要做一个呼吸效果,选中一个显示对象之后,这个显示对象先慢慢变暗,然后到达最低值后再慢慢变亮,然后到达最高值好哦再慢慢变暗。如此循环。
大概知道要通过滤镜来实现这个效果,在网上搜了一下,搜到下面这篇文章:
*************************************************************
- import fl.motion.ColorMatrix;
- import flash.filters.ColorMatrixFilter;
- //**调整亮度**//
- var ld_Matrix:ColorMatrix=new ColorMatrix();
- var ld_Filter:ColorMatrixFilter=new ColorMatrixFilter();
- ld_Matrix.SetBrightnessMatrix(100);
- //设置亮度值,值的大小是 -255--255 0为中间值,向右为亮向左为暗。
- ld_Filter.matrix = ld_Matrix.GetFlatArray();
- ld_MC.filters = [ld_Filter];
- //ld_MC.filters = [];//去除滤镜
- //**调整对比度**//
- var db_Matrix:ColorMatrix=new ColorMatrix();
- var db_Filter:ColorMatrixFilter=new ColorMatrixFilter();
- db_Matrix.SetContrastMatrix(255);
- //设置对比度值,值的大小是 -255--255 127.5为中间值,
- //向右对比鲜明向左对比偏暗。
- db_Filter.matrix = db_Matrix.GetFlatArray();
- db_MC.filters = [db_Filter];
- //db_MC.filters = [];//去除滤镜
- //**调整饱和度**//
- var bh_Matrix:ColorMatrix=new ColorMatrix();
- var bh_Filter:ColorMatrixFilter=new ColorMatrixFilter();
- bh_Matrix.SetSaturationMatrix(0);
- //设置饱和度值,值的大小是 -255--255
- //1为中间值,0为灰度值(即黑白相片)。
- bh_Filter.matrix = bh_Matrix.GetFlatArray();
- bh_MC.filters = [bh_Filter];
- //bh_MC.filters = [];//去除滤镜
- //**调整色相**//
- var sx_Matrix:ColorMatrix=new ColorMatrix();
- var sx_Filter:ColorMatrixFilter=new ColorMatrixFilter();
- sx_Matrix.SetHueMatrix(1);
- //设置色相值,值的大小是 -255--255
- //0为中间值,向右向左一试便知。
- sx_Filter.matrix = sx_Matrix.GetFlatArray();
- sx_MC.filters = [sx_Filter];
- //sx_MC.filters = [];//去除滤镜
*************************************************************
是通过fl类包中的ColorMatrix来实现的。由于项目中没有fl包,后来搜到一个开源类。
附:纯a3项目如何引用fl包
- C:Program FilesAdobeAdobe Flash CS5.5CommonConfigurationActionScript 3.0libsflash.swc
/**
* ColorMatrix by Grant Skinner. August 8, 2005
* Updated to AS3 November 19, 2007
* Visit www.gskinner.com/blog for documentation, updates and more free code.
*
* You may distribute this class freely, provided it is not modified in any way (including
* removing this header or changing the package path).
*
* Please contact info@gskinner.com prior to distributing modified versions of this class.
*/
package com.gskinner.geom {
dynamic public class ColorMatrix extends Array {
// constant for contrast calculations:
private static const DELTA_INDEX:Array = [
0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
10.0
];
// identity matrix constant:
private static const IDENTITY_MATRIX:Array = [
1,0,0,0,0,
0,1,0,0,0,
0,0,1,0,0,
0,0,0,1,0,
0,0,0,0,1
];
private static const LENGTH:Number = IDENTITY_MATRIX.length;
// initialization:
public function ColorMatrix(p_matrix:Array=null) {
p_matrix = fixMatrix(p_matrix);
copyMatrix(((p_matrix.length == LENGTH) ? p_matrix : IDENTITY_MATRIX));
}
// public methods:
public function reset():void {
for (var i:uint=0; i<LENGTH; i++) {
this[i] = IDENTITY_MATRIX[i];
}
}
public function adjustColor(p_brightness:Number,p_contrast:Number,p_saturation:Number,p_hue:Number):void {
adjustHue(p_hue);
adjustContrast(p_contrast);
adjustBrightness(p_brightness);
adjustSaturation(p_saturation);
}
public function adjustBrightness(p_val:Number):void {
p_val = cleanValue(p_val,100);
if (p_val == 0 || isNaN(p_val)) { return; }
multiplyMatrix([
1,0,0,0,p_val,
0,1,0,0,p_val,
0,0,1,0,p_val,
0,0,0,1,0,
0,0,0,0,1
]);
}
public function adjustContrast(p_val:Number):void {
p_val = cleanValue(p_val,100);
if (p_val == 0 || isNaN(p_val)) { return; }
var x:Number;
if (p_val<0) {
x = 127+p_val/100*127
} else {
x = p_val%1;
if (x == 0) {
x = DELTA_INDEX[p_val];
} else {
//x = DELTA_INDEX[(p_val<<0)]; // this is how the IDE does it.
x = DELTA_INDEX[(p_val<<0)]*(1-x)+DELTA_INDEX[(p_val<<0)+1]*x; // use linear interpolation for more granularity.
}
x = x*127+127;
}
multiplyMatrix([
x/127,0,0,0,0.5*(127-x),
0,x/127,0,0,0.5*(127-x),
0,0,x/127,0,0.5*(127-x),
0,0,0,1,0,
0,0,0,0,1
]);
}
public function adjustSaturation(p_val:Number):void {
p_val = cleanValue(p_val,100);
if (p_val == 0 || isNaN(p_val)) { return; }
var x:Number = 1+((p_val > 0) ? 3*p_val/100 : p_val/100);
var lumR:Number = 0.3086;
var lumG:Number = 0.6094;
var lumB:Number = 0.0820;
multiplyMatrix([
lumR*(1-x)+x,lumG*(1-x),lumB*(1-x),0,0,
lumR*(1-x),lumG*(1-x)+x,lumB*(1-x),0,0,
lumR*(1-x),lumG*(1-x),lumB*(1-x)+x,0,0,
0,0,0,1,0,
0,0,0,0,1
]);
}
public function adjustHue(p_val:Number):void {
p_val = cleanValue(p_val,180)/180*Math.PI;
if (p_val == 0 || isNaN(p_val)) { return; }
var cosVal:Number = Math.cos(p_val);
var sinVal:Number = Math.sin(p_val);
var lumR:Number = 0.213;
var lumG:Number = 0.715;
var lumB:Number = 0.072;
multiplyMatrix([
lumR+cosVal*(1-lumR)+sinVal*(-lumR),lumG+cosVal*(-lumG)+sinVal*(-lumG),lumB+cosVal*(-lumB)+sinVal*(1-lumB),0,0,
lumR+cosVal*(-lumR)+sinVal*(0.143),lumG+cosVal*(1-lumG)+sinVal*(0.140),lumB+cosVal*(-lumB)+sinVal*(-0.283),0,0,
lumR+cosVal*(-lumR)+sinVal*(-(1-lumR)),lumG+cosVal*(-lumG)+sinVal*(lumG),lumB+cosVal*(1-lumB)+sinVal*(lumB),0,0,
0,0,0,1,0,
0,0,0,0,1
]);
}
public function concat(p_matrix:Array):void {
p_matrix = fixMatrix(p_matrix);
if (p_matrix.length != LENGTH) { return; }
multiplyMatrix(p_matrix);
}
public function clone():ColorMatrix {
return new ColorMatrix(this);
}
public function toString():String {
return "ColorMatrix [ "+this.join(" , ")+" ]";
}
// return a length 20 array (5x4):
public function toArray():Array {
return slice(0,20);
}
// private methods:
// copy the specified matrix's values to this matrix:
protected function copyMatrix(p_matrix:Array):void {
var l:Number = LENGTH;
for (var i:uint=0;i<l;i++) {
this[i] = p_matrix[i];
}
}
// multiplies one matrix against another:
protected function multiplyMatrix(p_matrix:Array):void {
var col:Array = [];
for (var i:uint=0;i<5;i++) {
for (var j:uint=0;j<5;j++) {
col[j] = this[j+i*5];
}
for (j=0;j<5;j++) {
var val:Number=0;
for (var k:Number=0;k<5;k++) {
val += p_matrix[j+k*5]*col[k];
}
this[j+i*5] = val;
}
}
}
// make sure values are within the specified range, hue has a limit of 180, others are 100:
protected function cleanValue(p_val:Number,p_limit:Number):Number {
return Math.min(p_limit,Math.max(-p_limit,p_val));
}
// makes sure matrixes are 5x5 (25 long):
protected function fixMatrix(p_matrix:Array=null):Array {
if (p_matrix == null) { return IDENTITY_MATRIX; }
if (p_matrix is ColorMatrix) { p_matrix = p_matrix.slice(0); }
if (p_matrix.length < LENGTH) {
p_matrix = p_matrix.slice(0,p_matrix.length).concat(IDENTITY_MATRIX.slice(p_matrix.length,LENGTH));
} else if (p_matrix.length > LENGTH) {
p_matrix = p_matrix.slice(0,LENGTH);
}
return p_matrix;
}
}
}
具体实现:在enterframe中循环变化明暗度。