I have 35 movie clips named mcMyObject1, mcMyObject2, etc. to mcMyObject35Each time the playhead enters the frame this code sits on, I want all of these 35 movie clips to be placed on the stage in random orderI want each one of these 35 movie clips to land on one of these X coordinates: 57, 187, 317, 447, 577, 707, 837 and on one of these Y coordinates: 53, 183, 131, 443, 573. (It's a 7 x 5 grid)Movie size is 1024 x 768Here's my code, which doesn't work:
stop(); var myXArray=[57, 187, 317, 447, 577, 707, 837]; //cordordinates for x var myYArray=[53, 183, 313, 443, 573, 573, 573]; //cordordinates for y
How to make this smoke effect work without mouse input. I am trying to have it spill from the end of a cannon, & my attempts to modify the position have resulted in all my bitmaps shifting. I changed this doTrail(_root, _xmouse, _ymouse, currentBitmap); To this doTrail(_root, _x=80, _y=100, currentBitmap); [Code] .....
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I have been doing much research on this - including creating a custom skin but cannot seem to be able to do it. I just want to have one border around both the checkbox and label. I also want a background color which I did manage to via opaqueBackground property (setting it via AS3). Just can't seem to find the key to have a border as well.
I was wondering if anyone could tell me how and if it is possible to draw a line/ circle and place a movie clip on it and get the movie clip to go round the circle by placing the left and right arrow keys on the keyboard.
I've come accross loadMovieNum and loadMovie, I can use them to have the swf load up in to the top left hand corner but I can't seem to find out how to script it to the area I want it to load to.
How do I have a file that's created via actionscript save the file in some other location other than the default, really long appdata/roaming/Macromedia/etc./etc. directory? I'm using the SharedObject.getLocal syntax, but is there another syntax I need to use so that I can save the file in a directory called appdata/roaming/MyApplicationName ?
I am currently working on a platformer, and I have a bunch of different tiles I use to form my maps with. These tiles are very different in the looks, and placed besides eachother, they give a very sharp change, which is not very visually appealing. I've been trying to fix this in the following way:
I have four layers, two for each block I'm fading. The first layer is where the actual tile, the graphic, is located. The second layer is the mask. In the mask layer, I have a gradient, which is the exact opposite of the other tiles mask layer (Mask layer 1 goes down, mask layer 2 goes up). However, I need to be able to alter those dynamically, place new gradients in the appropriate mask layer, and new tiles in the appropriate graphics layer.
I've been googling around for the last hour or so, attempting to find a way to define which layer a new MovieClip is placed on, but all I've found is setChildIndex, which, since one layer acts as a mask, I can't use. Is there any such function in Actionscript, or am I to make all combinations of tiles by hand?
How to make sure the sheep will only appear on the green field on the left hand side? I use the following but they appear all over the place. onClipEvent(load) { _x=Math.floor(Math.random()*379+150) //where width is the width of your stage _y=Math.floor(Math.random()*376+150) //where height is the height of your stage }
I know that the question may seem very easy. I am trying to display an image on canvas.I need to do it in AS, and also I need to locate image in specific coordinates.
I'm aware of the .click() method but the click must be on a prezi loaded (flash) so don't really have a html element to use.
What I have instead are the exactly coordinates of the place I want to simulate click on. Is there any way I can do that?
The click must activate a flash element. (A play button)
Note: There is a similar question around that have an answer witch require swf control. I don't have that so that method is not applicable.
One other quick question... what happens if I simulate a click on an element that has display: none. It click on the elements "under" it? (as a normal click would do; and yes I know this sounds funny but I don't know how to explain it otherwise). If yes I was thinking of making a position absolute div, put it on top of flash and use .click(). The problem is that i have a feeling that the click won't be applied on flash.
This is somehow a combination of javascript simulate mouse click on specific position and mouse click somewhere else on page (not on a specific div).
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
I have an object that moves around, and once it is pressed, I want it to move to a specific place and then continue to the next frame in the movie clip. This is what I have : a movie clip, the first frame has the stop(); command and contains approx 12 frames. The MC has this script attached to it :
onClipEvent(enterFrame){ if(_x >= 0){ _x = _x - 10 }if(_y >= 0){ _y = _y -10 }if(_x == 0 && _y == 0){ gotoAndPlay("/ball",2) // ball being the instance name of the mc }}
The first two parts do move the object to where I want it but the third part will not work and I cant get it to move past frame 1. (Note : 0,0 is not the place I want it to move to, it is there because I was experimenting with the code and this was an easy place to assign to the movement).
There is any way, any cody or anything that can make an action or function take place when a sound reaches a specific second?? For example I have a sound file, when it reaches the 15 second, I want the _root.play(); action to be executed
There is any way, any cody or anything that can make an action or function take place when a sound reaches a specific second??For exampleI have a sound file, when it reaches the 15 second, I want the _root.play(); action to be executed
I have a movieclip that has a keyframe at every frame, and I'd like my code to be able to draw to the individual keyframes within that clip. I'm generating images for animation, but the code takes a few seconds per image, so the animation can't simply be generated on the fly. I want the code to draw all of the images into the movieclip and then play the animation as a loop once that's done. It seems like this would be a pretty straighforward method, but I can't get it to work. It seems that when I draw into the movieClip, it ignores the fact that I have keyframes there. Whatever I draw appears at every frame as if it's drawn onto a different layer that just has the default keyframe at frame 1. To test, I manually put drawings into the keyframes, and they loop back as expected. The only problem seems to be that the animation images generated by actionScript appear all on top of each other and held for the entire movieClip loop. The following is code that I had hoped would draw into frame 2 of the movieClip. I assume that this is naive:
I'd like to be able to use a pencil image (custom cursor?) to draw in a defined area - its the 'ol pencil drawing a line idea on a pad. I don't know how to define the area? I've tried creating either a btn or mc instance called pad_mc & trying rollOver/Out which confines the pen but not the line. This is what I have so far, which works (ie it draws the line) but obviously it goes everywhere, not just over the mc of the pad.
I want to have a different coloured stroke (outline) used on the pie wedge under the mouse from the outline used on the other wedges.
The PieSeriesItem referenced by the mouseover event doesn't have a stroke parameter, and it looks like it is an all or nothing deal with the outline colour on the whole pie.
Is there any way of specifying the stroke parameter on a specific wedge?
I am trying to have flash draw a line from the center of the stage out and increment around the stage. Not sure what math I would use to do this though. So far I have the line going out to a certain point but not sure how to change that point so that it circles around whatever the dimensions of my stage would be.
So far I have this:
var linetox=0; var linetoy=0; var _stage=this;[code]...
which obviously moves the destination ending of the line lower and lower, just trying to get it to draw around the screen (like a clock)
Is there a way to easily specify on which sides a border is drawn for Flex 4's Spark BorderContainer?[URL]But that uses MX styling which seems like a hack. Is there a better or 'correct' way without having to build a skin? It seems incredibly silly to build a skin for a 'Bordered' component when this is a very common use case.