AS3 CookBook学习整理(一)

1. 我要改变swf的尺寸和颜色

在flex builder 3里,默认会生成一个全屏、背景色为#869CA7、帧数为24/秒的swf文件,要修改这些参数,只需要在类文件中定义 [SWF(width="800", height="600", backgroundColor="#ffffff", frameRate="31")]

package hxw
{
    import flash.display.Sprite;
    [SWF(width="800", height="600", backgroundColor="#ff0000", frameRate="31")]
    public class ExampleApplication extends Sprite
    {
        public function ExampleApplication()
        {
    
        }
    }
}

2. 我要重复执行某段代码

在enterFrame事件中添加监听器和关联处理方法

package hxw
{
    import flash.display.Sprite;
    import flash.events.Event;
    public class Sample1009 extends Sprite
    {
        public function Sample1009()
        {
            graphics.lineStyle(3,0xFF0000,1);
            addEventListener(Event.ENTER_FRAME,onEnterFrame);
        }
        
        private function onEnterFrame(event:Event):void
        {
            graphics.lineTo(Math.random()*400,Math.random()*400);
        }
    }
}

3. 如何响应鼠标事件

为MouseEvent系列事件添加监听器和关联处理方法

package hxw
{
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    
    [SWF(width="800", height="600", backgroundColor="#869CA7", frameRate="31")]
    public class Sample1010 extends Sprite
    {
        private var _sprite:Sprite;
        public function Sample1010()
        {
            _sprite = new Sprite();
            _sprite.graphics.beginFill(0x27496E);
            _sprite.graphics.drawRect(5,5,400,400);
            _sprite.graphics.endFill();
        
            _sprite.addEventListener(MouseEvent.MOUSE_DOWN,OnMouseDown);
            _sprite.addEventListener(MouseEvent.MOUSE_UP,OnMouseUp);
            
            this.addChild(_sprite);
        }
        
        private function OnMouseDown(event:MouseEvent):void
        {
            _sprite.graphics.lineStyle(1,0xFFFF00,1);
            _sprite.graphics.moveTo(mouseX,mouseY);
            _sprite.addEventListener(MouseEvent.MOUSE_MOVE,OnMouseMove);
        }
        
        private function OnMouseUp(event:MouseEvent):void
        {
            _sprite.removeEventListener(MouseEvent.MOUSE_MOVE,OnMouseMove);
        }
        
        private function OnMouseMove(event:MouseEvent):void
        {   
            _sprite.graphics.lineTo(mouseX,mouseY);
        }
    }
}

4. 如何响应键盘事件

为KeyboardEvent事件添加监听器和关联处理方法

package {
    import flash.display.Sprite;
    import flash.events.KeyboardEvent;
    public class Sample1030 extends Sprite
    {
        public function Sample1030()
        {
           //stage.focus = this; 
            stage.addEventListener(KeyboardEvent.KEY_DOWN,OnKeyDown);
        }
        
        private function OnKeyDown(event:KeyboardEvent):void
        {
            trace(event.charCode);
        }
    }
}

5. 如何实现定时器(Timer)

初始化一个Timer类,使用addEventListener来设置一个函数处理这个事件,然后使用timer的start( )方法启动或stop( )停止它。

package {
    import flash.display.Sprite;
    import flash.events.TimerEvent;
    import flash.utils.Timer;
    public class Sample1101 extends Sprite
    {
        private var _rect:Sprite;
        private var _circle:Sprite;
        
        public function Sample1101()
        {
            _rect = new Sprite();
            _circle = new Sprite();
            
            _rect.graphics.beginFill(0xFFFF00);
            _rect.graphics.drawRect(0,0,100,100);
            _rect.graphics.endFill();
            _rect.x = 50;
            _rect.y = 100;
            
            this.addChild(_rect);
            
            _circle.graphics.beginFill(0x80C56E);
            _circle.graphics.drawCircle(0,0,50);
            _circle.graphics.endFill();
            _circle.x = 100;
            _circle.y = 200;
            
            this.addChild(_circle);
            
            var _timer:Timer = new Timer(50);
            _timer.addEventListener(TimerEvent.TIMER,OnTimerTick);
            _timer.addEventListener(TimerEvent.TIMER,OnTimerTick2);
            _timer.start();
        }
        
        private function OnTimerTick(event:TimerEvent):void
        {
            _rect.x += 20;
        }
        
        private function OnTimerTick2(event:TimerEvent):void
        {
            _circle.y += 30;
        }
    }
}

6. 获得客户端的操作系统版本

ActionScript 3.0中,flash.system.Capabilities.os 属性返回操作系统名称和版本字符串。值可能包括Windows XP, Windows 2000, Windows NT, Windows 98/Me, Windows 95, 和Windows CE. 在苹果机上,字符串包括版本号,比如Mac OS 9.2.1 或Mac OS X 10.4.4

package {
    import flash.display.Sprite;
    import flash.system.Capabilities;
    public class Sample1101 extends Sprite
    {
        public function Sample1101()
        {
            var os:String = flash.system.Capabilities.os.substr(0,3);
            if (os == "Win") {
           // Windows-specific code goes here 
            }
            else if (os == "Mac") {
           // Mac-specific code goes here 
            }
            else {
           // Must be Unix or Linux 
            }
        }
    }
}

7. 获得客户端的播放器类型

使用flash.system.Capabilities.playerType属性。它可能是PlugIn, ActiveX,StandAlone和External。

播放器的类型有:

浏览器插件形式存在于Mozilla 或Firefox

ActiveX 控件形式存在于Internet Explorer

独立播放器

外部播放器,它与Flash IDE进行交互

package {
    import flash.display.Sprite;
    import flash.system.Capabilities;
    public class Sample1101 extends Sprite
    {
        public function Sample1101()
        {
            if(flash.system.Capabilities.playerType == "Plugin")
            {
               // do actions for Mozilla, etc. browsers 
            }
            else if(flash.system.Capabilities.playerType == "ActiveX")
            {
               // do actions for IE 
            }
            else
            {
               // do actions for no browser 
            }
        }
    }
}

8. 获得客户端的语言与输入法

使用flash.system.Capabilities.language 属性和flash.system.IME 类

package {
    import flash.display.Sprite;
    import flash.system.IME;
    public class Sample1101 extends Sprite
    {
        public function Sample1101()
        {
           // 从capabilities 对象上得到语言值 
           var lang:String = flash.system.Capabilities.language.substr(0, 2);
           // 创建支持语言数组var supportedLanguages:Array = ["en", "es", "fr"];
           // 设置默认语言. 
           var useLang:String = "en";
           //循环匹配,如果找到,设置useLang 
            for (var i:int = 0; i < supportedLanguages.length; i++)
            {
                if (supportedLanguages[i] == lang)
                {
                    useLang = lang;
                    break;
                }
            }
           // 载入对应Flash 
            var movieURL:String = "myMovie_" + useLang + ".swf";
        }
    }
}

9. 获得客户端的分辨率

screenResolutionX 和screenResolutionY 属性返回桌面的显示分辨率:

trace(flash.system.Capabilities.screenResolutionX); // 1024

trace(flash.system.Capabilities.screenResolutionY); // 768

package {
    import flash.display.Sprite;
    import flash.external.ExternalInterface;
    import flash.system.Capabilities;
    public class Sample1101 extends Sprite
    {
        public function Sample1101()
        {
            var screenX:int = flash.system.Capabilities.screenResolutionX;
            var screenY:int = flash.system.Capabilities.screenResolutionY;
            
            var winW:int = 200;
            var winH:int = 200;
            
            var winX:int = (screenX / 2) - (winW / 2);
            var winY:int = (screenY / 2) - (winH / 2);
            
            var jsCode:String = "javascript:void(newWin=window.open('http://www.person13.com/'," +
            "'newWindow', 'width=" + winW +
            ", height=" + winH + "," +
            "left=" + winX + ",top=" + winY + "'));";
            
            ExternalInterface.call(jsCode);
        }
    }
}

10. 缩放影片

设置stage.scaleMode,scaleMode属性值并不影响右键菜单里功能,不过你可以禁用菜单里的缩放功能。

stage.scaleMode的值来自flash.display.StageScaleMode类的枚举,有EXACT_FIT, NO_BORDER,NO_SCALE, 和SHOW_ALL

假设原影片如下:

1. SHOW_ALL

这种模式会成比例缩小与放大。如果播放器与影片的比例不一致,则会出现空白边框。以SHOW_ALL模式缩小后的效果如下:

2. EXACT_FIT

这种模式会不成比例缩小与放大。以EXACT_FIT模式缩小后的效果如下:

3. NO_BORDER

这种模式会成比例缩小与放大。如果播放器和影片比例不一致,则会裁剪影片。以NO_BORDER模式缩小后的效果如下:

4. NO_SCALE

这种模式不进行缩放,保持原有比例。使用该模式不要忘了设置对齐方式。

posted @ 2010-07-15 15:00  CoderWayne  阅读(1535)  评论(0编辑  收藏  举报