一个“movieclip”,并制作了以下代码:

import flash.events.TimerEvent;

var Machine_mc:Array = new Array();

var fl_machineshaking:Timer = new Timer(1000, 10);
fl_machineshaking.addEventListener (TimerEvent.TIMER, fl_shakemachine);
fl_machineshaking.start ();


function fl_shakemachine (event:TimerEvent):void {


 for (var i = 0; i < 20; i++) {

  Machine.x += Math.random() * 6 - 4;
  Machine.y += Math.random() * 6 - 4;
 }

}
此外,物体不会抖动,但它会在每一个滴答声中稳定地向左移动一点

切中要害:
我想知道,当对象不再出现在舞台/场景中后,我如何停止脚本,以及如何使其抖动,因为我看不出我的脚本有什么问题,请帮助,谢谢你^ ^ ^ ^

-4你必须记住原始的开始位置,并从该点计算抖动效果。这是我对电影嘴唇的震动效果。它动态地向其中添加3个变量(startPosition、shakeTime、maxShakeAmount)。如果使用类,则会将它们添加到剪辑中

import flash.display.MovieClip;
import flash.geom.Point;

function shake(mc:MovieClip, frames:int = 10, maxShakeAmount:int = 30) : void 
{
    if (!mc._shakeTime || mc._shakeTime <= 0)
    {
        mc.startPosition = new Point(mc.x, mc.y);
        mc._shakeTime = frames;
        mc._maxShakeAmount = maxShakeAmount;
        mc.addEventListener(Event.ENTER_FRAME, handleShakeEnterFrame);
    }
    else
    {
        mc.startPosition = new Point(mc.x, mc.y);
        mc._shakeTime += frames;
        mc._maxShakeAmount = maxShakeAmount;
    }
}

function handleShakeEnterFrame(event:Event):void
{
    var mc:MovieClip = MovieClip(event.currentTarget);
    var shakeAmount:Number = Math.min(mc._maxShakeAmount, mc._shakeTime);
    mc.x = mc.startPosition.x + (-shakeAmount / 2 + Math.random() * shakeAmount);
    mc.y = mc.startPosition.y + (-shakeAmount / 2 + Math.random() * shakeAmount);

    mc._shakeTime--;

    if (mc._shakeTime <= 0)
    {
        mc._shakeTime = 0;
        mc.removeEventListener(Event.ENTER_FRAME, handleShakeEnterFrame);
    }
}

顺便说一句:在Flash中,您应该在“发布设置”中启用“允许调试”,以获得更详细的错误。这还会返回代码中断的行号


更新:

现在编码,时间/最大距离分开。

AStupidNube提出了一个关于原始位置的重要观点。所以,加上摇晃,应该是一个来回的运动,所以不要依赖于随机值,可能会或可能不会得到你想要的。随着时间的推移,震动也会产生减震效果,因此请尝试以下方法:

for each (var currentMachine:MovieClip in Machine_mc)
{
     currentMachine.x += Math.random() * 6 - 3;
     currentMachine.y += Math.random() * 6 - 3;
}
// shake for 100 frames, with max distance of 15px
this.shake(myMc, 100, 15);
链接到工作代码

•-事件。基于帧输入

•-基于定时器

•-事件。以额外的随机性输入_帧

**1至20项基于定时器的代码-请参见上面的链接以获取输入帧代码

package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.geom.Point;
import flash.text.TextField;
import flash.utils.Timer;

public class testing extends Sprite {

    private var shakeButton:Sprite;
    private var graphic:Sprite;
    private var shakerPos:Array;
    private var shakers:Array;
    private var numShakers:int = 20;
    private var dir:int = 1;
    private var displacement:Number = 10;
    private var shakeTimer:Timer;

    public function testing() {
        this.shakers = new Array();
        this.shakerPos = new Array();
        this.addEventListener(Event.ADDED_TO_STAGE, this.init);
    }
    private function init(e:Event):void {
        this.stage.frameRate = 30;
        this.shakeTimer = new Timer(33, 20);
        this.shakeTimer.addEventListener(TimerEvent.TIMER, this.shake);
        this.graphics.beginFill(0x333333);
        this.graphics.drawRect(0,0,this.stage.stageWidth, this.stage.stageHeight);
        this.graphics.endFill();

        this.createShakers();

        this.shakeButton = this.createSpriteButton("Shake ");
        this.addChild(this.shakeButton);
        this.shakeButton.x = 10;
        this.shakeButton.y = 10;
        this.shakeButton.addEventListener(MouseEvent.CLICK, this.shakeCallback);
    }
    private function createSpriteButton(btnName:String):Sprite {
        var sBtn:Sprite = new Sprite();
        sBtn.name = btnName;
        sBtn.graphics.beginFill(0xFFFFFF);
        sBtn.graphics.drawRoundRect(0,0,80,20,5);
        var sBtnTF:TextField = new TextField();
        sBtn.addChild(sBtnTF);
        sBtnTF.text = btnName;
        sBtnTF.x = 5;
        sBtnTF.y = 3;
        sBtnTF.selectable = false;
        sBtn.alpha = .5;
        sBtn.addEventListener(MouseEvent.MOUSE_OVER, function(e:Event):void { sBtn.alpha = 1 });
        sBtn.addEventListener(MouseEvent.MOUSE_OUT, function(e:Event):void { sBtn.alpha = .5 });
        return sBtn;
    }
    private function createShakers():void {
        var graphic:Sprite;

        for(var i:int = 0;i < this.numShakers;i++) {
            graphic = new Sprite();
            this.addChild(graphic);
            graphic.graphics.beginFill(0xFFFFFF);
            graphic.graphics.drawRect(0,0,10,10);
            graphic.graphics.endFill();
            // add a 30 pixel margin for the graphic
            graphic.x = (this.stage.stageWidth-60)*Math.random()+30;
            graphic.y = (this.stage.stageWidth-60)*Math.random()+30;
            this.shakers[i] = graphic;
            this.shakerPos[i] = new Point(graphic.x, graphic.y);
        }
    }
    private function shakeCallback(e:Event):void {
        this.shakeTimer.reset();
        this.shakeTimer.start();
    }
    private function shake(e:TimerEvent):void {
        this.dir *= -1;
        var dampening:Number = (20 - e.target.currentCount)/20;
        for(var i:int = 0;i < this.numShakers;i++) {
            this.shakers[i].x = this.shakerPos[i].x + Math.random()*10*dir*dampening;
            this.shakers[i].y = this.shakerPos[i].y + Math.random()*10*dir*dampening;
        }
    }
}
包{
导入flash.display.Sprite;
导入flash.events.Event;
导入flash.events.MouseEvent;
导入flash.events.TimerEvent;
导入flash.geom.Point;
导入flash.text.TextField;
导入flash.utils.Timer;
公共类测试扩展了Sprite{
私人按钮:雪碧;
私人var图形:精灵;
专用RPO:阵列;
专用变量发生器:数组;
私有变量numShakers:int=20;
私有变量dir:int=1;
私人var位移:数字=10;
专用定时器:定时器;
公共功能测试(){
this.shakers=新数组();
this.shakerPos=新数组();
this.addEventListener(Event.ADDED_到_阶段,this.init);
}
私有函数init(e:事件):void{
this.stage.frameRate=30;
this.shakeTimer=新定时器(33,20);
this.shakeTimer.addEventListener(TimerEvent.TIMER,this.shake);
this.graphics.beginll(0x333333);
this.graphics.drawRect(0,0,this.stage.stageWidth,this.stage.stageHeight);
this.graphics.endFill();
这个.createShakers();
this.shakeButton=this.createSpriteButton(“Shake”);
this.addChild(this.shakeButton);
这个.shakeButton.x=10;
这个.shakeButton.y=10;
this.shakeButton.addEventListener(MouseEvent.CLICK,this.shakeCallback);
}
私有函数createSpriteButton(btnName:String):Sprite{
var sBtn:Sprite=新Sprite();
sBtn.name=btnName;
sBtn.graphics.beginll(0xFFFFFF);
sBtn.图形drawRoundRect(0,0,80,20,5);
var sBtnTF:TextField=new TextField();
sBtn.addChild(sBtnTF);
sBtnTF.text=btnName;
sBtnTF.x=5;
sBtnTF.y=3;
sBtnTF.selective=false;
sBtn.alpha=.5;
sBtn.addEventListener(MouseEvent.MOUSE_OVER,函数(e:Event):void{sBtn.alpha=1});
addEventListener(MouseEvent.MOUSE_OUT,函数(e:Event):void{sBtn.alpha=.5});
返回sBtn;
}
私有函数createShakers():void{
变量图形:雪碧;
for(var i:int=0;i
}


现在这是一个线性阻尼,您可以通过对值进行平方或立方调整来调整

这里是所选答案的分叉版本,但更灵活一点,它允许您设置频率。它还基于时间而不是帧,因此在设置持续时间和间隔时,您可以考虑时间(ms)而不是帧

用法与所选答案类似:

震动(clipToShake,持续时间毫秒,频率毫秒,最大震动范围)

这只是我使用TimerEvent而不是ENTER_框架的一个示例。它也不需要向正在抖动的MovieClips添加动态变量来跟踪时间、抖动量和开始位置

    public function shake(shakeClip:MovieClip, duration:Number = 3000, frequency:Number = 30, distance:Number = 30):void
    {
        var shakes:int = duration / frequency;
        var shakeTimer:Timer = new Timer(frequency, shakes);
        var startX:Number = shakeClip.x;
        var startY:Number = shakeClip.y;

        var shakeUpdate:Function = function(e:TimerEvent):void
            {
                shakeClip.x = startX + ( -distance / 2 + Math.random() * distance);
                shakeClip.y = startY + ( -distance / 2 + Math.random() * distance); 
            }

        var shakeComplete:Function = function(e:TimerEvent):void
            {
                shakeClip.x = startX;
                shakeClip.y = startY;
                e.target.removeEventListener(TimerEvent.TIMER, shakeUpdate);
                e.target.removeEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);
            }

        shakeTimer.addEventListener(TimerEvent.TIMER, shakeUpdate);
        shakeTimer.addEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);

        shakeTimer.start();
    }
啊!!你发现了“布朗运动”。查一下:D你真正想要的是
Machine.x=ORIGINALX+Math.random()*6-4因此它每帧生成一个新点。还请注意,random会生成一个0-1之间的数字。因此,该函数从[0-1]*6-4=[0-6]-4=[-4,2]生成数字。因此,平均值为-2。这就是它平均向上和向左移动的原因。尽量保持平衡
    public function shake(shakeClip:MovieClip, duration:Number = 3000, frequency:Number = 30, distance:Number = 30):void
    {
        var shakes:int = duration / frequency;
        var shakeTimer:Timer = new Timer(frequency, shakes);
        var startX:Number = shakeClip.x;
        var startY:Number = shakeClip.y;

        var shakeUpdate:Function = function(e:TimerEvent):void
            {
                shakeClip.x = startX + ( -distance / 2 + Math.random() * distance);
                shakeClip.y = startY + ( -distance / 2 + Math.random() * distance); 
            }

        var shakeComplete:Function = function(e:TimerEvent):void
            {
                shakeClip.x = startX;
                shakeClip.y = startY;
                e.target.removeEventListener(TimerEvent.TIMER, shakeUpdate);
                e.target.removeEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);
            }

        shakeTimer.addEventListener(TimerEvent.TIMER, shakeUpdate);
        shakeTimer.addEventListener(TimerEvent.TIMER_COMPLETE, shakeComplete);

        shakeTimer.start();
    }