主题:  效果是花瓣飘落?不过好象是循环的,怎样让它循环N次后停止??

3water

职务:普通成员
等级:1
金币:0.0
发贴:2
#12002/2/14 11:19:59
场景 1
control
帧 1
帧 1 的动作
fscommand ("allowscale", "false");
fscommand ("fullscreen", "true");
setProperty ("/Bouncer", _visible, false);
MaxBouncer = 50;
BouncerCounter = 1;
帧 2
帧 2 的动作
lp = /drag:mouse_y;
kp = /drag:mouse_x;
NewBouncer = "Bounce" add BouncerCounter;
duplicateMovieClip ("/Bouncer", NewBouncer, BouncerCounter);
setProperty (NewBouncer, _x, getProperty("/MouseTrack", _x));
setProperty (NewBouncer, _y, getProperty("/MouseTrack", _y));
setProperty (NewBouncer, _visible, true);
BouncerCounter = Number(BouncerCounter)+1;
if (Number(BouncerCounter)>Number(MaxBouncer)) {
BouncerCounter = 1;
}
帧 3
帧 3 的动作
/drag:mouse_x = getProperty("/MouseTrack", _x);
/drag:mouse_y = getProperty("/MouseTrack", _y);
gotoAndPlay (2);
mousecontrol
帧 1
mDrag, (mousetrack)
bouncers
帧 1
mBouncer, (bouncer)
mQuality assurance
drag
帧 1
drag, (drag)
元件定义
mDrag
Layer 1
帧 1
mBouncer
control
帧 1
帧 1 的动作
posX = Number(getProperty("", _x)-400)+Number(50*(random(1000)/100-0.5));
velX = 5*(random(1000)/100-0.5);
velY = 5*(random(1000)/100-0.5);
velZ = .03+Number(.005*(random(1000)/100-0.5));
帧 2
帧 2 的动作
compZ = 1/posZ;
posX = Number(posX)+Number(velX);
posY = Number(posY)+Number(velY);
screenX = Number(posX*compZ)+400;
screenY = 400-(posY-200)*compZ;
setProperty ("", _x, screenY);
setProperty ("", _y, screenX);
setProperty ("", _xscale, 100*compZ);
setProperty ("", _yscale, 100*compZ);
setProperty ("MirroredGlow", _y, 2*posY);
velY = Number(velY)+Number(accY);
posZ = Number(posZ)+Number(velZ);
帧 3
帧 3 的动作
gotoAndPlay (2);
帧 4
symbol
帧 1
帧 2
Symbol 10, (RealGlow)
帧 4
mQuality assurance
Layer 1
帧 1
帧 1 的动作
fscommand ("allowscale", "false");
tellTarget ("../") {
play ();
}
drag
Layer 1
帧 1
1, (mouse_x), (Courier New, 12 pts)
1, (mouse_y), (Courier New, 12 pts)
Symbol 10
Layer 1
帧 1
mGlow
帧 3
mGlow
帧 5
mGlow
帧 7
mGlow
帧 9
mGlow
帧 13
帧 13 的动作
gotoAndPlay (1);
mGlow
mGlow
Layer 1
帧 1



foxet

职务:普通成员
等级:1
金币:1.0
发贴:163
#22002/2/16 11:47:39
3water在上个帖子中说
引用:
场景 1
control
帧 1
帧 1 的动作
fscommand ("allowscale", "false");
fscommand ("fullscreen", "true");
setProperty ("/Bouncer", _visible, false);
MaxBouncer = 50;
BouncerCounter = 1;
帧 2
帧 2 的动作
lp = /drag:mouse_y;
kp = /drag:mouse_x;
NewBouncer = "Bounce" add BouncerCounter;
duplicateMovieClip ("/Bouncer", NewBouncer, BouncerCounter);
setProperty (NewBouncer, _x, getProperty("/MouseTrack", _x));
setProperty (NewBouncer, _y, getProperty("/MouseTrack", _y));
setProperty (NewBouncer, _visible, true);
BouncerCounter = Number(BouncerCounter)+1;
if (Number(BouncerCounter)>Number(MaxBouncer)) {
BouncerCounter = 1;
}
帧 3
帧 3 的动作
/drag:mouse_x = getProperty("/MouseTrack", _x);
/drag:mouse_y = getProperty("/MouseTrack", _y);
gotoAndPlay (2);
mousecontrol
帧 1
mDrag, (mousetrack)
bouncers
帧 1
mBouncer, (bouncer)
mQuality assurance
drag
帧 1
drag, (drag)
元件定义
mDrag
Layer 1
帧 1
mBouncer
control
帧 1
帧 1 的动作
posX = Number(getProperty("", _x)-400)+Number(50*(random(1000)/100-0.5));
velX = 5*(random(1000)/100-0.5);
velY = 5*(random(1000)/100-0.5);
velZ = .03+Number(.005*(random(1000)/100-0.5));
帧 2
帧 2 的动作
compZ = 1/posZ;
posX = Number(posX)+Number(velX);
posY = Number(posY)+Number(velY);
screenX = Number(posX*compZ)+400;
screenY = 400-(posY-200)*compZ;
setProperty ("", _x, screenY);
setProperty ("", _y, screenX);
setProperty ("", _xscale, 100*compZ);
setProperty ("", _yscale, 100*compZ);
setProperty ("MirroredGlow", _y, 2*posY);
velY = Number(velY)+Number(accY);
posZ = Number(posZ)+Number(velZ);
帧 3
帧 3 的动作
gotoAndPlay (2);
帧 4
symbol
帧 1
帧 2
Symbol 10, (RealGlow)
帧 4
mQuality assurance
Layer 1
帧 1
帧 1 的动作
fscommand ("allowscale", "false");
tellTarget ("../") {
play ();
}
drag
Layer 1
帧 1
1, (mouse_x), (Courier New, 12 pts)
1, (mouse_y), (Courier New, 12 pts)
Symbol 10
Layer 1
帧 1
mGlow
帧 3
mGlow
帧 5
mGlow
帧 7
mGlow
帧 9
mGlow
帧 13
帧 13 的动作
gotoAndPlay (1);
mGlow
mGlow
Layer 1
帧 1



没认真看;
不过你可以在一针设一变量,每播放一次;加一;在末针加IF(X>N) STOP();



3water

职务:普通成员
等级:1
金币:0.0
发贴:2
#32002/2/16 23:33:41
谢谢!!