1. In FlashMX 2004, open a new document (.fla file).
2. First lets get some particle artwork. Download the following
two PNG files and make custom particles out of them (see the
Using Custom Particles
tutorial if you don't know how to do this).
Blurredsharp
Blurredspiky
Note: These are PNG files with alpha transparency, so even
if they look funny in the browser, if you open them in
Fireworks or Flash you will see the correct transparency.
3. Now that your artwork is prepared, let's set up the large
sparkles. Drag an ElementalFX component on the stage (it doesn't
matter where), name it "tinkerbell", and use the following
settings.
Emitter Type
Point
Active
True
Visible
False
Prefix
a
Level
100
Width
20
Height
20
Particle Type
Custom
LinkageName
Blurredsharp
Rate
1
Orientation
Random
Arbitrary Angle
N/A
Life
10
Life Variation
0
Gravity
1
Spread
360
Velocity
5
Velocity Variation
25
Spin
0
Spin Variation
0
Bubble
0
Bubble Variation
0
4. Now let's set up the tiny sparkles. Drag an ElementalFX
component on the stage (it doesn't matter where), name it "tinkerbell2",
and use the following settings.
Emitter Type
Point
Active
True
Visible
False
Prefix
b
Level
200
Width
20
Height
20
Particle Type
Custom
LinkageName
Blurredsharp
Rate
1
Orientation
Random
Arbitrary Angle
N/A
Life
30
Life Variation
0
Gravity
0
Spread
360
Velocity
1
Velocity Variation
25
Spin
0
Spin Variation
0
Bubble
0
Bubble Variation
0
5. Now let's set up the glow. Drag an ElementalFX component
on the stage (it doesn't matter where), name it "tinkerbell3",
and use the following settings.
Emitter Type
Point
Active
True
Visible
False
Prefix
c
Level
300
Width
20
Height
20
Particle Type
Custom
LinkageName
Blurredspiky
Rate
1
Orientation
Random
Arbitrary Angle
N/A
Life
7
Life Variation
0
Gravity
0
Spread
0
Velocity
0
Velocity Variation
0
Spin
0
Spin Variation
0
Bubble
0
Bubble Variation
0
6. If you test publish, you should have the flickering glow,
the fat sparkles, and the small sparkles, each coming from their
respective emitters. Now lets make them all follow the mouse.
You can't tell each of them to startDrag(), because each new
startDrag() call cancels the last one, so let's create a controller
clip to drag, and have the components follow the controller.
Create an empty movie clip called "tink". Drag a copy
of it to the stage, select it, and give it the instance name
"tink". In the ActionScript panel, type the following
code:
7. Now if you test publish, you will see that all of the particles
are coming form the same place (the x,y position of the controller
clip, "tink"). All that's left now is to tell the
controller to follow the mouse. In the first frame of the root
timeline, type the following code:
tink.startDrag(true);
8. Publish. You should now have something closely resembling
the sample below. (source)