This code is a looped onRollOver, sa long as the mouse cursor is within "up", the movieClip moves up 3 pix at a time. I need it to slow down simulating inertia when the cursor is removed.I know a code that usually works.
f=0.3;
xdest = 300;
onEnterFrame = function () {[code].....
i've spent lots of hours looking up the internet trying many techniques but nothing do.i just want to add inertia to my car.
var car:Car = new Car(); var power = 10; addChild(car); car.x = 470; car.y = 200; var dx = 0; var dy = 0; stage.addEventListener(KeyboardEvent.KEY_DOWN, keyhandler); function keyhandler(event:KeyboardEvent):void { switch(event.keyCode)[code].............
I have a movieClip, which in turn has a nested movieClip. I need each of these to have thier own onRollOver events, the parent movieClip is OK, but the event never fires for the nested movieClip. My code goes something like this:
[Code]...
is output when mcOne is rolled over, as it should, but nothing is output when mcTwo is moused over.
I've been trying to make a scroller, but the movieclip IS the scroller (if that makes sense?)So I have a movieclip that's, say, 1920 wide, and the stage just resizes to the browser, and when you drag the movieclip it scrolls. I have this semi-working but it's quite buggy on resize, and i also want inertia on the movieclip when it moves.
I'm trying to achieve a fairly simple effect--a dragging a MC with inertia.
Specifically, I'm trying to get this to happen:
1. When you click with the mouse on the MC (not the entire stage), the MC gets dragged along.
2. When you let go of the mouse button, the MC keeps going with inertia (slowly comes to a stop) that depends on the speed with which the MC was dragged and in the same direction. The MC shouldn't change directions if the unpressed mouse is moved around.
You know the effect when you drag an object and then when you let go it continues to move but slowing down. I'd like to do this to my movieclips can someone show me how?
how could i modify this script so that it has inertia, and so that i can movie diagonally? is there a better way of doing mc movement with keypresses?[code]
how to make a scrolling text box with inertia...I know there are many out there but the problem is the only ones I can find have inertia applied after you lift your finger off the button...which leads to jerky movement if you are scrolling a small section. The desired effect is like the scrolling text boxes used in www.fontsforflash.com.(they have developed a component...not good if you want to customize the look of the scroll bar) [URL].... provides an open source version of this movie clip but it again is not so easily customizable.There has got to be someone talented enough to do this and provide a tutorial for the rest of us..
I want to imitate the iPhone scroll behavior in a Flash app I am developing. The idea is to enable drag-drop with a certain amount of inertia/deceleration (you know, when you drop something while your cursor is still moving and the thing would continue moving for a moment and then stop).
I am making a website in Flash CS4 and wanted to do a background of images that fade in and out from each other on loop and that would not get interrupted by clicking a button. Here's an example of what I am trying to explain:n this website you can click any button (except the Projects button), bringing up that information in a text box and the images continue to loop in the background without looking like it jumps to a different scene
Does anybody know how I could make a MC keep moving a certain amount when I let go after dragging it. I want the distance it goes to be based upon how quick I moved the mouse before I let it go.
When you click and drag with the mouse, it gets dragged along, constrained to the x axis (left and right only).When the mouse button is the released the object keeps going at that speed and direction, the slows to a stop. If the unpressed mouse is the moved, the object DOES NOT change direction to follow the mouse.The object does not respond to or in any way follow the unpressed mouse; all it does it come to a stop when the mouse is released, as described above.
I want to create a SWF with 10 embedded FLVs as they are smaller file sizes than embedding the video in the main FLA timeline. I have imported using Import Video>Load external video with playback component.
For each of these FLVs i have created separate Movie Clips and placed each Movie Clip in a scene with forward and back buttons.
I need the FLVs to loop when played so I used this code in frame 1 of the Movie Clip:
Code: import fl.video.VideoEvent; SWFfilm01.addEventListener(VideoEvent.COMPLETE, videoFinished); function videoFinished(event:Event){ SWFfilm01.play(); };
The issue I'm having is that when the Next button is pressed and the playhead goes to the next scene, the sound from the previous scene pauses for a moment then continues to play through.
This is the code that I have at the moment in the first frame of the scene:
Code: stop(); invis01.addEventListener(MouseEvent.CLICK,play_S2); function play_S2(event:MouseEvent):void { SoundMixer.stopAll();
I've got a clip which gets multiple clips attached dynamically.I'd like to make it scroll up or down based on user mousing over it and mouse position. I want it to ease and to increase in speed if the user mouses further up or down.[code]
I have a very simple flash movie. It has 6 images that fade in and out in a loop. I created the movie and when I play it in Flash using Control > Play (with loop playback) it all works perfectly, but when I publish it there is a blank space at the end of the movie before it loops through again. It only lasts a fraction of a second but it breaks up the smooth image transitions. I have checked and there are no layers that go past the last image, and there is a keyframe on the last frame of the last image.
I have been pulling my hair out on this one for too long. I have a web banner that uses Erik Hallander's Pixelator Class. Everything works fine when the timeline plays just once, but as soon as it loops I get error:
ArgumentError: Error #2015: Invalid BitmapData.
I have tried removeChild, removeEventListener, nulling the variables involved, disposing of the BitmapData. I also tried some conditional statements depending on the loop but no success.
Is it possible to alpha tween (or any tween) the end of an animation with the start?For example, here we have a simple animation that alpha tweens three images with looped playback (keyframes capitalized):
I downloaded a flash app the other day. I can't put links since I don't have 50 posts, but if you type Dj Mixer on ActiveDen, it should come up.Basicly, it allows you to put sounds in a folder, add them to an XML file and the flash application acts as a mixer with a timeline. You can select which loop you want at what time and create your own track.There's one thing though, it doesn't allow you to export the sound. I have no experience in that area so I was wondering 2 things:- What would exporting the sound in an .mp3 format from the compiled sound loops involve in terms of complexity? Can this be done in a short time frame or is this something that requires a lot of knowledge and ressources?- Once the exporting to .mp3 part is done, I wanted to able to take that .mp3 and send it to my phone. Do you guys know of any Websites that offer a suitable solution for this?
I have a banner (160x600) and want to have 2 images (one at a time) slide into place and then fade out (alpha=0). Image1 should slide in and then fade to alpha=0, whiling fading out, Image2 should begin to slide in and then fade out as Image1 begins to slide in... this all needs to loop.
So this is the code I have which slides in the image and fades it out but I need for the fade out to overlap the next image sliding in and loop it all.
Code: import fl.transitions.*; import fl.transitions.easing.*; function finishHandler(event:TweenEvent):void[code]........
I've got a problem with an if/else statement within a function which checks to see which 'drop area' one of ten items should to snap to.. the problem is I can only set the start location of each item to work on the first hitTest, otherwise after clicking another item or positioning any item in one of the drop areas, the drop area becomes it's start location due to startDrag() and stopDrag() been called again to move the object..
What I've tried to do here is to create a variable (which does trace the correct (currentTargetHome) movieclip reference, but as a string) but it doesn't work when I try to access it's attributes using [currentTargetHome]. The item exists within the movieclip "gamePage" and the rest of the function works !
I am starting simply (or so I thought) by pulling an object from my library (libraryButton) with a unique identifier btn[i] and placing a dynamic text field within it. thus;
var numberOfButtons:Number = 5; var btn:Array = new Array(); for(var i = 0; i < numberOfButtons; i++) {
[Code]....
would work, and Im simply trying to target a child item within btn[i]
I'm working with the Tween object: I'm building a game where mc's need to drop periodically from the sky, and then when they reach the bottom of the screen, they need to be unloaded. The problem I'm having is firing "onMotionFinished" events for these dynamically, "loop-generated" mc's. I think I need to be able to send parameters to an onMotionFinished function, but I can't figure out how. I made a stripped-down version of what I'm doing, here's the code:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; //this keeps track of which bomb we're on bomb_count = 0;
[code]....
Basically I just want to have more control over the programmatic tween and its associated events. Everything is there, it's just that the onMotionFinished event isn't attached to the tween I want it to be attached to, it's attached to the most recent tween that occured, or something. I suspect it has something to do with the fact that all my tweens have the same name, but I don't know how to name them differently in the loop.
I read some stuff about "delegates" and "superclasses" and other dizzying objecty things that seemed relevant but like I said, since I'm not oop fluent, I get pretty lost pretty quick, esp.
I have a gallery that generates thumbs. I want to make a tooltip on each thumb. If i add this to one button in particular it works fine, but looping it screws it up, i know its a simple syntax issue but am just stupid.
I'm creating an animated background/flash animation, in short I have several tweened pieces all moving/swinging around and I want them all to loop at the end of their individual loops. Each piece is on its own layer) I have been using gotoAndPlay(2); (I'm using a preloader so frame 2 is the start). The problem is (If I'm correct here) is the first layer to reach the end runs the "go to and play" resetting everything!. I want each layer to act independantly. Is there a different version of gotoAndPlay(2); that will work or am I looking at things like nested animations/importing individual fla's ect (all of which goes over my head).
have a loop that creates buttons. Each button stays on the screen, but scrolls off, meaning there are at any one time upto 4 buttons on the screen. There are a total of 241 buttons.t is to my understanding that using an array will allow me to access these buttons later, and that is great, but I can not find a way for it to tell me exactly which button was clicked.Am I missing something very simple here?