AS3 :: Adding A Shape To Stage
Jun 21, 2009I'm trying to add a rectangle to the stage.I've imported the following.[code]
View 1 RepliesI'm trying to add a rectangle to the stage.I've imported the following.[code]
View 1 RepliesWhenever I add shape hints to a shape tween the shape disappears in the between frames. I am using CS5 on Vista. I using files from [URL]to practice.
View 2 RepliesSo I like the whole convert stroke to fill option in the Modify menu, but what if I want to apply a stroke to a fill?
In other words, if I created a circle, then delete the stroke, is there any way to the regenerate the stroke? I mean, if I press A I can see the contours of the fill - can I just turn that into a stroke? In the properties menu, if I click on stroke (which as its colour has the white box with a red diagonal line) it's all greyed out. Am I missing something obvious?
Experimenting with adding a square shape inside a rectangle, in the following code, the compiler bounced the error: "Call to a possibly undefined method addChild through a reference with static type flash.display:Shape".
[Code]....
I am trying to place a rectangle Shape inside a square Sprite, as its child. But, the child rectangle show up outside the sprite, instead.
Also, the click handler event of the sprite reports the error "The supplied DisplayObject must be a child of the caller".
Code:
package
{
import flash.display.Sprite;
import flash.display.Shape;
[Code].....
I'm trying to add a rectangle to the stage.
I've imported the following.[code]...
I'm trying to make a "paint on" effect so that when the user clicks down, they can paint whatever shape onto the stage. I really need it to look like a "spray paint" effect, and I'm having a hard time animating this.
View 4 RepliesI found a nice script for drawing a donut shape. I don't know why it only works with using 'this' or ' _root' . You should be able to apply this to a movieclip?Or am i missing something?[code]
View 3 RepliesHow would I make it if I wanted a function (that happens to run on event MouseEvent. MOUSE_DOWN)to run while mouse is down, not just once. For example, I have this code:
ActionScript Code:
stage.addEventListener(MouseEvent.MOUSE_DOWN, keepCreating);
My keepCreating function creates a random shape on the stage. But since it runs once during mouse_down, only one shape is created until you activate mouse_down again (by lifting the mouse button and pressing down again).
What I want it to do is keep creating shapes over and over again, instead of creating one shape per mouse_down.
I need to have a shape (black rectangle) that will cover the stage. It should resize with the stage when needed. I'm trying it with the following code, but when it's resizing, there is a clipping effect that is visible and it is not fluid. How can I prevent this?
Code:
Select all
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.addEventListener(Event.RESIZE, resizeHandler);
var blinder:Shape = new Shape();
[Code] ......
I am trying to make a so called pixel effect in witch I want to make a shape only from pixels that are positioned in some random place on the stage. And all these pixels move to a certain point and create that shape. I've been looking into BitmapData Class but I don't now if that is the best way to do it.
View 2 RepliesThe name of my DocumentClass is Main. So, what's the difference between :
var myClass:Main = new Main();
var mcInLibrary:MovieClip ;
/////////////////////////////////////////[code]............
i want simulate Billiard ball in my project. but my code does not work good. when start with (for example) 34 degree , when hit with wall(stage in this example) return with true degree. in flash , as3
[Code]....
ActionScript Code:
package {
import flash.display.MovieClip;
public class Base extends MovieClip {
public var baseHP:int = 50;
var newRect:Shape = new Shape();
1046: Type was not found or was not a compile-time constant: Shape. 1180: Call to a possibly undefined method Shape. What does it mean by "undefined method"? I am somewhat of a newby, so sorry if there are any stupid errors
need to draw the shape of a existing movieclip which is irregular shape.
View 2 Repliesneed to draw the shape of a existing movieclip which is irregular shape.
View 1 RepliesId like to know if there is a way to do a shape hitTest.Not as the normal hitTest would do, but shape colliding another shape, not the rectangleof a movieclip.It can be in a movieclip.
View 23 RepliesI'm making a simple RPG platformer where a character will pass over an object. When the action key is pressed and the character is over top the object, I would like a block of text to appear on the stage with a close button to cancel out.
I would like to know how a person would go about making a "pop-up" text box.
How can I link to a movie in my libary to tell it to behave like a button. This is what I have tried but it's not working.
Code:
var selectedButtons:Array = loadButtons();
var itemX:Number = 100; // initial item x position
var itemY:Number = 100; // initial item y position
[Code]....
As you can see I am adding the Movies to my stage throught thier class name(apples etc). How come I can't link to it? Is it because I need to be using an instance name? And if so I would I assign one?
My code is this:
Code:
stage.addEventListener(MouseEvent.CLICK, addBullet);
function addBullet(event:MouseEvent):void {
var bullet:MovieClip = new bshot();[code]....
bshot is a movieclip in my library with the class name of bshot as well.i do not understand when i click i do not get a bullet being added to the stage?
normally when i want to add a movieclip to the stage I would do this:[code]but I have an array of linkage ID's that I select from randomly at runtime so how do I code it to place it on stage?[code]
View 5 RepliesI am having is trying to add objects to stage. At the moment I can not put anything onto the stage unless it is in my Main document class (Main). How would I add to stage in my player class and bullet class?
Code:
package game{
import flash.display.*;
public class Main extends MovieClip{
[Code].....
I have 2 movieclips in the library exported as class d1 and d2 , I want to add them to the stage using something like the code below.
this doesn't work but you can understand what i want to do. what is the correct syntax ?
I've got a long list of similar movieclips I'm adding to the stage. There's 9 in total and the code looks like this...
stage.addChild(zone0_mc);
zone0_mc.x=267.6;
zone0_mc.y=120.5;
[code].....
I am pretty new to actionscript 3. I want to remove the movieclip on the stage and add a new movieclip but the button is within the currently running movieclip that I want removed. I am trying this function
homeArtist_btn.addEventListener(MouseEvent.CLICK, newArtist);
function newArtist(e:MouseEvent):void{ removeChild(homeAni_mc); addChild(artistAni_mc);}
I get these errors
[code]........
//This small class add the same movieclip to the stage with random scale and position
// Garden represents a movieClip in the library
//attached fla and document class
Why using the same name garden for all instances of Garden is not a problem? Can I track each individual instance of Garden on the screen or recall it for something else?
[Code]...
I have this library with more than 80 objects that i want to bind to my keyboard. My idea is use the "keyCode" to call the object to the stage, constructing the object's name inside a variable.This is the code that I'm trying to use, but the bold text line always give me an error (constructor, syntax and others) depending how i write that line.[code]I'm not very experienced with AS3 so i don't know if this is the right approach to solve my problem. Any help is well received.
View 3 Repliesfor (var i = 0; i<= 3;i++){var pic_mc = new MovieClip(); pic_mc = MovieClip(getChildByName("mc" + i));trace(pic_mc); pic_mc.alpha = 0; pic_mc.x = 0; pic_mc.y = 0; pic_mc.addEventListener(Event.ENTER_FRAME, animate);
[code].....
I am trying to build a simple preloader. I have 4 movieclips on stage and on each one I am adding an image that comes from an xml file:
theMap = new XML();
theMap.ignoreWhite = true;
theMap.onLoad = function(success){
if (success) {
theNodes = theMap.firstChild.childNodes;
[Code] .....
Everything works ok but as the jpgs are a bit heavy I'd like to preload them. Is that possible?
just wondering why this code returns: 1137: Incorrect number of arguments. Expected no more than 0.when relating to this:var cm:collectionsMenu = new collectionsMenu('cm');
[Code]...