5、添加as层输入代码:
//导入BitmapSphereBasic类 import com.flashandmath.cs4.BitmapSphereBasic; //创建一个行星 var board:Sprite = new Sprite(); //添加到显示列表 this.addChild(board); //生成 datatype BitmapSphereBasic 的一个函数。 // 设定函数初始值。 var ball:BitmapSphereBasic; //旋转的一个布尔值的函数。 var autoOn:Boolean = true; //两个函数为鼠标旋转。 var prevX:Number; var prevY:Number; //行星的位置. var ballX:Number = 250; var ballY:Number = 250; //贴图 var imageData:BitmapData = new Earth(800,548); ball = new BitmapSphereBasic(imageData); board.addChild(ball); ball.x = ballX; ball.y = ballY; //滤镜 ball.filters = [new GlowFilter(0xB4B5FE,0.6,32.0,32.0,1)]; this.addEventListener(Event.ENTER_FRAME,autoRotate); board.addEventListener(MouseEvent.ROLL_OUT,boardOut); board.addEventListener(MouseEvent.MOUSE_MOVE,boardMove); board.addEventListener(MouseEvent.MOUSE_DOWN,boardDown); board.addEventListener(MouseEvent.MOUSE_UP,boardUp); function autoRotate(e:Event):void { if (autoOn) { ball.autoSpin(-1);
}
} //三个侦听为旋转和鼠标。 function boardOut(e:MouseEvent):void { autoOn = true;
} function boardDown(e:MouseEvent):void { prevX = board.mouseX; prevY = board.mouseY; autoOn = false;
} function boardUp(e:MouseEvent):void { autoOn = true;
} function boardMove(e:MouseEvent):void { var locX:Number = prevX; var locY:Number = prevY; //取反 if (! autoOn) { prevX = board.mouseX; prevY = board.mouseY; ball.rotateSphere(prevY - locY, - (prevX - locX),0); e.updateAfterEvent();
} } |
6、把附件中的com解压到同一目录下,完工测试。
Dot.rar
com.rar