I have a gallery connected to xml.now i got the gallery from the tutorials so the gallery is now up woth the thumbnails and when i click on the thumbnails the larger pics appear.now my problem is how can i drag a speciofic thumbnail of the mask and drop it in the middle of the stage.i tried to use setMask(bull)but the thumbnail is still only visible under the mask...
i have a problem with setmask. in my current project i used a thumbnails which are loaded via xml. if user click on those thumbnails then in the stage a movieclip loades an image correspondent to the thumbnail and the loaded image will ba mask itself on the background image that is loaded previously. for that purpose i used onEnterframe in the onRelease function of the thumbnail. but the problem is that when user click on thumbnails it will do the all the jobs but stop loading to other thumbnails.the code is below:
I'm stuck trying to achieve something in AS2. The principle is easy: the user can drag/throw a timeline (with thumbnails) around, but I want it to snap to certain positions. I've created an example to show what I need. You can already drag/throw the timeline around, but, as it slows down, I want it to always snap into a position where one of the purple rectangles snaps to the grey area so a thumbnail is always covering the grey area. So when you throw the timeline hard enough, it would fly quite far (speed of timeline > attraction force of the snapping points), but as it slows down, the snapping force takes over and the timeline snaps in place.
I'm stuck trying to achieve something in AS2. The principle is easy: the user can drag/throw a timeline (with thumbnails) around, but I want it to snap to certain positions. I've created an example to show what I need ,You can already drag/throw the timeline around, but, as it slows down, I want it to always snap into a position where one of the purple rectangles snaps to the grey area so a thumbnail is always covering the grey area.
So when you throw the timeline hard enough, it would fly quite far (speed of timeline > attraction force of the snapping points), but as it slows down, the snapping force takes over and the timeline snaps in place.
how to make my thumnails scroll faster as you drag further to one side or the other?I'm a designer trying to grasp AS so please excuse my messy script!
var isOver = 0; function onEnter(event){ if(isOver == 1) scrollers.nextFrame();
I have a working draggable movieclip called "copy" which is inside another movieclip called "copymask". The "copymask" movieclip contains a mask so to only make part of "copy" clip's content viewable.
The drag (onpress) and drop (onrelease) commands work as long as the cursor is within the masked space. But if the user drags and releases the "copy" clip beyond the masked space, the clip sticks to the cursor.
I would like the "copy" clip to stop dragging onRelease at any moment, masked and in the unmasked area. Is there a way to do this?
I have a MC inside a Masked area, when i click it i want to duplicate it and drag it out side the mask!My code works exept the MC is still inside the masked area!!Heres a bonus question: Why cant i remove the MC with removeMovieClip.. the duplicated-MC is inside another MC.
i have an image (possibly that has an animation), that i want to zoom when i roll my magnifying glass over it. i want it when you click on the handle to pick it up and move it and when you let go it lets go of it.
i've created a sprite to drag and drop around the stage. the sprite is masked and has it's mask as it's child so that it too will drag along with the sprite. everything works fine until i add a drop shadow filter to the sprite. when the drop shadow is added, i can only mousedown to drag and mouseup to drop the sprite if the mouse events occur within the original location of the sprite when it was added to the stage.
var thumbMask:Sprite = new Sprite(); thumbMask.graphics.beginFill(0, 1); thumbMask.graphics.drawRoundRect(0, 0, 100, 75, 25, 25);
I created a graphic to simulate a volume slider. Its working, but i want a movieclip graphic (vol_switch) to follow the mask. It is only following it after i release the mouse. i cannot figure out how to have it follow on the mouse drag without taking precedence over the mask and disabling that. I tried the code in bold, but not working.
Haven't been here for a while and I'm really rusty using Flash. I looking for a tutorial or some information on how to scroll thumbnails by scrolling the mouse left or right over the thumbnails.
I used the tutorial "Adding Thumbnails" to build a fotoshow. Adding another xml-file I have the problem,that I cannot reload(?) the thumbnails correctly.[code]Then I do not see any thumbnails,if(!) the new thumbnail list contains fewer elements than the old one and if the old thumbnail list was scrolled over the hit_right field before.It is seemingly necessary to reset the internal state of the movieclip. But how can I accompish that?
I've got a website with three links to three different thumbnail galleries. When I click the link to a gallery that has a lesser number of thumbnails, it fills the difference in numbers in with thumbnails from the previous gallery.
I have a startDrag function set up on a loader and mask that when the mouse is down on the loader it drags, when not it doesn't. There is also 2 buttons that control whether mask1 or mask2 is used. What i would like however is when the mouse is down - the area of the loader outside of the mask is visible but only by about 10/20% alpha, that way the user can see where all the image is while dragging. Is this possible? Full code can be seen below and i have attached the zip with the .fla file:
what i am doing is to make something along the lines of the "scriptable mask" tutorial Inigo was kind enough to put up.My idea is to have a large mask behind the whole of my flash site, this masks a colour image with a black & white one (nothing tricky). The image I am using is actually 5 separate images combined, and each is a pic of certain parts of the site.I also have a very basic set of buttons along the bottom... each corresponding to each section.
All I want is to set it up so that when I mouse over the buttons, the _x of the mask moves to correspond with the correct image... really very basic... or so I thought .If anything it should be easier to do than what is in Inigo's tut (where he uses the _x of the mouse to move the mask)... i just cant seem to get it to work with a nice easing effect (its easy to get the mask to simply snap to each coordinate, but I need it to smoothly move).
maybe point me towards a better way to mask. png file is way too big. I have been using the mask layer option to create my own mask around a jpg image by drawing around it on the mask layer. There has to be a fetter and faster way to do this. Is it possible to maybe have a specific color range have an alpha value of 0. Similar to green screening whereas If I put the item I want to clip on a green background flash will auto take out the green for me. and by auto I mean action script maybe. I think this can be done but im not finding it.
how are these guys clipping these images [URL] they have the movie clips set up where the black background on the 3 layers of shoes is getting masked out. When I go into the shoe movie clips I see there is a black background but it just disappears when I go back to main timeline.
ive gotten one movie clip to mask another in the actions frame but i cant seem to be able to mask the flames which are a shape with a movieclip in this as file. im not getting any errors but the mask isnt covering anything look near the bottom at s.mask=mask_mc; there are about 20 "s" shapes spawning per second if that has anything to do with it
Code: //this package turns an mc into a flaming button that calls a javascript function package { import flash.display.MovieClip;
I want to have an image and when I click on the image ,one can hold down the mouse and drag a copy to where ever on the stage and when one lets go, one can drag another and another with each copy still being able to be dragged after released.this is what i have but its pretty simple and doesn't work....
stage.addEventListener(MouseEvent.MOUSE_DOWN,makeA Box); var i:Number = 1; //i will be the total number of boxes var newBox:myMC = new myMC();[code]....
I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function.[code]
Im trying to do a drag and drop system where the user can drag a movie clip into an area. Although i would like to make it snap to a target instead of just sitting wherever it lands in the area. Problem Two:
The next thing i am trying to do is when the user has a movie clip on a target already, and trys to put another movie clip in that target area, it will replace the one thats in there and go back to its current position. Here is the script of what i have done so far:
I have some movie clips. i want to drag all clips when i drag single movie clip. Ex. I have movie clips "A1", "A2", "A3", "A4", "A5" . Randomly visible some of them. Suppose "A1", "A3", "A4" has visible. When i will drag "A1" movie clip all these "A3", "A4" also move with "A1".
What's the code to start drag and stop drag. I would also like to know what's the code to detect if the object has been dropped on something. I know the code in AS2 but i cant figure it out in AS3.
I am very new to AS3 and I am running into some issues creating a simple class that will allow you to drag and drop and object but then also scale when it is over a hit area. Here is my current code:
i have load in a .swf and this .swf is make up of one drag object. When i load into my _level0, i can drag it but it seem then the drag is not smooth, instead it is lagging. Thus i went back to the indiviual files and try to drag on it and it was not lagging. ...why is it like that? All the files are still on my local disk.