Actionscript 3 将actionscript从外部移动到时间线
我想问我如何制作一个外部脚本。可以移动到时间线吗?? 我不了解as3。。 请帮助我:( 这是我想移动到时间轴的脚本Actionscript 3 将actionscript从外部移动到时间线,actionscript-3,flash,flashdevelop,flash-cs5.5,Actionscript 3,Flash,Flashdevelop,Flash Cs5.5,我想问我如何制作一个外部脚本。可以移动到时间线吗?? 我不了解as3。。 请帮助我:( 这是我想移动到时间轴的脚本 package { import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.URLRequest; //import fl.display.ProLoader; dynamic public class bi
package {
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.net.URLRequest;
//import fl.display.ProLoader;
dynamic public class bismillah extends MovieClip
{
public var ba:MovieClip;
public var scorebox:TextField;
public var alif:MovieClip;
public var dal:MovieClip;
public var tong:MovieClip;
public var book:MovieClip;
public var objArray:Array;
public var targetArray:Array;
public var objek:MovieClip;
public var original_x:Number;
public var original_y:Number;
public var score:int;
public var i:int;
public var tombol1:MovieClip;
var singleLoader:Loader = new Loader();
public function bismillah()
{
stop();
addFrameScript(0, frame1);
tombol1 = Object(root).tombol1 as MovieClip;
tombol1.addEventListener(MouseEvent.MOUSE_UP, tes);
return;
}// end function
public function tes(param : MouseEvent) : void
{
var req:URLRequest = new URLRequest("dragdragon.swf");
//singleLoader.unload();
singleLoader.load(req);
addChild(singleLoader);
}
public function down(param1:MouseEvent) : void
{
objek = MovieClip(param1.target);
original_x = objek.x;
original_y = objek.y;
addChild(objek);
objek.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, stageUp);
return;
}// end function
public function stageUp(param1:MouseEvent) : void
{
stage.removeEventListener(MouseEvent.MOUSE_UP, stageUp);
objek.stopDrag();
if (objek.dropTarget)
{
if (objek.dropTarget.parent.name == "book")
{
if ((objek == alif) || (objek == ba)){ //yg perlu diganti
objek.x = objek.dropTarget.parent.x;
objek.y = objek.dropTarget.parent.y + 50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN, down);
objek.buttonMode = false;
var _loc_2:Number;
objek.scaleY = 0.4;
objek.scaleX = _loc_2;
objek.alpha = 0.6;
score+=5;
scorebox.text = "Score: " + score;
}
else {
objek.x = objek.dropTarget.parent.x;
objek.y = objek.dropTarget.parent.y + 50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN, down);
objek.buttonMode = false;
var _loc_2:Number;
objek.scaleY = 0.4;
objek.scaleX = _loc_2;
objek.alpha = 0.6;
score-=2;
scorebox.text = "Score: " + score;}
}
else if (objek.dropTarget.parent.name == "tong")
{
if (objek == dal) { //yg perlu diganti
objek.x = objek.dropTarget.parent.x;
objek.y = objek.dropTarget.parent.y + 50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN, down);
objek.buttonMode = false;
var _loc_2:Number;
objek.scaleY = 0.4;
objek.scaleX = _loc_2;
objek.alpha = 0.6;
score+=5;
scorebox.text = "Score: " + score;
}
else {
objek.x = objek.dropTarget.parent.x;
objek.y = objek.dropTarget.parent.y + 50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN, down);
objek.buttonMode = false;
var _loc_2:Number;
objek.scaleY = 0.4;
objek.scaleX = _loc_2;
objek.alpha = 0.6;
score-=2;
scorebox.text = "Score: " + score;
}
}
}
else
{
objek.x = original_x;
objek.y = original_y;
}
return;
}// end function
public function returnToOriginalPosition() : void
{
return;
}// end function
function frame1()
{
objArray = [alif, dal, ba]; //yg perlu diganti
targetArray = [book, tong];
score = 0;
scorebox.text = "Score: " + score;
i = 0;
while (i < objArray.length)
{
objArray[i].buttonMode = true;
objArray[i].addEventListener(MouseEvent.MOUSE_DOWN, down);
i++;
}
return;
}// end function
}
}
包{
导入flash.display.*;
导入flash.events.*;
导入flash.text.*;
导入flash.net.URLRequest;
//导入fl.display.ProLoader;
动态公共类bismillah扩展MovieClip
{
公共文学学士:MovieClip;
公共var评分框:TextField;
公共变量:MovieClip;
公众:电影唇;
公众:电影唇;
公共图书:MovieClip;
公共变量objArray:数组;
公共变量targetArray:数组;
公共var-objek:MovieClip;
公共变量原始值x:编号;
公共变量:编号;
公共var评分:int;
公共变量i:int;
公共变量tombol1:MovieClip;
var singleLoader:Loader=new Loader();
公共职能bismillah()
{
停止();
addFrameScript(0,frame1);
tombol1=对象(根)。tombol1作为MovieClip;
tombol1.addEventListener(MouseEvent.MOUSE_UP,tes);
返回;
}//端函数
公共功能tes(参数:MouseEvent):无效
{
var-req:URLRequest=newurlrequest(“dragdragon.swf”);
//singleLoader.unload();
singleLoader.load(请求);
addChild(singleLoader);
}
公共函数关闭(参数1:MouseEvent):无效
{
objek=MovieClip(参数1.目标);
原始_x=对象x;
原始y=对象y;
addChild(objek);
objek.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP,stageUp);
返回;
}//端函数
公共函数stageUp(参数1:MouseEvent):无效
{
stage.removeEventListener(MouseEvent.MOUSE_UP,stageUp);
objek.stopDrag();
if(对象dropTarget)
{
if(objek.dropTarget.parent.name==“book”)
{
如果((objek==alif)|(objek==ba)){//yg perlu diganti
objek.x=objek.dropTarget.parent.x;
objek.y=objek.dropTarget.parent.y+50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN,DOWN);
objek.buttonMode=false;
变量2:编号;
objek.scaleY=0.4;
objek.scaleX=_loc_2;
objek.alpha=0.6;
分数+=5分;
scorebox.text=“分数:”+分数;
}
否则{
objek.x=objek.dropTarget.parent.x;
objek.y=objek.dropTarget.parent.y+50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN,DOWN);
objek.buttonMode=false;
变量2:编号;
objek.scaleY=0.4;
objek.scaleX=_loc_2;
objek.alpha=0.6;
得分-=2分;
scorebox.text=“分数:”+Score;}
}
else if(objek.dropTarget.parent.name==“tong”)
{
如果(objek==dal){//yg perlu diganti
objek.x=objek.dropTarget.parent.x;
objek.y=objek.dropTarget.parent.y+50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN,DOWN);
objek.buttonMode=false;
变量2:编号;
objek.scaleY=0.4;
objek.scaleX=_loc_2;
objek.alpha=0.6;
分数+=5分;
scorebox.text=“分数:”+分数;
}
否则{
objek.x=objek.dropTarget.parent.x;
objek.y=objek.dropTarget.parent.y+50;
objek.removeEventListener(MouseEvent.MOUSE_DOWN,DOWN);
objek.buttonMode=false;
变量2:编号;
objek.scaleY=0.4;
objek.scaleX=_loc_2;
objek.alpha=0.6;
得分-=2分;
scorebox.text=“分数:”+分数;
}
}
}
其他的
{
objek.x=原始的x;
objek.y=原始值;
}
返回;
}//端函数
公共函数returnToOriginalPosition():void
{
返回;
}//端函数
函数框架1()
{
objArray=[alif,dal,ba];//yg perlu diganti
TARGETARAY=[book,tong];
得分=0;
scorebox.text=“分数:”+分数;
i=0;
而(i
请有人能帮我把代码移到时间线上吗
别忘了在新的MovieClip中创建所有嵌套剪辑-ba、scorebox等。哦,我明白了。但是如果我想更改脚本,我必须在.as或MovieClip中更改??如果在MovieClip中如何操作?在*as中。通常,所有脚本都应该在*.as文件中。这样可以简化搜索,并且可以使用更强大的IDE来编辑as文件(flashbuilder,flashdeveloper或IDEA)我的朋友也这么说,但我对w感到困惑