約 2,724,904 件
https://w.atwiki.jp/legendofnorrath/pages/322.html
SS Title Practice The Sorcerous Arts Type Quest Faction - Attribute - Archetype Mage Level - Game Text - Card Number 1U-(Uncommon,Oathbound) Lore -
https://w.atwiki.jp/yoshiumi41/pages/53.html
package Practice04; public class Study06 { public static void main(String[] args) {int sum = 0;for (int i = 1; i = 14; i++) {sum = sum + i * i;if (sum 1000) {break;}}System.out.println(sum);}}
https://w.atwiki.jp/zero_w/pages/19.html
practice.Blog/2007年05月06日/Practice. Challenge. practice.Blog/2007年05月06日/任務 practice.Blog/2007年05月06日/ブログのテスト #blognavi
https://w.atwiki.jp/hideo/pages/23.html
Part 5 INCOMPLETE SENTENCES Adverbs of frequency Definite frequency every day, annually, and twice a week Certain indefinite frequency frequently, generally, occasionally, often, sometimes, and usually Place to set Indefinite frequency After the verb be Precede all other verbs Go after the first auxiliary Exception At the beginning or end of the sentence or clause. Definite frequency Frequently, generally, occasionally, often, sometimes, and usuallye Conjunction Coordinate conjunctions and, or, nor, but,,, Subordinate conjunctions although, since, because, when, before,,, Prepositions At a specific time On a specific day In a specific city On a specific date Transition Words A; (transition words) B Accordingly それゆえに、したがって(therefore) Furthermore おまけに、その上に(besides)、さらに Nevertheless それにもかかわらず、それでも、やはり(however) Besides その上、さらに(also) However しかしながら、けれども、それにもかかわらず For example たとえば Consequently その結果、したがって、必然的に Moreover その上、さらに、加えて(Further, besides) Meanwhile そのあいだに Then それゆえ、したがって、 As a result 結果として On the whole 一般敵に Hence それゆえに、したがって (so, therefore, consequently) To this end その目的で For this purpose その目的で So それゆえに、したがって、その結果 Therefore それゆえに、したがって、その結果 In addition Verbs Causative get, make and have order, cause, force, and want [make, have, and let] + object + simple (base) form of a verb [get, want, order, cause] + object + to + simple (base) form of a verb Verbs Conditional Real condition Past If they were waitiging for a counteroffer, they were wise. Present (Normal) Future If taxes [go up], we will need to borrow money. (First conditiaonal Possibility - 可能性) Unreal condition Past His choice would have been excellent if he had listened to our advice. (Third conditional たられば) Present If elephants had wings, they could fly. (Second conditional 想像上のシチュエーション) Future xxxx Verbs Tense Certain time markers now, tomorrow, since Verb in the main clause Stative verbs (seem, become, know, understand, be, etc.) can not be used in continuous. Verbs Two-word An example - turn down Turn Rotate Down From a higher to lower position Turn down reject or to lower Word families Noun suffixes -ance, -ancy, -ence, -ency, -ation, -dom, -ism, -ment, -ness, -ship, -or, -ion Adjective suffixes -able, -ible, -al, -ful, -ish, -ive. Adverb suffixes -ly, -word, -wise Verb fuffixes -en, -ify, -ize PART 6 TEXT COMPLETION PART 7 READING COMPREHENSION
https://w.atwiki.jp/spacepirateszombies/pages/40.html
タクティクスパネル 戦術パネル(Spaceキー)からは、戦場を完全に見通すことができます。 船を選択し、攻撃や移動オーダー(右クリック)をすることができます。 左ドラッグで四角を作り、複数の船を選択することもできます。 また、戦術パネルから様々な自動操縦機能をカスタマイズすることができます。 あなたが直接操作していない船は設定されたAIによって、操縦したり戦ったり、Rezを収穫したりします。 いつでも画面の左側で 船の状態を見ることができます。 (数字キー)や(f)(e)キーでの選択も可能です。 格納庫が空っぽの場合は(数字キー)で建設を要求することもできます。 原文 From the tactics panel you get a complete radar view of the battlefield. Select ships with (LEFT CLICK ) and issue attack and move orders with (RIGHT CLICK). You can drag select multiple ships to give group orders. You can also customize various autopilot functions from the tactics panel. When you are not directly controlling your ships, the AI kicks in to navigate, fight, harvest Rez and do basically everything a human pilot would. At any time you can see the state of all your ships in the hangar view to the left side of the screen. You can select different ships by pressing the (NUMBER KEY) associated with their hanger. If that hangar is empty, you can prompt it to quickly build a new ship by pressing the (NUMBER KEY) of a hangar with no active ship.
https://w.atwiki.jp/fieds_labo4/pages/22.html
基本 プログラマのためのFlash遊び方 ActionScript3でFlashの人は7回目まででOKかな? アニメーションの説明で Tweener が出てきます。 8回目はWEBアプリの話。 9回目はAIRの話。 Flash Develop の場合、8回目、9回目はどうやればいんでしょ? Flash Develop にフォーム作る機能とかついてないのか? バッジを4っつ並べてみた package { import flash.display.Sprite; import flash.events.Event; import flash.geom.Matrix; import flash.geom.Point; import flash.filters.DropShadowFilter; import flash.text.TextField; /** * ... * @author ss */ public class Main extends Sprite { // instance private var LINE_COLOR uint = 0xffffff; private var BODY_COLOR1 uint = 0xffff66; private var BODY_COLOR2 uint = 0xffcc00; private var CORNER int = 12; private var RADIUS1 Number = 26; private var RADIUS2 Number = 22; private var TEXT String = "BETA"; public function Main() void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); init_01(); Web2Badge(100,100); init_02(); Web2Badge(100,200); init_03(); Web2Badge2(100,300); init_04(); Web2Badge2(100,400); } private function init(e Event = null) void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } private function init_01() void { LINE_COLOR = 0xffffff; BODY_COLOR1 = 0xffff66; BODY_COLOR2 = 0xffcc00; CORNER = 12; RADIUS1 = 26; RADIUS2 = 22; TEXT = "BETA"; } private function init_02() void { LINE_COLOR = 0x7FCE3D; BODY_COLOR1 = 0xCDEEB7; BODY_COLOR2 = 0x74CA31; CORNER = 8; RADIUS1 = 26; RADIUS2 = 18; TEXT = "SALE"; } private function init_03() void { LINE_COLOR = 0xAEAFB1; BODY_COLOR1 = 0xAEAFB1; BODY_COLOR2 = 0x2B2B2B; CORNER = 10; RADIUS1 = 20; RADIUS2 = 26; TEXT = "BETA"; } private function init_04() void { LINE_COLOR = 0xffffff; BODY_COLOR1 = 0xFFDAED; BODY_COLOR2 = 0xFD037F; CORNER = 16; RADIUS1 = 26; RADIUS2 = 18; TEXT = "SALE"; } public function Web2Badge(pox int, poy int) void { // badge little var d Number = Math.min(RADIUS1, RADIUS2) * 2; // make Sprite var s Sprite = new Sprite(); s.graphics.lineStyle(1, LINE_COLOR); // gradation renge // (d×d renge -45°direction) var matrix Matrix = new Matrix(); matrix.createGradientBox(d, d, -Math.PI / 4); // gradation setting s.graphics.beginGradientFill( "linear", // style [BODY_COLOR1, BODY_COLOR2], // color [1, 1], // alpher [0, 255], // color position matrix); // renge and direction // star shape var angle Number = 2 * Math.PI / CORNER; var p1 Point, p2 Point; s.graphics.moveTo(RADIUS1, 0); for(var i int = 0; i CORNER; i++) { p1 = Point.polar(RADIUS2, angle * (i + 0.5)); p2 = Point.polar(RADIUS1, angle * (i + 1)); s.graphics.lineTo(p1.x, p1.y); s.graphics.lineTo(p2.x, p2.y); } s.graphics.endFill(); // add shadow s.filters = [new DropShadowFilter(4, 45, 0, 0.5)]; // text var size int = d / TEXT.length; var text TextField = new TextField(); text.htmlText = font size=" + size + " color="#ffffff" + b + TEXT + /font /b ; text.x = -text.textWidth / 2; text.y = -text.textHeight / 2; text.filters = [new DropShadowFilter(1, 45, 0, 0.8)]; s.addChild(text); // (100, 100) view //s.x = s.y = 100; s.x = pox; s.y = poy; addChild(s); } public function Web2Badge2(pox int, poy int) void { // badge little var d Number = Math.min(RADIUS1, RADIUS2) * 2; // make Sprite var s Sprite = new Sprite(); s.graphics.lineStyle(1, LINE_COLOR); // gradation renge // (d×d renge -45°direction) var matrix Matrix = new Matrix(); matrix.createGradientBox(d, d, -Math.PI / 4); // gradation setting s.graphics.beginGradientFill( "linear", // style [BODY_COLOR1, BODY_COLOR2], // color [1, 1], // alpher [0, 255], // color position matrix); // renge and direction // star shape var angle Number = 2 * Math.PI / CORNER; var p1 Point, p2 Point; s.graphics.moveTo(RADIUS1, 0); for(var i int = 0; i CORNER; i++) { p1 = Point.polar(RADIUS2, angle * (i + 0.5)); p2 = Point.polar(RADIUS1, angle * (i + 1)); s.graphics.curveTo(p1.x, p1.y, p2.x, p2.y); } s.graphics.endFill(); // add shadow s.filters = [new DropShadowFilter(4, 45, 0, 0.5)]; // text var size int = d / TEXT.length; var text TextField = new TextField(); text.htmlText = font size=" + size + " color="#ffffff" + b + TEXT + /font /b ; text.x = -text.textWidth / 2; text.y = -text.textHeight / 2; text.filters = [new DropShadowFilter(1, 45, 0, 0.8)]; s.addChild(text); // (100, 100) view //s.x = s.y = 100; s.x = pox; s.y = poy; addChild(s); } } } 4回目のイベントの伝播が大事っぽい。 イベントをとめる(伝播停止、親に渡さない) event.stopPropagation(); ターゲットを判定して、処理する if(event.target != stage) { return; } イベント段階を判定して、処理する。 if(event.eventPhase != EventPhase.AT_TARGET) { return; } 6回目のTweenerではまると思うので、ライブラリ を参照のこと。 package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import caurina.transitions.Tweener; import caurina.transitions.properties.FilterShortcuts; /** * ... * @author ss */ public class Main extends Sprite { public function Main() void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); FilterShortcuts.init(); Anime2(); } private function init(e Event = null) void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } public function Anime2() void{ // click evnet check stage.addEventListener("click", clickHandler); } private function clickHandler(event MouseEvent) void { // make circle var s Sprite = new Sprite(); s.graphics.beginFill(Math.random() * 0x1000000); s.graphics.drawCircle(0, 0, 10); s.graphics.endFill(); addChild(s); // moveto circle onClick s.x = event.stageX; s.y = event.stageY; s.scaleX = s.scaleY = 0; //Tweener.addTween(s, {time 1, scaleX 5, scaleY 5, x 0}); //var param Object = new Object(); //param.time = 1; //param.scaleX = 5; //param.scaleY = 5; //param.x = 0; //Tweener.addTween(s, param); Tweener.addTween(s, { time 1, // 1sec animation scaleX 5, // scaleX moveto 5 scaleY 5, // scaleY moveto 5 //x 0 transition "easeOutBounce" //onComplete function() void { //removeChild(s); //} }); Tweener.addTween(s, { time 0.5, delay 1, alpha 0, _Blur_blurX 30, _Blur_blurY 30, //_blur_blurX 30, //_blur_blurY 30, onComplete function() void { removeChild(s); } }); } } }
https://w.atwiki.jp/fieds_labo4/pages/24.html
基本3 画像の移動と音の再生 やりたかったこと 画像の表示 画像の移動 画像の拡大縮小 画像の透明化 BGM再生 効果音再生 画像への効果は Tweener を使用してみました。 ムービーを配置しておいて、ガーッと再生って感じかな? Flashでムービーを作ったことが無いとどうすればいいかイメージができないかも。 画像3枚を動かして、BGMと効果音入れてます。再生のみ。UI無し。 package { //import flash.display.DisplayObject; import flash.display.Bitmap; import flash.display.Sprite; import flash.events.Event; import flash.media.Sound; import flash.media.SoundMixer; import flash.media.SoundTransform; import flash.text.*; import flash.utils.Timer; import flash.geom.Point; import flash.utils.setInterval; import caurina.transitions.Tweener; import caurina.transitions.properties.FilterShortcuts; /** * ... * @author ss */ public class Main extends Sprite { [Embed(source= ../mp3/bgm01.mp3 )] private static const BGM01 Class; [Embed(source= ../mp3/pon01.mp3 )] private static const PON01 Class; [Embed(source= ../img/usi.gif )] private static const UsiImg Class; [Embed(source= ../img/tora.gif )] private static const ToraImg Class; [Embed(source = ../img/usa.gif )] private static const UsaImg Class; private var bgm01 Sound = new BGM01(); private var pon01 Sound = new PON01(); private var usi Bitmap = new UsiImg(); private var tora Bitmap = new ToraImg(); private var usa Bitmap = new UsaImg(); public function Main() void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); //stage.width = 660; // override error! //stage.height = 250; // override error! FilterShortcuts.init(); bgm01.play(1000, 3); // play start delay=1s ,loop=3 Anime1(); } private function init(e Event = null) void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } public function Anime1() void { // usi usi.x = 220; usi.y = 0; usi.alpha = 0; // invisible addChild(usi); // usa usa.x = 220; usa.y = 0; usa.alpha = 0; // invisible addChild(usa); // tora tora.x = 220; tora.y = 0; tora.alpha = 0; // invisible addChild(tora); // move start Tweener.addTween(usi, { delay 1, time 1, alpha 1, transition "liner" }); Tweener.addTween(usi, { delay 2, time 4, x 0, y 0, transition "liner" }); Tweener.addTween(usa, { delay 6, time 1, alpha 1, transition "liner" }); Tweener.addTween(usa, { delay 7, time 4, x 440, y 0, transition "liner" }); Tweener.addTween(tora, { delay 11, time 1, alpha 1, transition "liner" }); // scale change half Tweener.addTween(usi, { delay 12, time 3, // 1sec animation x 55, y 62, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); Tweener.addTween(tora, { delay 12, time 3, // 1sec animation x 275, y 62, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); Tweener.addTween(usa, { delay 12, time 3, // 1sec animation x 495, y 62, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); // scale reset Tweener.addTween(usi, { delay 15, time 3, // 1sec animation x 0, y 0, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); Tweener.addTween(tora, { delay 15, time 3, // 1sec animation x 220, y 0, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); Tweener.addTween(usa, { delay 15, time 3, // 1sec animation x 440, y 0, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); // scale change half and invisible Tweener.addTween(usi, { delay 18, time 3, // 1sec animation x 55, y 62, alpha 0, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); Tweener.addTween(tora, { delay 24, time 3, // 1sec animation x 275, y 62, alpha 0, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); Tweener.addTween(usa, { delay 21, time 3, // 1sec animation x 495, y 62, alpha 0, scaleX 0.5, // scaleX moveto 5 scaleY 0.5, // scaleY moveto 5 transition "liner" }); // reset scale Tweener.addTween(usi, { delay 27, time 3, // 1sec animation x 0, y 0, alpha 1, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); Tweener.addTween(tora, { delay 27, time 3, // 1sec animation x 220, y 0, alpha 1, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); Tweener.addTween(usa, { delay 27, time 3, // 1sec animation x 440, y 0, alpha 1, scaleX 1, // scaleX moveto 5 scaleY 1, // scaleY moveto 5 transition "liner" }); // move out Tweener.addTween(usi, { delay 36, time 3, // 1sec animation x -230, y 0, transition "liner", onStart function() void { pon01.play(); } }); Tweener.addTween(tora, { delay 33, time 3, // 1sec animation x 220, y -260, transition "liner", onStart function() void { pon01.play(); } }); Tweener.addTween(usa, { delay 30, time 3, // 1sec animation x 670, y 0, transition "liner", onStart function() void { pon01.play(); } }); // reset move Tweener.addTween(usi, { delay 39, time 3, // 1sec animation x 0, y 0, transition "liner" }); Tweener.addTween(tora, { delay 39, time 3, // 1sec animation x 220, y 0, transition "liner" }); Tweener.addTween(usa, { delay 39, time 3, // 1sec animation x 440, y 0, transition "liner" }); } } }
https://w.atwiki.jp/searoad/pages/7.html
All Just for Excersize The first page I ever created is this, while the second is here. Isn t that something. Nevertheless, I think that I have to work much more before I can do anything significant. Anything significant requires a lot of effort. Furthermore, all I m doing right now is typing some text.
https://w.atwiki.jp/zero_w/pages/18.html
(2007年05月06日) Practice. Challenge. (2007年05月06日) 任務 (2007年05月06日) ブログのテスト
https://w.atwiki.jp/zero_w/pages/23.html
#blognavi 本日の昼ごろ、勢いではじめた面白懸賞。 Practice.Challenge.となずけました^^ 今回の賞金はドドーンと10万ですよ。 さあ挑戦だぜ! カテゴリ [プラ] - trackback- 2007年05月06日 16 45 45 自分でネタ振っといてほとんど出来ないような機がしてきたっす^^; -- ユーマ (2007-05-12 23 36 56) エリチャキラー出現していることはいいことです^^ -- ユーマ (2007-05-16 19 24 23) 名前 コメント #blognavi