ActionScript 2.0 :: Flash Manual Painter - Make The MC Highlight On Mouse Over And Distinguish The Objects When Overlapping?
May 1, 2010
need a logia something like to paint some Objects: simply put some MCs. When the Mcs (are out of the Box range) and neat its easy to colour. see the Zip files attached:
Please see: paint_Non_Overlaping_MC_Works.fla paint_Non_Overlaping_MC_Works.swf When the Movie clips are overlapping or one placed above the other MC the objects are hard to paint. It Recognizes the Obeject as One, the Imported png converted to a MC. Please see: paint_Overlaping_MC_Not_Works.fla paint_Overlaping_MC_Not_Works.swf
Is there a possibility to make this work, like to make the MC Highlight on Mouse over and distinguish the objects when Overlapping? That's to say to colour the MCs when overlapping? What initially came to my mind is when mouse over the MC's to highlight so that we can drop the colour on it. In the ZIp file contains all the as2 codes.
I've worked with Flash for about a year now and I'm trying to make a game where you can control an object with the arrow keys and if you touch a certain object (lets say a wall) you go to a frame where it says "You lose".making the actionscript for the object and the wall colliding.
I'm trying to create a flash demo for my prof and we want green dots to move randomly across the screen without ever overlapping each other.I saw the kirupa tutorial on random motion which is really good. I'm wondering if I can add something to the code so that the dots won't overlap, (as soon as one touch another they move away) as they move.
I'm a bit slow when it comes to grasping this whole concept.
I am after a script that allows me to use my mouse and repel objects within the canvas in Flash. For example, if I move my mouse close to a shape, say a circle, the shape would immediately dodge the mouse.
I'm working right now on a map generator. I stumbled on a very annoying problem. I'm using the for loop to add the map elements on the stage. But when the "forest" area begins to be to thick all trees begin to overlap.
I want to make some mouse effective objects like if some one touches the mouse pointer to that object then it will go away but after some time will come again at its defined position.In my case I am using a frog which is randomly moving in a pond but when we takes mouse pointer near by it it went far. and after some sec. will come again and takes the position.[URL]I am using a script which is not enough it works to take object far but how to bring that object back in the defined place.
Does anyone have a link to a tutorial that will show me how to make an image gallery that has an automatic slideshow with manual controls, a multi-page thumbnail bank with manual controls, and a preloading system that would be good for about 160 images at about 1024x680? I don't really know any useful actionscript, and I've managed to find a hodge-podge of tutorials but I don't know how to tie in all the parts to make what I want.[url]...
I'm making a scrolling list of objects, and I want each to have an over state. Normally I'd make a separate frame for each over state, highlighting the respective object.This list, however, has over 50 objects. That means I'd need over 100 different frames to shuffle through on this one movie clip. Is there a better way? I tried using a plain white movieclip at 50% alpha and attempted addChild-ing it on top of the target but that didn't work out
the addEventListener for the MovieClip only functions if i am on its "Visible" area, and doesnt work if the mouse is on the text so how can i make it function no matter how many objects are on top of it?
I have proper code to make objects rotate on an axis adjacent to the mouse. I also have proper code on how to make objects elastically bounce towards a specific x,y coordinate.
So far the code I have is for the object to follow the mouse when clicked. when the mouse is up, the objects (on a rotational axis) wind back to original position.
What I would like to do, is combine the formulas for rotation with the elastic formulas to bounce these objects back into place with rotational movement.
I have for a long time tried to get rods beeing placed side by side without overlapping after dragging. I don't succeed. This side shows that it can work: [URL]. I want my objects beeing placed side by side or over each other, not overlapping and no space between, just like in thos link.
Code: var mcArray:Array = new Array(); var lastClicked:MovieClip; function drag() { this.startDrag(); lastClicked=this; } function dragEnd() { [Code] .....
I am trying to simply have it so that when you put your mouse over the little blue guy, the sound repeats faster but does NOT overlap, infact, I don't want the sound to overlap at all. Also I want it so the sound stops playing on the next scene.
If two or move movie clips overlap, everything underneath the top movie clip does not seem to receive mouse events. I tried many things, including setting ".mouseEnabled = false;" on the top movie clip and its constituents, but it still eats up all mouse interaction. Is there a way around this? Listening to all mouse events and using hitTest is not an option in my case.
I am pretty good at making games, but I do not know how to do this: making it so that when you click the mouse, hold it, then drag it to another position, a box appears. Does anybody know what I am talking about? Here, minimize down to your desktop and try it. Left-click, hold, then move the mouse around. See that highlight box it creates? I'm wondering if there is a way you can do that in Flash.My Flash version is Macromedia Flash 8 Professional with ActionScript 2.0. I need to do this box thing because I am making a StarCraft
I have two ArrayUtil classes I need to access from the same class - they each come from external libraries and have different code, so I can't just combine them.
How do I disambiguate them in the code?
I tried doing com.adobe.utils.ArrayUtil inline, and leaving the existing import, but that resulted in an undefined property com error.
Whenever I test a movie or view in html browser, the text is unlightable/selectable. How can I make it so that I can highlight the text and copy/past. You know the options when you right click after highlighting text.
I have a flash that has a background symbol that responds to CLICK event. On top of that symbol I have a sprite that contains a Bitmap with transparent pixels. Both of them are added to the stage, so they are not related directly.
I want clicks on the transparent pixels on the sprite to go straight through to the background. I have read about mouseEnabled / mouseChildren but have not been able to make these work. The symbol ignores the mouse events when I use them, but does not pass it along as if its transparent.
Is this possible to do with flash? Or will I have to re-route mouse events?
I have a .swf in my rails application, located here:
/public/bin/editor/Editor.swf
It works fine, with one flaw, it gets cached often, so when we release a new version we are usually needing to tell the customers to clear their cache when they experience issues. My question is, how could I force the .swf to break cache when I release a new version? Something like:
I'm making a website in flash, inspired from this site : [URL]. I've done mouseover so that when you go over a circle you can see full text in the middle, but I don't know how to make the other "buttons"/circles fade white when I have my mouse over one of the circles. Please take a look at the webpage, it's kind of difficult to explain. [URL]. I'm using CS 5.5 and Actionscript 3
I was wondering is there a difference between the processor usage when using tweenlite or animating the same clip manually? Considering it's vectors and also dynamic text with it.
Similarly, if we animate manually or copy the code snippet produced by that animation. Would that make a difference on the CPU usage?
I have played some more with Flash and come upon something that i would know more about.I tried to make:A scene. when I click the left mouse button on the stage an object(from the librery [graphic]) will be place exactly where the mouse is.I did not really know how to approach this, but tried anyways.
This is my code:
stage.addEventListener(MouseEvent.MOUSE_DOWN, addApple); Function addApple(event:MouseEvent):void{ //I dont know what to put here to place an object(apple) from the libery //onto the stage where the mouse is. };
I'm making a catching game and I only wanted the falling objects hit certain area on my catcher. My catcher is a girl with mouth open and I wanted the falling objects to hit only the mouth, not any other parts of her body like arms. So I made two objects, the full girl and just the mouth. How do I make the two objects (movieclips) move around with the mouse?
Attachment 54347Attachment 54348
I tried to embed one object into another but it didn't work....
is it possible for flash to detect off-stage mouse coordinates in order to continuously drag an object within its bounds while the mouse is moving outside of the stage? for example: i have a draggable red square on my stage. the stage is the bounds of the drag. if i drag the red square to the bottom of the stage and continue to drag outside of and around the stage, i'd like the red square to continue moving within it's bounds, following the mouse coordinates. currently, dragging halts as soon as i leave the stage and the red square only begins to move with the mouse coordinates if i reenter the stage bounds.
If I plan to implement 100 objects on stage to be listen to mouse and keyboard input, is using "function" call responsive enough? How good does eventlistner work?
I want to handle the mouseevents for all the sprites on the stage including the one those are hidden behind (or overlapped or occluded) and the main condition is that I want to handle the occluded sprite (that hidden behind other sprite). example, say I have sprite1 and sprite2 on stage and I want to start drag whenever i click on the sprite and stop drag after another click.
This can be done easily, but the problem and my main requirement is that if I drag the sprite1 and drop it exactly on top of the sprite2 then sprite2 will be hidden behind the sprite1 I wont be able to drag the sprite2 without moving the sprite1 first. if you have played zynga's empires and allais game on facebook, it is handled seperatly, it is how it works in that game, the mouse event is triggered on the sprite behind the overlapping sprite, if you have two sprites overlapping one sprite than the mouse event is triggered on the sprite which is last and not the one in front irrespective of whether there is only one sprite overlapping or two or three and this happens to irregular shaped sprites (not just rectangles)