function setAlpha(obj,alpha){ var rgb="0x"+(255*(100-alpha)/100).toString(16); rgb=rgb<<16|rgb<<8|rgb; obj.backgroundColor|=rgb; obj.borderColor|=rgb; obj.textColor|=rgb; }
一个遍历level0中所有MC的instance name的函数。(可以修改一下用在其他范畴)
function readAllMC(){ this.MCitem ; for(what in _level0){ if(typeof(_level0[what])=="movieclip"){ this.MCitem[what] = _level0[what]; } } }
设置MovieClip颜色:
MovieClip.prototype.setColor = function(c_color) { var mycolor = new Color(this); mycolor.setRGB(c_color); }; //调用: yourMovieClip.setColor(0xff0000);
‘定义一个Connection对象 set conn=Server.CreateObject("ADODB.Connection") ‘用Connection对象打开数据库,这里打开的是sql server,数据库的地址为192.168.1.32 ‘数据库的用户名为zengyu,密码为123 conn.open application("Driver={SQL Server};SERVER=192.168.1.32;DATABASE=test;UID=zengyu;PASSWORD=123") ‘创建一个Recordset对象 set rstemp=Server.CreateObject("ADODB.Recordset") ‘构造一个sql语句 sqltemp1="select * from UserInfo where userid='"&strname&"' and password='"&strpassword&"'" ‘查询数据库 rstemp.open sqltemp1,conn, 1, 1 if not(rstemp.bof and rstemp.eof) then Response.Write (“login=true”) end if
<% username = Request(“userid”) password = Request(“pwd”) set conn=Server.CreateObject("ADODB.Connection") conn.open application("Driver={SQL Server};SERVER=192.168.1.32;DATABASE=test;UID=zengyu;PASSWORD=123") set rstemp=Server.CreateObject("ADODB.Recordset") sqltemp1="select * from UserInfo where userid='"&username&"' and password='"&strpassword&"'" rstemp.open sqltemp1,conn, 1, 1 if not(rstemp.bof and rstemp.eof) then Response.Write (“login=true”) Else Response.Write (“login=false”) end if %>
URL编码:怎样读取特殊字符 (这个我曾经谢过教程,这里整理过来) 从外部文本载入到动态文本的时候,一些特殊字符(如&/%等)无法正常现实,有的符号还会导致这个符号后面的字符无法现实(如&),这时候我们就要将这些特殊字符进行URL编码,以下是各个特殊字符的URL对应编号: backspace %08 tab %09 linefeed %0A creturn %0D space %20 ! %21 " %22 # %23 $ %24 % %25 & %26 ' %27 ( %28 ) %29 * %2A + %2B , %2C - %2D . %2E / %2F 0 %30 1 %31 2 %32 3 %33 4 %34 5 %35 6 %36 7 %37 8 %38 9 %39 : %3A ; %3B < %3C = %3D > %3E ? %3F @ %40 A %41 B %42 C %43 D %44 E %45 F %46 G %47 H %48 I %49 J %4A K %4B L %4C M %4D N %4E O %4F P %50 Q %51 R %52 S %53 T %54 U %55 V %56 W %57 X %58 Y %59 Z %5A [ %5B / %5C ] %5D ^ %5E _ %5F ` %60 a %61 b %62 c %63 d %64 e %65 f %66 g %67 h %68 i %69 j %6A k %6B l %6C m %6D n %6E o %6F p %70 q %71 r %72 s %73 t %74 u %75 v %76 w %77 x %78 y %79 z %7A { %7B | %7C } %7D ~ %7E ¢ %A2 £ %A3 ¥ %A5 | %A6 § %A7 « %AB ¬ %AC ¯ %AD º %B0 ± %B1 ª %B2 , %B4 µ %B5 » %BB ¼ %BC ½ %BD ¿ %BF À %C0 Á %C1 Â %C2 Ã %C3 Ä %C4 Å %C5 Æ %C6 Ç %C7 È %C8 É %C9 Ê %CA Ë %CB Ì %CC Í %CD Î %CE Ï %CF Ð %D0 Ñ %D1 Ò %D2 Ó %D3 Ô %D4 Õ %D5 Ö %D6 Ø %D8 Ù %D9 Ú %DA Û %DB Ü %DC Ý %DD Þ %DE ß %DF à %E0 á %E1 â %E2 ã %E3 ä %E4 å %E5 æ %E6 ç %E7 è %E8 é %E9 ê %EA ë %EB ì %EC í %ED î %EE ï %EF ð %F0 ñ %F1 ò %F2 ó %F3 ô %F4 õ %F5 ö %F6 ÷ %F7 ø %F8 ù %F9 ú %FA û %FB ü %FC ý %FD þ %FE ÿ %FF
function replacePunc(str) {//执行将文本拆分为多个字符串 var tempArray = str.split("/r/n");//拆分为多个子字符串 var tempstr = new String(); for (var i = 0; i<tempArray.length; i++) { tempstr += tempArray+newline; } return tempstr; }
ballTween = new mx.transitions.Tween(ball_mc, "_x", mx.transitions.easing.Bounce.easeOut, 20, 380, .5, true);
这串代码真难看! 我们最好把它写成一个函数:
function tweenBall() { easeType = mx.transitions.easing.Bounce.easeOut; var begin = 20; var end = 380; var time = .5; var mc = ball_mc; ballTween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time, true); }
代码: myButton_btn.onRelease = function() { tweenBall();//调用Tween }; function tweenBall() { easeType = mx.transitions.easing.Bounce.easeOut; var begin = 20; var end = 380; var time = .5; var mc = ball_mc; ballTween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time, true); }
还不错,不过我们还可以改进一下,把easing类方法设为入口参数,这样我们就可以自定义所执行的运动方式了: myButton_btn.onRelease = function() { tweenBall(mx.transitions.easing.Bounce.easeOut);//注意入口的easing方法参数 }; function tweenBall(easeType) {//加了一个参数. var begin = 20; var end = 380; var time = 20; var mc = ball_mc; ballTween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time); }
myButton_btn.onRelease = function() { tweenBall(mx.transitions.easing.Bounce.easeOut); }; function tweenBall(easeType) { var begin = 20; var end = 380; var time = 20; var mc = ball_mc; ballTween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time); ballTween.onMotionFinished = function() { this.yoyo(); };//多了一个事件和方法 } rewind()方法把增加了Tween运动的MC重置到初始(未增加Tween前)状态.
他自己所说).*/ } function easeDown(what) { var begin = what._y; var tabDown = new mx.transitions.Tween(what, "_y", mx.transitions.easing.Strong.easeIn, begin, what.