ActionScript 2.0 :: Dragging Up And Down Or Left To Right Only
Apr 6, 2008
I have a movieclip in the centre of a cross and want to make it move only along the lines of that cross. Is this possible with startDrag or do I need more complicated method? To illustrate: If you've moved left or right, you can't move up or down and vice versa.
I am playing flv files on a site. The way I am bring them is via the import video from the library (not using flv component). I am loading the videos via using netStream. So far so good. Everything works fine. I want to be able to scrub through the video by clicking and dragging left or right on the video itself. I plan to make the mouse cursor turn into a symbol that has a left and right arrow when you roll over the video hence letting you know that you can click and drag left or right to forward or rewind through the video. IS this possible? If so, how can I accomplish this?
I currently have an dragable button that is locked to only move left and right within a small bar, and want to have that button playing one sound going left, and another sound going right.
I have created an animation (see attached) where the stage can be dragged from left to right to reveal hidden areas off the edge of the stage. Unfortunately I need to add buttons containing links to websites within the dragable movie symbol and I can't work out how to do it.
i hav a left right moving thumbnail gallery from xml, i need that on the last image image come on focus from the left side so automatically the left button will be disable or opacity goes 0 anything and same thing from right side also.
I have a series of thumbnails that should scroll from left to right & right to left when you roll over the movie clip buttons on either side. IT was working in another flash movie, but I moved it to a different flash file and now it's not working. The hit buttons within the movie clip buttons have this action script:
looking to create an image/mc slider that moves form right to left via user clicks of a left and right button.I would assume I would create an array to hold a series of mc's in (my images) and then tell the left and right buttons CLICK events to move linearly through the array (displaying next in line and previous etc.
I've some components with dynamic heights. They have to be aligned with respect to the bottom of my canvas container, so I cannot set the same y for all components.
I could compute their heights and successively set the y but I was wondering if there was an easier way to do it.
I have an Image called "PanoramaImage" (which is very long in width). I want this image to move from right to left & from left to right automatically.
I am using flash as3. I am loading this image from the same folder where the .fla file exist. my image to move by using Up & Down arrow keys.
The following is the sample code i found on web.
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler); loader.load(new URLRequest("panorama.jpg"));
I have an Image called "PanoramaImage" (which is very long in width). I want this image to move from right to left & from left to right automatically.I am using flash as3. I am loading this image from the same folder where the .fla file exist. Right now I have the code which will help my image to move by using Up & Down arrow keys.The following is the sample code i found on web.
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler); loader.load(new URLRequest("panorama.jpg")); var content_mc:Sprite = new Sprite();
My vision is to have a colored square at the top of the site Im working on which should span across the entire browser window. I have created a square 1280 x 100 pixels in size and imported it to the stage, alignment is set to x=0, y=0 ad alignment. The scene is the same size as the square I 've imported. When I view my Flash creation its displayed 8 pixels from the top left corner of the browser window. The flash file only contains the square and nothing else. take a look at the 3 files I've attached: issue-scrreen1-3.jpg. The first 2 screens are my Flash, properties and library screen shots. The third screen shot is my browser window.
I want to if I can set a variable with the mc's name that the mc I'm dragging around hits.I did this before with eval() in as2 but there is not such a thing anymore. [code]...
I am looking for a way to "drag" several movieclips at a time and thereby create a panning effect on the entire stage. The movieclips are supposed to follow the cursor (a mask) on the X axis.
I can start dragging the symbol no problem but no amount of clicking will get it to stop. Am I doing something wrong? Using Flash CS4 with ActionScript 3.
so I am trying to drag around some images in a canvas. I am adding eventlisteners to the components and calling startDrag() and stopDrag() to pick them up and stuff:
The problem is that it is selecting the image at its (0,0) location and not where I initially click on it. So there's a sudden "jump" when I click on the image. It is not smooth.
I noticed that startDrag() has two default parameters, one of them is lockCenter and it is default to false. Maybe do I set it equal to true somehow? (I don't know how to pass arguments to my second parameter in addeventlistener)
Another question: if I want to add more conditions to it, like make a new function that uses component.startDrag(), how do I pass the component to this function while adding event listener to it at the same time? for example: I want to do:
I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel.Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag.What is the appropriate way to handle the drag architecturally
I have need to simultaneously move a slider (called "shadeGrabber") movie clip and a mask. I'd like to do this by dragging the slider and seeing the mask move with it.
The example movie clip on the left (called "PICTURE_WIPE") is what I'm going for, but interactive instead. I'm working in the movie clip on the right (called "PICTURE_WIPE copy 2")
Here's my code, for quick reference (found on the "AS" in the "PICTURE_WIPE copy 2" movie clip:
I'm trying to get objects to drag and drop. Instead of dragging just the circle, it drags the entire screen. I can get it to work if I use "this.circle.startDrag()" but I want to be able to use the startMove and stopMove functions on different children, text boxes and other objects generically. Here's the code:
circle.addEventListener(MouseEvent.MOUSE_DOWN, startMove); circle.addEventListener(MouseEvent.MOUSE_UP, stopMove); function startMove(event:MouseEvent):void {
Being adventurous I've got (all built in AS1) a masked area that you can view an image in. I'm trying to make it so you can zoom it in and drag it around, within the masked area, but the dragging locks it so that you can't drag it to the point where it leaves the edge of the masked area - if you follow. So when you're zoomed in, the iamge is never allowed to be dragged off so far that it's not filling the masked area. I've tried all sorts of code and the following code seemed to work well
But since the border size around the image is adjustable (it could be 2, it could be 20) and that eats into the area used to show the image (eg image is offset by imgBorderSize and shrunk by imgBorderSize*2) I tried to factor that into the formulas because once I turned the borders up the above formulas wasn't working right anymore
Code: // imageMC = the clip being scaled/repositioned/dragged limitLeft = 0-Math.round(imageMC._width-maskWidth)-(imgBorderSize*2); limitUp = 0-Math.round(imageMC._height-maskHeight)-(imgBorderSize*2);
[code]....
I also tried to make it so when you zoom in, it zoomed in on the center of the area you can see through the mask, not on the top left - so repositioning is occuring alongside the scaling for the zoom to try and acheive that. Nothing clever, just :
Code: // ZoomCalc range = 0-100; // imageMC = the clip being scaled/repositioned/dragged imageMC._xscale = 100+(2*ZoomCalc); // 100% - 300%
[code]....
When it zooms out however it'd be nice if it didn't snap back to center via the above code, eg if yu're zoomed into bottom left it would stay viewing bottom left as it zoomed out - yeah?If anyone has ANY input to this I'd greatfuly welcome it :/ If I manage to get it working then I have to figure out what my layer above all these layers with clickable buttons don't work as soon as I implemented the dragging of the image layer Is there no way to have buttons on something that is being dragged? ((
I basically am suppose to make "scarf" drag over to a movie clip named "winter_mc" and when it is on it, it is suppose to disappear but it's not disappearing. Here is my code used in the scarf:
I've been searching various sites and forums for a solution to this, but have so far found none, so I was hoping to ask for some advice on the subject.Basically I have a movieclip of a photoframe, and I'd like it so when the user clicks the edge of the frame, they can drag it around, while clicking the photo inside the frame will open a new window and show the photo in full view.Originally I thought I could accomplish this simply by using:(Note: Framemc is the main movieclip, with another mc called "Photo" inside which is the picture)[code]But this leads to an odd problem: When dragging the frame it works fine, but the user can also drag the "photomc" around too (like, the frame stays in place and doesnt move with it), thus removing it from the frame.Is there a way to tell the code to move only certain parts of the mc and not others?