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  4.还是新建一个影片剪辑元件,命名为Balls,进入元件的编辑区后,将影片默认的图层重命名为Point,然后将元件Point拖到编辑区中,同时在属性面板中设置其实例名为Point,如图5所示;

图5 设置实例名Point

  在上面新建一个图层Actions,用来设置控制影片的Action动作脚本.

  给第1帧添加如下Action:

x1 = "0";
y1 = "0";

z1 = "50";

x2 = "0";

y2 = "0";

z2 = "-50";

x3 = ".1";

y3 = ".1";

z3 = ".1";

x4 = "0";

y4 = "0";

z4 = "-100";

x5 = "-50";

y5 = "-50";

z5 = "50";

x6 = "50";

y6 = "-50";

z6 = "50";

x7 = "50";

y7 = "50";

z7 = "50";

x8 = "-50";

y8 = "50";

z8 = "50";

d = "900";

z0 = "1000";

i = "1";

while (Number(i)<9) {

duplicateMovieClip("point", "point" add i, 20-(i*2));

set("zsort" add i, i);

i = Number(i)+1;

}

给第2帧添加如下Action:

yangle = int(/:yangle);

xangle = int(/:xangle);

i = "1";

while (Number(i)<9) {

cosYangle = eval ( "/:cos" add yangle );

sinYangle = eval ( "/:sin" add yangle );

cosXangle = eval ( "/:cos" add xangle );

sinXangle = eval ( "/:sin" add xangle );

zpos = eval("z" add i);

xpos = eval("x" add i);

ypos = eval("y" add i);

tempz = ((eval("z" add i) ) * cosYangle ) - ( eval ("x" add i) * sinYangle );

set("x" add i, Number((zpos*sinYangle))+Number((xpos*cosYangle)));

set("z" add i, Number(((ypos)*sinXangle))+Number((tempz*cosXangle)));

set("y" add i, ((ypos)*cosXangle)-(tempz*sinXangle));

scalar = 1/ ( ((eval ("z" add i))/d)+1 );

set("xp" add i, ((eval("x" add i) * scalar) + 00));

set("yp" add i, ((eval("y" add i) * scalar) + 00));

set("unseen" add i, true);

i = Number(i)+1;

}

n = "2";

while ((Number(n)<9)) {

i = 8;

dummy = "nada";

while (Number(i)>=Number(n)) {

if (eval ("z" add eval("zsort" add (i-1))) > eval ("z" add eval("zsort" add i))) {

dummy = eval("zsort" add (i-1));

set("zsort" add (i-1), eval("zsort" add i));

set("zsort" add i, dummy);

}

i = i-1;

}

if (dummy eq "nada") {

n = 9;

}

n = Number(n)+1;

}

i = "1";

while (Number(i)<9) {

/:blur = int (15 - (eval( "z" add eval ("zsort" add i) )/5));

tellTarget ("point" add i add "/blur") {

gotoAndStop(/:blur);

}

setProperty("point" add i, _xscale, 100 - ((eval( "z" add eval ("zsort" add i))) /5));

setProperty("point" add i, _yscale, 100 - ((eval( "z" add eval ("zsort" add i))) /5));

setProperty("point" add i, _x, eval( "xp" add eval ("zsort" add i) ));

setProperty("point" add i, _y, eval( "yp" add eval ("zsort" add i) ));

i = Number(i)+1;

}

给第3帧添加如下Action:

gotoAndPlay(2);

  最后时间轴如图6所示:

图6 元件Balls的时间轴窗口

  5.因为影片中还需要使用鼠标来对小球进行控制,我们可以利用隐形按钮来实现这一功能.新建一个按钮元件命名为yxbtn,进入元件的编辑区后,只在Hit帧绘制一个图形即可,形状可以随意.然后再新建一个影片剪辑元件,命名为inv,进入元件的编辑区后,将元件yxbtn拖到编辑区中,然后将图层Layer1延伸到第2帧,然后在上面新建一个图层,在第1帧添加如下Action:

xoffset = int(xoldpos-getProperty("/inv", _x));
yoffset = int(getProperty("/inv", _y)-yoldpos);

if (((Number(xoffset) == 0) and (Number(yoffset) == 0)) or (not over)) {

/:xangle = (/:xangle-(/:xangle/20));

/:yangle = (/:yangle-(/:yangle/20));

} else {

/:xangle = yoffset;

/:yangle = xoffset;

}

if ((Number(/:xangle)>40)) {

/:xangle = "40";

} else if ((Number(/:xangle)<Number(-40))) {

/:xangle = "-40";

}

if ((Number(/:yangle)>40)) {

/:yangle = "40";

} else if ((Number(/:yangle)<Number(-40))) {

/:yangle = "-40";

}

xoldpos = getProperty("/inv", _x);

yoldpos = getProperty("/inv", _y);

在第2帧添加如下Action:

gotoAndPlay(1);

  最后工作区如图7所示;

图7 工作区状态

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