Before learning, let's review what we used previously (feature code 07 <changes>)
Target moving formula:
Mc. Current coordinate + = (mc. Target coordinate-mc. Current coordinate) * A slow constant (0 <A <1)
For example:
There is a video clip on the stage. The instance name is mc and it is moved to the position x = 400, y = 300.
Mc. Tox = 400;
MCS. Toy = 300;
Mc. onEnterFrame = function (){
This. _ x + = (this. Tox-this. _ x) x 0.3;
This. _ y + = (this. Toy-this. _ y) * 0.3;
// Update the coordinates of each instance, which can be understood:
// The X coordinate of the instance = your X coordinate + (the X coordinate of the target-your X coordinate) * 0.3
// Y coordinate of the instance = Your Y coordinate + (the Y coordinate of the target-your Y coordinate) * 0.3
};
Instance 1
Ideas:
1. Copy the Num mouse and decrease the transparency of the mouse (if I is increasing, N-I is decreasing );
2. Use the Num mouse as the current mouse, and the rest are followed;
3. The principle of following is that the previous mouse position is used as the target coordinate to move the last mouse forward.
Step 1:
CoolMouse1.jpg
Draw a mouse, save it as a video clip, connect-> export-> the identifier "mouse"
Step 2:
Add the AS code:
Mouse. hide ();
// Hide the original mouse
Var Num = 10;
// Number of mouse trails
For (var I = 0; I <Num; I ++ ){
_ Root. attachMovie ("mouse", "m" + I, I );
// Copy the video clip with Num mouse
This ["m" + I]. _ alpha = (Num-I)/Num * 100;
// Sets the gradient effect, with the transparency of each mouse decreasing
}
_ Root. onEnterFrame = function (){
This ["m" + 0]. _ x = _ xmouse;
This ["m" + 0]. _ y = _ ymouse;
// Set this ["m" + 0] as the current mouse
For (var I = 1; I <Num; I ++ ){
This ["m" + I]. _ x + = (this ["m" + (i-1)]. _ x)-this ["m" + I]. _ x) * 0.5;
This ["m" + I]. _ y + = (this ["m" + (i-1)]. _ y)-this ["m" + I]. _ y) * 0.5;
}
// Place the last mouse cursor following the position of the previous mouse, and move the cursor forward slowly.
};
Instance 2
Ideas:
1. The method is similar to instance 1;
2. Changed the mouse style;
3. Make a small mouse more transparent and a large mouse more transparent (if I is increasing, N-I is decreasing ).
Step 1:
CoolMouse1.jpg
Draw a mouse, save it as a video clip, connect-> export-> the identifier "mouse"
Step 2:
Add the AS code:
Mouse. hide ();
// Hide the original mouse
Var Num = 10;
// Number of mouse trails
For (var I = 0; I <Num; I ++ ){
_ Root. attachMovie ("mouse", "m" + I, I );
This ["m" + I]. _ xscale = this ["m" + I]. _ yscale = I/Num * 100;
// Increase the mouse size
This ["m" + I]. _ alpha = (Num-I)/Num * 100;
// Decrease the transparency of the mouse
}
_ Root. onEnterFrame = function (){
This ["m" + 0]. _ x = _ xmouse;
This ["m" + 0]. _ y = _ ymouse;
For (var I = 1; I <Num; I ++ ){
This ["m" + I]. _ x + = (this ["m" + (i-1)]. _ x)-this ["m" + I]. _ x) * 0.5;
This ["m" + I]. _ y + = (this ["m" + (i-1)]. _ y)-this ["m" + I]. _ y) * 0.5;
}
};
Instance 3
Ideas:
1. The method is similar to instance 1;
2. Changing the style of the mouse follows is also the key to enclose the mouse with a circle;
3. Change the rotation of each mouse.
Step 1:
CoolMouse1.jpg
Draw a mouse, save it as a video clip, connect-> export-> the identifier "mouse"
Note: there must be a certain distance between the mouse and the registration point, which is the key to forming a circle.
Step 2:
Add the AS code:
Var Num = 30;
// Number of mouse trails
For (var I = 0; I <Num; I ++ ){
_ Root. attachMovie ("mouse", "m" + I, I );
This ["m" + I]. _ rotation = I * 24;
// Set the initial rotation angle
This ["m" + I]. _ alpha = (Num-I)/Num * 100;
}
_ Root. onEnterFrame = function (){
This ["m" + 0]. _ x = _ xmouse;
This ["m" + 0]. _ y = _ ymouse;
This ["m" + 0]. _ rotation + = 10;
For (var I = 1; I <Num; I ++ ){
This ["m" + I]. _ x + = (this ["m" + (i-1)]. _ x)-this ["m" + I]. _ x) * 0.5;
This ["m" + I]. _ y + = (this ["m" + (i-1)]. _ y)-this ["m" + I]. _ y) * 0.5;
This ["m" + I]. _ rotation + = 10;
// Turn all the mouse
}
};
Flash Charging: for loop array reverse storage
Var Len = 20;
// Array length
Var A: Array = new Array (Len );
For (var I = 0; I <Len; I ++ ){
A[I] = Len-I;
// A [Len-i-1] = I;
}
Trace ();