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  • 使用BITMAPDATA制作残影效果

     在MC运动的过程中,先对MC加入滤镜,然后建立一个bitmapdata进行绘制,踪迹由于colorTransform进行递减而消失。

     
    //实现1
    import flash.events.Event;
    var radius = 5;
    var particle = new Sprite();
    particle.graphics.lineStyle(2,0xffffff);
    particle.graphics.beginFill(0xffffff,0.8);
    particle.graphics.drawCircle(-radius,-radius,2 * radius);
    particle.graphics.endFill();
    this.addChild(particle);
     
    var bitmapData = new BitmapData(this.stage.stageWidth,this.stage.stageHeight,true,0x00000000);
    var bitmap = new Bitmap(bitmapData);
    this.addChild(bitmap);
    var blur = new BlurFilter(2,1);
    var colorTransform = new ColorTransform(0.9,0.95,0.9,1);
    var origin = new Point(0,0);
     
     
    this.addEventListener(Event.ENTER_FRAME,onFrame);
    var speed:int=1;
    var angle=0;
    function onFrame(e:Event):void
    {
    angle+=10;
    particle.x=100*Math.sin(angle/180)+200;
    particle.y=100*Math.cos(angle/180)+200;
    //在绘制新的图像之前应用滤镜到旧的图像。 
    bitmapData.applyFilter(bitmapData,bitmapData.rect,origin,blur);
    bitmapData.colorTransform(bitmapData.rect, colorTransform);
    bitmapData.draw(this.stage);
    }
     
    //实现2
     
    //用了bitmapData的colorTransform函数。在每次渲染时都对bitmapData的颜色和alpha通道做递减运算。
    var bmp:Bitmap = new Bitmap();
    var bmd:BitmapData = new BitmapData(550, 400, false, 0);
    var rect:Rectangle = new Rectangle(0, 0, 550, 400);
    var cTra:ColorTransform = new ColorTransform(0, .8, .8, .9);
    var xp:int = 0;
    var yp:int = 0;
    bmp.bitmapData = bmd;
    addChild(bmp);
    stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
    function enterFrameHandler(event:Event):void {
        bmd.colorTransform(rect, cTra);
        xp += (mouseX - xp) / 5;
        yp += (mouseY - yp) / 5;
        bmd.fillRect(new Rectangle(xp, yp, 10, 10), 0xffffff);
    }
     
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  • 原文地址:https://www.cnblogs.com/chenhongyu/p/3342051.html
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