ActionScript 2.0 :: [Flash8] Move Back To The Origin Point
Oct 14, 2008
I tried to create simple animation from this Kirupa's tutorial My aim is to make a circle run from left to right and when it is almost to the edge it will move back to the origin point and it will loop only 3 times. So I came up with totally baby script like this:
[Code]...
But the MC is not move back to the original place. Sorry for not even finish the script for stop looping. Only tweak on play loop it make me very confused. My knowledge is quite in entry level but I eager to learn. Could you let me know what is wrong with the script?
How do I move the origin point, or zero point, of a MovieClip to the same origin point of the stage without scripting in Adobe Flash CS3?
Example: While I'm trying to move objects within a MovieClip, the origin point is at (stage) 200,-300. This means that when I put objects in a MovieClip, the objects' X,Y coordinates, as displayed in properties, are off by that much.
This point is way off the edge of the stage and I'd like to move it back to the stage's origin point so that my X,Y coordinates are meaningful.
It's been a long time since I've done any work with actionscript, and alas I've forgotten nearly everything. I've tried to look for a tutorial that would explain basic animation with actionscript, but the one that I found on Kirupa was no longer there.
Basically I'd like to do this:On the stage I have a movieclip and I'd like the movieclip to move along the x-axis to a certain point and then back to the starting point again. The moving speed of the movieclip should also be adjustable.
I have created a motion-tween with three images rotating in a flat circle from the foreground to the back. As the images move to the background, they shrink in size 25% and darken a bit. The motion has three stopping stages, with each image having a period in the foreground.
I am having an issue figuring how to make the images in the front to overlap those in the back as it rotates. I have tried placing each image on a seperate layer and placing the images on a single layer but it doesn't function the way I hope.
Can anyone tell me if an instance of a line as origin point and end point properties that can be read or changed? I know that if you create a line with actionscript you have to set them. But can the X and Y coordinates of the points be accessed once the line exists and moved to a different location?
Flash Media Interactive Server 3.5We currently have an Edge/Origin configuration. We have another Origin Server to be used for fail-over. How do you setup a back-up Origin Server?
I am making application which will dynamically create sprites via action script and copy the sprite's image to a bitmapdata object via .draw() function. I would like to store the location of the sprite's transformation point and insertion origin (which would be set within the flash editor when the sprite is created/imported.) Is there a way to access the location of the transformation point and the insertion origin via ActionScript? I just want to read it, I do not need to change it.
5 text choices (choice_1 → choice_5)5 text field targets (box_1 → box_5)FUNCTION:1. Drag the choices to the targets.2. When dropped they display in target fields.3. Then snap back.I thought I had it but no cigar ... must be close though.Everything functions properly EXCEPT when I drag a choice and drop it all five choices go to choice_5 (XY) instead of their own origin.HOW DO I SOLVE THIS?PROBLEM CAN BE SEEN HERE
The slide function is supposed to bring the shape back to its origin (passx and passy are the coordinates), through an Enterframe event. It works fine, but it only works once. And if I drop the shape, if I pick it up again, it's impossible to "cancel" this action (which means the shape keeps going back to the origin). I tried removeEventListener but no luck.
How do I take Object_MC and have it attract towards the mouse cursor within 100px and return to it's point of origin when the mouse is 101px + away from the cursor, all while doing an "elastic" like recoil effect, and going from 50% alpha to 100% over that distance to the mouse?
how to use these in order to make an object move from point A to point B in an arc.Think of that classic game where you have to input the angle and power and try to hit your opponent.
Basically what I like to ask is how to move a object from one point to another point based on the point tat you have clicked on a graph. For example, If I click on this coordinate (2,3) on graph, the object (movie clip) will move to that point.
well i want to make buttons that on rollover move to left, on rollout move back to their initial position, and if clicked, they but stay this time at the final rollover place, and be there until something else is clicked. When something else is clicked, the previous button , returns to its initial place. So i ve got it all figured out except for the freeze and move part when the buttons are clicked. All it does now , is when they are clicked they freeze at the position i want, but i havent got a clue how to update them, after so they start moving back, and reacting on rollover and rollout, when the next button is clicked.
Using Tween class maybe? I tried the easeOut. But if will write 2 Tween, the 2nd one will overwrite the 1st one, so I only see the obj moving in the 2nd Tween direction, not the 1st Tween direction. I know the coordinates for the 2nd Tween below is not correct (cos all coordinates shld follow the defined reference point), so I need to find out the logo's width and height. But is alright now cos it is for testing purpose.
if i move the cursor to a point A, it automatically moves by itself to a point B. then if i move the cursor from B to a point C, it bounces away to a point D. i stumbled upon this site while googling around. i'm not a techie, but yeah, i can handle word processors.
I am having some dificulty making a path for this enemy i'm trying to create... cause i want him to rotate + move, then stop, then shoot, then rotate back and move off screen... Its easier if you see it.. you can download the swf file in the zipped archive to demonstrate what i mean. I did it there with tweens. Anyway.. i tried and make it but i'm a little stuck on the stopping part... you can also see what i did in the fla file attatched...
My idea is for a movieclip to flip horizontally when reaching an _x point, which is 225 (it should be half the stage). Now, I know about _root.movie_clip._xscale, and I've tried it, but it didn't work. Here's my code:
After I publish my entire project to SWF it plays as it should without a hitch, but just about the midway point of the cartoon the animations simply freeze on me. What's even more confusing is that the audio of the movie, all set to play as Stream, do NOT stop and continue playing in the proper order -- and that includes audio from subsequent scenes. So basically once my cartoon reaches X I can hear my movie playing normally but everything else is frozen.
-I'm working in Flash8 and using FlashPlayer9
-There are no actionscript commands in the scene where the animations stop. The only actionscript commands in the entire project are a Preloader/Start button at the beginning and a Stop command at the very end.
-When I publish only the troublesome scene it plays fine.
-This project is actually a very long movie, clocking in at just under 24 minutes. There are a total of 42 scenes in it and all principle animations take place directly on stage, not broken down into graphic numbers or movie clips.
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I am working on making a picture move along a path but for some reason I can't get it to work. I have followed the instructions in my text book but the image just goes down at an angle to the bottom right of the stage instead of following the path I created in the motion guide.
I am working on making a picture move along a path but for some reason I can't get it to work. I have followed the instructions in my text book but the image just goes down at an angle to the bottom right of the stage instead of following the path I created in the motion guide.
I have four objects that when clicked needed to programatically arch back to one central point. at the moment I cna easily have them travel in a straight line, but I need all of them to rise a little (20px) as they travel to the left then drop to that centralized point.
I'm having a problem with a button that should change the mouse pointer to an arrow when clicking it and, after while, turn it back to a hand cursor. I use the Button.useHandCursor method to acheive this. This works fine in the Flash IDE, but when testing in a browser, the mouse pointer won't change back to the hand unless i move the mouse. I've tried a LOT of stuff, including updateAfterEvent without any success.
I'm having trouble with this function I created. It should move the clip to a specific given point, but it's not doing it. here's the code:
Code: public function moveThis(pointX:Number, pointY:Number) { if(Math.abs(clip._x - pointX) < 20) { clip._x = pointX;
[Code]....
This just doesn't work, is there another way to do this? the inputed x and y values (pointX and pointY) are the points I want to move to, and clip is the movie clip that I want to move there. The clip moes across the x distance first, THEN the y distance. I need it to do both at the same time.
Ok -- so I figured out how to tween in CS4, but how the heck to you adjust the tween? If you decide you want it to be a few frames longer or shorter? It wont let you drag the tween point! The only thing I've found that works, is deleting the tween and then making a new one. Which, is absolutely rediculous -- I know there has to be a way to edit it once you make it.
Can You with a code move the point where the mouse is placed?
Example. If you have a row of buttons on a frame and when you click one of the buttons you don want the mouse to be on that very same spot because on the next frame are the buttons on the same place. You want the mousearrow to be placed on the top of the frame.