import mx.transitions.*; import mx.transitions.easing.*; //Transition.IN == 0 Transition.OUT == 1 //用法- TransitionManager.start(rec_mc, {type:Zoom, direction:Transition.IN, duration:1, easing:Bounce.easeOut}); //用法二 var myTransitionManager:TransitionManager = new TransitionManager(rec_mc); myTransitionManager.startTransition({type:Zoom, direction:Transition.IN, duration:1, easing:Bounce.easeOut}); var myListener:Object = new Object(); myListener.allTransitionsInDone = function(eventObj:Object) { //allTransitionsOutDone trace("allTransitionsInDone event occurred."); }; myTransitionManager.addEventListener("allTransitionsInDone", myListener); //遮帘过渡d //numStrips,"遮帘"效果中的遮罩条纹数。建议的范围是 1 到 50 //dimension,一个整数,指示遮帘条纹是垂直的 (0) 还是水平的 (1) TransitionManager.start(rec_mc, {type:Blinds, direction:Transition.IN, duration:.5, easing:None.easeNone, numStrips:5, dimension:0}); //淡化过渡 TransitionManager.start(rec_mc, {type:Fade, direction:Transition.IN, duration:3, easing:None.easeNone}); //飞行过渡 //startPoint,一个指示起始位置的整数;范围是 1 到 9 //左上,1;上中,2;右上,3;左中,4;中心,5;右中,6;左下,7;下中,8;右下,9 TransitionManager.start(rec_mc, {type:Fly, direction:Transition.IN, duration:3, easing:Elastic.easeOut, startPoint:9}); //光圈过渡 TransitionManager.start(rec_mc, {type:Iris, direction:Transition.IN, duration:2, easing:Strong.easeOut, startPoint:5, shape:Iris.CIRCLE}); //照片过渡 TransitionManager.start (rec_mc, {type:Photo, direction:Transition.IN, duration:1, easing:None.easeNone}); //像素溶解过渡 //xSections,一个整数,指示沿水平轴的遮罩矩形部分的数目。建议的范围是 1 到 50。 //ySections,一个整数,指示沿垂直轴的遮罩矩形部分的数目。建议的范围是 1 到 50。 TransitionManager.start(rec_mc, {type:PixelDissolve, direction:Transition.IN, duration:2, easing:None.easeNone, xSections:10, ySections:10}); //旋转过渡 //ccw,一个布尔值:对于顺时针旋转为 false;对于逆时针旋转为 true //degrees,一个整数,指示对象要旋转的度数。建议是范围是 1 到 9999 TransitionManager.start(rec_mc, {type:Rotate, direction:Transition.IN, duration:3, easing:Strong.easeInOut, ccw:false, degrees:720}); //挤压过渡 //dimension,一个整数,指示"挤压"效果应是水平的 (0) 还是垂直的 (1) TransitionManager.start(rec_mc, {type:Squeeze, direction:Transition.IN, duration:2, easing:Elastic.easeOut, dimension:1}); //划入/划出过渡 //startPoint,一个整数,指示开始位置。范围是 1 到 4 和 6 到 9: //左上,1;上中,2;右上,3;左中,4;右中,6;左下,7;下中,8;右下,9。 TransitionManager.start(rec_mc, {type:Wipe, direction:Transition.IN, duration:2, easing:None.easeNone, startPoint:1}); //缩放过渡 TransitionManager.start(rec_mc, {type:Zoom, direction:Transition.IN, duration:2, easing:Elastic.easeOut}); //-------------------------------------------------------------------------------------------------------------- /* Back 弹回,刹车 Bounce 弹起,皮球落地 Elastic 弹簧运动 Regular 正轨无反弹,类似基本操作的ease设定 Strong Regular加强版 None 匀速,只有easeNone easeIn 渐强 easeOut 渐弱 easeInOut 先渐强,后渐弱 easeNone 匀速 */ //-------------------------------------------------------------------------------------------------------------- /* 只有下面V2组件才能使用缓动方法进行定义 Accordion、ComboBox、DataGrid、List、Menu、Tree */ my_acc.setStyle("openEasing", Bounce.easeOut); my_acc.setStyle("openDuration", 3500); //动画的默认持续时间是 250 毫秒 //------------------------------------------------------------------------------------------------ //onEnterFrameBeacon这个是 "类" 可以让使用者在不用建立MC的情况下也能让物件使用onEnterFrame的功能 //实际产生:Movie Clip: Target="_level0.__OnEnterFrameBeacon" import mx.transitions.OnEnterFrameBeacon; OnEnterFrameBeacon.init(); //开始使用onEnterFrameBeacon var obj:Object = new Object(); obj.onEnterFrame = function() { trace("不用MC也能使用onEnterFrame喔 ^_^"); }; MovieClip.addListener(obj); // MovieClip.removeListener(obj); //需要删除循环的话使用removeListener就可以了