ActionScript 2.0 :: [FMX]: Dynamically Sizing A Movie Clip To Match Character Width
Apr 12, 2003
For my menu on my page, I want to do things dynamically. For the drop down menu, I want to have a box around the link when moused over, that changes depending on the number of characters that are going to be placed on it.
[URL]
See how the "tab" around team is smaller than the menu? But GRAPHICS will be larger, and so on.
I'm parsing an XML file to pull in the data for the menu, so I want to handle this portion dynamically as well.
I am trying to make a scrollbar that scrolls a dynamic movie clip horizontally and resizes to match the width of that movie clip. I'm having trouble making the scrollbar resize to the correct size and having it scroll at the correct speed so that it can scroll the whole movie clip.
I would like my character to move as if he was drunk I am unsure how to do that I am using the keyboard for his movement. I also have a character that moves at random I would like the drunk moving character to be able to catch this character and play a scene from within the drunk characters movie clip but I want this character to try and escape the idea is the drunk character gets points for how long he is able to hang on to this character
I'm working on a fullscreen site for a client. I have a rectangle movie clip that needs to match the stage width and then animate across the stage. Here's the link to the current non fullscreen page,[URL] I need the gray bar to go all of the way across the screen. Here is the code I'm using to fullscreen the site:
Code: Select allfunction stageResize(e:Event):void { var sw:int=int(stage.stageWidth); var sh:int=int(stage.stageHeight);
[code]...
use code to set the registration point to the top left and position it to the left of the stage, then set the width to match the stage, and then animate it across the stage, but I'm not sure if that's right or how to do it if it is.
My question today is dealing with a dynamically generated button with a textField.I have the button copy in XML and I need to add a buffer of 10 pixels to either side of the textField. I tried to CENTER my textFormat, but then I could not see my text because the button is for some strange reason 545.45 instead of 88 like it should be. When I change the alignment to LEFT then I can see my text, but still the larger issue is my button size is horribly off.[code]
I need to scale a movieclip to fit the width of the screen and it's height to stay proportional. I have code that's always worked fine but, in this case, the movieclip is constantly changing size and this throws off my code, scaling it incorrectly when using a listener (it's initial scale is perfect).
I imagine it's because it has shifted from the size it's proportions were read from by the time it applies them. I know my problem is theoretically solvable because the movieclip can be scaled correctly if I scale width and height equally. However, I need the movieclip to always be the width of the screen.
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
I've got a problem with a game I am creating, I want a movie clip to play once when my character hits it, it has a stop function at the end of the movie clip, but as long as the character is on top of it, it continues to loop, how do I get it to stop at the last frame? Here is the script applied to the movie clip:
onClipEvent (enterFrame) { if (this.hitTest(_root.bubMC)) { play(); } }
All I've been able to do was make the last frame extremely long and load an alternate movieclip without the hittest function applied that runs the animation.Essentially, I am asking, "How do I make a piece of actionscript run only once", like:
onClipEvent (enterFrame) { if (this.hitTest(_root.bubMC)) { play(ONLY ONCE BUT AFTER THAT DON'T DO IT AGAIN); } }
I've set the publish settings to 100% width and 100% height and have then added the 'noScale' function into the first frame of my timeline. Here is an idea of what I'm trying to create:
I have three movieclips that are touching the left side of the Stage and want them to touch the left side of the browser but centre vertically. I can do this by adding the 'Stage.align = LC' command, but not sure if this is the right way to go about it.
The movieclip that is on top contains a logo and I want it to have a fixed size. I called the instance name 'logo_mc'.
The movieclip below 'logo_mc' is called 'container_mc' and is a strip of photographs that I need to run from the left to the right side of the browser no matter what the browser size. I need this movieclip to scale proportionally up and down as they viewer resizes their browser so the first photo is touching the left side of the browser and the last picture is touching the right side (without distorting).
The final movieclip is called 'buttons_mc' and is right below the 'container_mc' clip. This movieclip needs to remain a fixed size.
Obviously when the 'container_mc' clip resizes I need the other movieclips to move up and down to stay the same distance above and below the 'container_clip'.
Using AS2, how can I have a character movie clip walk along a line/curve without falling through it? By this I mean the character could say, walk over a hill whilst jumping (falling back down due to gravity physics) but would not fall through the curve that represents the hill.An example of this would be BMX star or BMX backflips and any game that is a side-on view of a character walking.
I want to put together a flash gallery of photography for my photography business. I am very good at Photoshop design, html, css, javascript but I am a novice with flash. I can use it and use some actionscripting but my knowledge is limited.
I see galleries like this one: [URL]
The images expand and contract perfectly as the browser is resized. I am used to having to size pics for the lowest res screens (I design for 1024 width resos's usually).
What size should I make pictures to work like this... Does flash scale them down / up / either... are there quality issues with letting flash manage the sizing.
I have made a UI control which contains a bunch of TextFields representing the members of an Array. I draw these un a list like in a combo box's drop down. Currently I hard code the height of the TextFields, iterate through the Array and position the TextFields by adding the hard coded height each time. Simple enough. But now I would like to put the control in another place where I must use smaller text. So I would like to make the thing general so I can resuse it whenever I want, simply by applying a new TextFormat. My problem is that I want to still be able to position the TextFields accurately regardless of the font size used in the TextFormat. I have tried just creating the TextField, applying the TextFormat, setting the text, and then trying to read the TextField's height, but alas this does not work.
what the best way is to find each TextField's height so that I can build my list?
Basically I have this portfolio website with 6 tabs. I am trying to make the slides glide from left to right.each slide is a movie clip and i have put all six movie clips inside one long movie clip with the instants name of content_mc.The problem is my long move clip is way too long in width I have offset the last slide about 5180px of the 0 position.When I test it and click on the tabs nothing happens and I get this error in the output panel"TypeError: Error #1009: Cannot access a property or method of a null object reference."Here is my action script code.
stop(); //Animate in the profile_mc from bottom to top using the Tween class..// import fl.transitions.Tween;
I have a movie clip on the stage. When I click on it, the info bar shows its width is 90px.When I test the movie and do a trace( mc._width ) it has a width of 97.1 .
I'm trying to load images into a row of images. Each image is a different width. Heres the code so far:
Code: var xPos:Number = 0; for (y=0; y<5; y++) { var container:MovieClip = this.holder.createEmptyMovieClip("picholder"+y,y); container.loadMovie("mypic.jpg"); container._x = xPos; xPos += container._width; }
The problem at the moment is that the container._width property is reading 0 so all the images are loading on top of each other. This is the same with "picholder"+y. If I set the xPos value to say 100 then it works fine. I'm guessing its something to do with the fact that the loadMovie happens after the var container is defined. Whats a way around this?
Also just while I'm posting whats the correct syntax for something like this:container.loadMovie("mypic" + (y) +".jpg");
Is there a way to mask a movie clip in a way that alters the width and height of the object? I have a child movie clip that is larger in width so I'm having issues manipulating the width, height and coordinates proportionally of the parent movie clip.
So I'm trying to set the width and height of a movie clip symbol. Initially, on the stage the movie clip is set to w = 400, h = 350. Whenever I load a 400x350 image on the clip (from a button), it looks way too wide. So I tried to fix this by adding setproperties for width and height on the action for the button.
I searched the forums, but couldn't really find anything that matched my specific needs. I have a movie clip symbol that is your character, I also have a movie clip symbol that is named fuel and it represents the fuel you have left. I tried this in your character:
if (Key.isDown(Key.UP)) { yspeed -= ypower; fuel._width -= 50; }
as a little bit of code. fuel._width -= 50; is what I'm really interested in. yspeed-= ypower; is just my movement, which works. So why doesn't my fuel width change?
i am creating 10 Circle movie clips dynamically and giving each of them a width and height random from 1 to 50, I am creating these CELLS to react to eachother in an environment that I create, well anyway everything is going good but this, SPEED
i would like the smallest cells to have a speed of .05 and from then on the larger the cell the smaller the speed, Every ... property i guess you could say... of the cell is proportional to it's width.
I have a text field on the left and a movieclip butted up to the right of the text field. How can I move the movieclips position left or right based on the text fields width?
1. Dynamically resizing screen elements to fit dynamic text: I've been loading data into Flash via XML files and dynamically populating Movie Clips with the data. How can I make the movie clip expand to match the size of the data loaded? Maybe there's a different approach to this as well?2. Stacking Movie Clips: When I load data into movie clip elements, I'd like to be able to stack them, one on top of the other, i.e. creating a table and filling the cells with the data elements. How do you tell Flash to start the next movie based on the lower left corner of the previous clip? How about if they were dynamically sized?I don't ask for much do I?Also, I'm in the Chicago, IL area and I'm looking for a tutor.
how to get a movieclip named "topnav" to resize it's width to match that of the stage. I am trying to resize the width of a top nav bar across a resizable RIA. I have started with the following code but with only partial success:
Code: stage.addEventListener(Event.RESIZE, resizeListener); function resizeListener (e:Event):void { var reg2 = stage.stageWidth / 100;
I have an ActionScript 2.0 project with a very simple timeline Alpha Tween ("Classic tween" in CS4) of a movie clip. I need to reposition the movie clip dynamically when the movie is launched, before the Tween is executed (as in "x_mc._x = 100;").
I found out that after changing the clip position the Alpha Tween as well as the Alpha final value are totally ingored. The clip is shown in the updated position but remains throughout in the Alpha setting of the first keyframe (even when it reaches the last keyframe which has a different Alpha setting). I verified that the Tween itself is executed by placing Trace statements at both keyframes. If I remove the repositioning statement, the Alpha Tween works fine (but of course in the original position which is wrong)