ActionScript 1/2 :: Scrollbar Code To Include Changing Opacity Of A Graphic
Jun 2, 2009
I have a scrollbar that I grabbed off a resources site. (code below)I want it so that whenever I put the cursor on the scollbar to move it that the graphical information under the scrollbar comes on (either reveal or opacity to 100%). At the moment the little thumbnails under the scrollbar are on all the time and area bit of a distraction (they are meant to assist in the use of the scrollbar by minimising searching behaviour).[code]
I'm not a real actionscipt person as I usually only code simple buttons and the like. I have a scrollbar that I grabbed off a resources site. (code below) I want it so that whenever I put the cursor on the scollbar to move it that the graphical information under the scrollbar comes on (either reveal or opacity to 100%). At the moment the little thumbnails under the scrollbar are on all the time and area bit of a distraction (they are meant to assist in the use of the scrollbar by minimising searching behaviour).
I am trying to create a Photo Editor using Flash One of its features is to change the Opacity of the Image. Now my problem is how to change the Opacity of a bitmapData and save the image so that the resultant image has a changed Opacity.
I have created a button with an instance name of 'ClickMe' and also five buttons each with thier own instance name (B1-B5). I want to change their opacity to zero onclick preferably as a tween from where they are now in opacity (100%) to the zero. I need some assistance with this. I know it involves importing classes and creating a function. I also believe I can control the set of 5 buttons with iteration.
I'm working on a scrolling dynamic text box that uses text loaded from an external file. I cannot seem to get the scrolling to work properly though. The text is loading correctly, but when I drag the scroller, the text box moves in exactly the same fashion as the scroller (not in opposite directions and at a 1:1 ratio). However, I copied the actionscript from another file of mine where the code works, so I kept piddling around.
I found that if I drop a rectangle or any image/graphic into the movieclip along with the text box, then it scrolls perfectly. The problem appears to be with the actionscript not recognizing the length of the text, even though it all appears to be loading. Resizing the text box manually doesn't change anything. I can see a half line of text where the mask ends, leading me to believe the rest of the text is there, and when I drop a rectangle graphic in, then I can see text that I otherwise can't scroll to. How can I make the scrollbar function with only the text box within the movieclip? I unfortunately cannot upload the FLA, because its a professional project and I'm not allowed to post the files at the moment, but I'll copy and paste my the scrolling portion of my actionscript here:
I'm wondering if you can take the stock Flash CS5 scrollbar component and modify it to use a graphics for the thumb and track. I see that you can modify the art of the component, but it seems to have the 9 slice thing going on so it scales nicely... but doesn't work right with a graphic. What I need is to have a scrole like that attached photo.
(without using a button)I have a square MC with a dummy graphic. I want that MC to display (based on conditions, so with AS3) a different graphic. Something like myMC.picture=otherMc.picture
I have a series of AS3 classes that I want to install into the default directory that Flash looks for when, in code, one writes: import com.flashsim.FStEng.Three.*;
In AS2, there is the Classes/ directory within the Configuration folder. Very easy, nice. In AS3, that folder is not consulted, and I understand the Flash IDE does some kind of internal mapping.
I have created a SWC and added it to my Library path. However, I would like to package the SWC in a (code-only) component and put it in a folder that Flash is, by default, looking at to consult swc's. Alternatively, if there were an "include" directory, I could put the as files. However, when I try to put the SWC in the Configuration folder's Libraries, or ActionScript 3.0/libs (the "libs" I had to create), or I put the as files in the Include folder, my Flash code cannot access the stuff being imported.
I have a graphic sitting on my stage that I want to convert to a movieclip so I can change it's alpha with as3. If I change it from a graphic to a movieclip my swf stops working. I have a bunch of code which constructs a dynamic menu and it stops working when the graphic is changed to a movieclip. They aren't related in any way so why would this happen? As a graphic it doesn't have an intance name and nothing is happening to it. It's not animated or anything. It's just sitting on the stage.
is it possible to include text files to be used as code. I would like to have different files to hold some important codes like player stats but didnt know if i could include that file then get the stat from it.
I am thinking about using a single tulip bitmap, but want to convey that the event being publicized has tulips of every hue. I want the tulip to change colors without user intervention.
When I try to include code from the external file "test.as" I get an error: "ActionScript 2.0 class scripts may only define class or interface constructs." "test.as" contains a simple function:
have only a little question .. :I'm actualy working on Adobe Flash CS5 but i don't really know how it works. Then i donwloaded a flash website on internet and i can modify the main part of it but i have a problem when i'm trying to add a Cbox in my homepage. It's a basic Cbox from Cbox.ws so it's totaly in HTML. I don't know how include it in a part of my pageIt means that i would like display my Cbox on my flash homepage from HTML code
I'm new to as3 and programming and I'm trying to add a bitmap to a movie clip in codeHowever, I'm having trouble getting the bitmap location to go where I want it because it's inside the movieclip and it just shows up at 0,0 of the movieclip instead of the coordinates I want it to be: Here's some of code so you can see what I mean:
imageBitmapData3 = new Lander(63, 53); _player = new Bitmap(imageBitmapData3); _gameLevel.addChild(_player);
I am implementing a scrollbar using a custom embedded image using my CSS stylesheet. This is a very simple, thin scrollbar. I would like to configure this scrollbar using CSS properties at runtime, but so far I have been unable to do so. I know it can be done because I've seen examples of it in the net, but no code to review.
I worked through Kirupa's "Simple Custom Scrollbar" tutorial and successfully adjusted it to fit some of my content. Then I put it in a movieclip. I was hoping I could just go into each new instance of that movie clip, put in new content and be good to go. Unfortunately, when I edit the content inside my movie clip it edits the content of all the scrollbars in my timeline.
I tried renaming the instance "contentMain" to "contentMain2" in a second movie clip, that I also gave a unique instance name to, and adjusting the actions to match, but that still ended up renaming it in the other the scrollbars in my timeline as well as adjusting it in the actions of all the scrollbars.
look at the code for oringe's blur scroller and tell me how to set the scroller's height to a set value instead of the stage height? if you'd like the source get it here:[URL]
I'm currently trying to use a TextFormat object to change the font in some of my TextfFields but don't seem to be getting anywhere, the font always remains the same.[code]...
I have spent hours on this and it must be something simple I have missed. I ma trying to populate movie clips with xml data all is working well except the geturl bit at the end which does put a url in but just the url of the last xml code (link) loaded. I think I am just overiding my currentThumb_mc.link variable every time but am a little out of my depth.
For the first stage, I was able to build a walk-through demo in flash pro by creating buttons that when clicked caused the flash to change to different frames. easy enough. Now for the final part of this project, I need to make the interface fully interactive, as I was trying before. ie: you can click any button and lights go on and off or a loop counter increments, etc. Since there is logic involved and too many permutations to do a frame for each possible state, I'm back to trying to do this in an object oriented way. I've got some test code here.
<fx:Script> <![CDATA[ protected function button1_clickHandler(event:MouseEvent):void {
[code]....
debugger has some errors, so i don't know what exactly it will do. the errors are at the last two if statements where i'm trying to change the object property setting of the label. there is another error at the last curly bracket.
the idea is that there are two labels and a button. the first label starts out visible. when the button is clicked, a counter is checked, and incremented, then the counter is again checked and the appropriate label has it's visible property set to true. the intent is that in a list of several labels, pressing the button scrolls down them, until you press while on the last, which resets the counter and the first label becomes the visible one.
I have some AS code that allows you to click on a button and will display a numerical result inside another button, currently in English. I am looking into converting this to Japasese. Does the entire AS code need to be in Japanese or just the numbers.
I am using an include file, and I've noticed that sometimes the the fla file does not refresh new changes to my include file. When exporting with "Ctrl, Enter" Is Flash loading the include file from the cache?