Adobe Flash CS4 Square shape animation special effects production

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  What we'll see in this tutorial is how to make a square-shaped animation effect with Adobe Flash CS4!

1. Create a new flash Actionscript 3 size 500x300px, background black.

2. In the scene, use the rectangular tool (G), set the border width of 3px, draw a square size 40x40px;

3. Place the right key on the square, convert the component (for the movie clip), register the setting as the center;

4. Select components, right button > link; set class to Mybox;

5. Go back to the scene and delete the square; Create a new ActionScript file and enter the following code:

Package {

Import Flash.display.MovieClip;

public class Mybox extends MovieClip {

This is the 3d coordinates of the square.

public var xpos3d:number = 0;

public var ypos3d:number = 0;

public var zpos3d:number = 0;

Public Function Mybox () {

}

}

}

Save As Mybox.as, note that there is a flash file in the same path,

6. Return to the main scene, insert the following code in the first frame:

Stereo Scene Depth

Const MAXIMUM_Z:NUMBER = 500;

Number of squares

Const NUMBER_OF_BOXES:NUMBER = 15;

Creates an array that contains squares;

var boxes:array = new Array ();

View Focus Setting

var focallength:number = 300;

Vanishingpoint is a square vanishing point;

var vanishingpointx:number = STAGE.STAGEWIDTH/2;

var vanishingpointy:number = 20;

3D Square Bottom Position

var floor:number = 80;

First Square depth

var startingdepth:number = maximum_z;

The value of the z-distance between boxes

var zdistance:number = 50;

This loop is positioned from a far to near square.

for (Var i=0 i < number_of_boxes; i++) {

var box:mybox = new Mybox ();

Box.xpos3d = 0;

Box.ypos3d = floor;

Box.zpos3d = startingdepth;

Update the depth of the box;

Startingdepth-= zdistance;

Use the angle formula to calculate the scaling ratio;

var scaleratio = focallength/(focallength + box.zpos3d);

scale coordinate scale;

Box.scalex=box.scaley=scaleratio;

Position the squares in the scene (converted from 3d to 2d)

Box.x=vanishingpointx+box.xpos3d*scaleratio;

Box.y=vanishingpointy+box.ypos3d*scaleratio;

Put a square into an array

Boxes.push (box);

Add a box to a scene

AddChild (box);

}

Select the Debug > Test scenario in the menu as follows:

7. Insert the following code after the above code to generate animation;

Adding animation functions with Enter_frame events

AddEventListener (Event.enter_frame, Enterframehandler);

This function is called for every frame

function Enterframehandler (e:event): void {

for (Var i=0 i < number_of_boxes; i++) {

Turn box into a local variable

var box:mybox = (Mybox) (Boxes[i]);

Reduce depth

box.zpos3d-=5;

if (box.zpos3d<=-focallength) {

The last squares are always in the first place in the array

Box.zpos3d=boxes[0].zpos3d+zdistance;

}

var scaleratio = focallength/(focallength + box.zpos3d);

Box.scalex=box.scaley=scaleratio;

Set Transparency variables

box.alpha=scaleratio-0.5;

Box.x=vanishingpointx+box.xpos3d*scaleratio;

Box.y=vanishingpointy+box.ypos3d*scaleratio;

}

Arrange arrays by depth

Sortz ();

}

This function causes the squares to be arranged correctly

function Sortz (): void {

Boxes.sorton ("Zpos3d", Array.numeric array.descending);

for (var i:uint = 0; i < number_of_boxes; i++) {

Setchildindex (Boxes[i], i);

}

}



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