AnimateProperty:动画属性
Blur :模糊
Desolve :溶解
Fade :凋零
Glow :发光
Iris :瞳孔放大缩小
Move :移动
Pause :定格
Resize :改变大小
Rotate :旋转
SoundEffect :音效
(WipeLeft, WipeRight, WipeUp, WipeDown) :擦拭
Zoom :放大缩小
Sequence:顺序播放组合
Parallel:同时播放组合
常见触发动画效果方式:
AddedEffect :加入容器
creationCompleteEffect :创建完成
focusInEffect :获得键盘输入
focusOutEffect :失去键盘输入
hideEffect :visable属性设置为false
mouseDownEffect :鼠标按下
mouseUpEffect :鼠标按起
moveEffect :被拖动
resizeEffect :重新设定大小
removedEffect :被移除
rollOutEffect :鼠标移到控件外
rollOverEffect :鼠标移到控件上
showEffect :visable属性设置为true
部分示例:
1:glow(发光)
代码:
<mx:Glow id="glow" duration="1000"
alphaFrom="0.6" alphaTo="0.2"
blurXFrom="0.0" blurXTo="50.0"
blurYFrom="0.0" blurYTo="50.0"
color="0xffffff"/>
duratuion 是特效的时间 1000 毫秒
alphaFrom 是透明度从 0.6 开始
alphaTo 是透明度到 0.2
blurXFrom 是X放向的模糊开始位置(相对于控件的)
blurXTo 是X放向的模糊结束位置(相对于控件的)
blurYFrom 是Y放向的模糊开始位置(相对于控件的)
blurYTo 是Y放向的模糊结束位置(相对于控件的)
color 是发光的颜色
2:Sequence (顺序) Bounce(弹跳)
代码:
import mx.effects.easing.*;
<mx:Sequence id="movePauseMove">
<mx:Move yBy="-150" duration="1000" easingFunction="Bounce.easeOut"/>
<mx:Move yBy="150" duration="1000" easingFunction="Bounce.easeIn"/>
</mx:Sequence>
yBy 是作用在Y方向。
duratuion 是特效的时间 1000 毫秒
easingFunction 是松开动作
Bounce.easeOut 是跳出的动作
Bounce.easeIn 是跳回的动作
作用到控件:
<mx:Image source="../assets/zh_cn_ptn_090722.png"
mouseDownEffect="{movePauseMove}"
id="image4"/>
自定义效果:
每个效果都是由两个元素组成的,分别是EffectInstance效果实例与Effect类工厂。所以在自定义效果的时候,也要成对的创建这两个类的子类,并分别继承自EffectInstance类和Effect类。如:
public class TestEffect extends Effect { public var alp:Number; public var col:uint; public function TestEffect(target:Object=null) { super(target); instanceClass = TestInstance; } override protected function initInstance(instance:IEffectInstance):void{ super.initInstance(instance); TestInstance(instance).col = this.col; TestInstance(instance).alp = this.alp; } } public class TestInstance extends EffectInstance { public var alp:Number; public var col:uint; public function TestInstance(target:Object) { super(target); } override public function play():void{ super.play(); (target as DisplayObject).alpha = this.alp; var shape:FlexShape = new FlexShape(); shape.graphics.beginFill(col,1.0); shape.graphics.drawRect(0,0,(target as DisplayObject).width,(target as DisplayObject).height); shape.graphics.endFill(); var uiComp:UIComponent = new UIComponent(); uiComp.addChild(shape); UIComponent(target).addChild(uiComp); } }
public class TestEffect extends Effect { public var alp:Number; public var col:uint; public function TestEffect(target:Object=null) { super(target); instanceClass = TestInstance; } override protected function initInstance(instance:IEffectInstance):void{ super.initInstance(instance); TestInstance(instance).col = this.col; TestInstance(instance).alp = this.alp; } } public class TestInstance extends EffectInstance { public var alp:Number; public var col:uint; public function TestInstance(target:Object) { super(target); } override public function play():void{ super.play(); (target as DisplayObject).alpha = this.alp; var shape:FlexShape = new FlexShape(); shape.graphics.beginFill(col,1.0); shape.graphics.drawRect(0,0,(target as DisplayObject).width,(target as DisplayObject).height); shape.graphics.endFill(); var uiComp:UIComponent = new UIComponent(); uiComp.addChild(shape); UIComponent(target).addChild(uiComp); } }
1)当想手动播放某效果时,调用效果实例的play方法即可,为了稳定,一般在调用play方法前先调用一下end,来保证先前效果已结束。
2) 当给对象添加触发效果方式时:uicompnent.setStyle("触发方式",特效对象);
3)运用组合效果(Sequence与Parallel)时,调用该效果的addChild方法即可,将子效果添加的组合效果对象中。如:
Sequence.addChild(move); Sequence.addChild(glow);