ActionScript 2.0 :: LoadMovieClip - How To Attach Object With X And Y Scale
Sep 4, 2005
I have a little problem, I'm writing an app, where flash attaches a movie with attachMovie and in addition, I add an object with its _x,_y,_xscale and _yscale. Now what I need to do, is not to attach a movie, but to load it with MCL. The problem is,that I don't know how to attach an object with its _xs and _ys to a movieclip loaded. Furthermore, when loaded,it doesn't appear in a library, so I could attach it. Setting parameters manually would take tons of time, so I'm looking for most "economical" solution.
I need help with onRelease after using loadMovieClip function. onRelease doesn't work on duplicateMovieClip. The code:function buildGallery (page Position)[code]
I cant seem to make my preloader disappear after the MovieClipLoader class has determined the load is complete. I have a movieclip I attach onto the stage called thumbnailModule_mc inside of it I have the preloader movieclip (a simple spinning circle) and the image holder movieclip that the MovieClipLoader is listening to see when the image load is complete. When the load completes I want to set the alpha to zero and fade in the image. But my code doesn't work! the preloader stays visible.[code]...
My first attempt involved using LoadVars and "load", and only calling loadMovie if the file successfully loaded (found the technique somewhere out here). However, I found that the ProcessRequest function in the HttpHandler was getting called twice when the file does exist. Makes sense - once for load, once for loadMovie.Now I'm using MovieClipLoader instead (also found this technique out here). This way does call ProcessRequest only once whether or not the file is found. But my problem is that the onLoadError function is only working when I give it a bad URL. If I give it a good URL that passes a bad filename to the handler, the handler throws an error, but my onLoadError function doesn't seem to recognize that there's a problem - I just get a blank area where the error message should be showing up.Here's the relevant AS2 code:
function CheckFileExists(inFile) { var mclListener:Object = new Object(); mclListener.onLoadError = function(target_mc:MovieClip, err:String){
images skew when loaded up using loadmovieclip fuction thumbnail images should load at resolution 150x150 but display at 150x175 cant find scaling as in my code (couldnt get scaling to work right with my looping function so left it out)
I want to attached simple object data type which is holding string to netstream object. i dont want to attached any audio video data. only simple text data want to add in netstream obj.
Most often, questions are asked about how to scale a DisplayObject, and the answer is usually to use a Matrix.
My question is, how to you GET the scale of a Matrix (scaleX and scaleY)?
There's a Matrix.scale method to set the scaleX and scaleY, but it doesn't return a value, and no other properties exist to read it back.
The reason I ask, I'm using object burried deep down into a Display list, and each may be transformed. So I use the child object's sprite.transform.concatenatedMatrix getter, but am stuck at this point on how to read the scale from it.
I know it's possible to scale and rotate an object by using some actionscript. Is it also possible to distort an image?
For example; keep the topleft corner and the bottomleft corner of an object at the same position and put the topright and bottomright corner of the same object 25 pixels down.
I tried many Flash .swf before and they all can be scaled freely -- by using a width and height in the HTML, and sometimes in the URL params or flashvars. But is it true that all Flash object can be scaled? For example, can some Flash objects using absolute coordinates to plot graph so that every 10 pixels it marks 1, 2, 3, 4, 5, and no matter what is done at the HTML or any where else, it just won't scale and the browser can't do anything about it either? Is there a way to scale it to half the size for that graph? (that is, 1, 2, 3, 4, 5 is separated by 5 pixels instead of 10 pixels)
Let's say I have a movieclip, which contains a simple circle draw on it. What I need is to scale the movie clip along a random line (not vertical or horizontal only). The picture attached probably illustrates what I mean. The only idea I can have is to combine usual scaling and rotating.
i'm trying to get randomly moving objects to scale up as they move further away from their point of origin, I'm haveing trouble with this. I've attached the current random movement code below:[code]
When I created a Bitmap object from drawling the pixels of an image and then scale that Bitmap too large (or even too small) the image disappears or in some cases distorts in what appears to be random pixels barfed all over my screen.
In order to show you this I have made an example: [URL] (click the plus button any more than 8 times and poof! the bitmap disappears) And source: [URL] (Flash CS4)
I have had some help but still not understanding this.
How can I scale an object from center after it is dragged by the user?
Currently I have this: function onSliderChange(e:SliderEvent):void { scaleClip(slider.value); }
[Code]...
With this code the movieclip jumps back to the center of the stage each time I call the scaleClip() (move the slider). I would like the object to scale from it's own center regardless of where it is on the stage.
I drew a farm and I want to be able to move the animals around, also to make it a bit more real, they need to scale down proportionally along the y axis, I have been searching for a tutorial or download to no avail.
I am basically trying to create a display object transformation manager which will allow me to scale/rotate objects. I am currently trying to figure out how to rotate an object so its corner follows the current x and y of the mouse. I always get confused on the math of things like this. I know how to listen for the events and everything, I just am unsure of how to calculate the amount of rotation to apply. I will probably be rotating via a Matrix so I can rotate the object around its center, rather than the upper-left corner of it. My question here is: how do I get values when I don't want them constrained, like scaleX and scaleY?
I have a div with a flash object in it. That div is going to pop up in a modal triggered when a user clicks a thumbnail of the flash presentation. The problem occurs when I try to use the scale effect to scale in or out, it errors out.
Here is the HTML: <div id="modal"> <object id="presentation" width="720" height="576" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="[URL]" align="middle"> <param name="allowScriptAccess" value="sameDomain" /> <param name="movie" value=" video.swf" /> <param name="quality" value="high" /> [Code] ......
I've created an mc which functions as my map and controls to go with that which allow the map to be moved around and key points navigated to and zoomed in on at varying zoom levels.I'm using scaleX and scaleY to scale the map mc and a list of x and y positions to correctly position the map for each key point.When I want to go to a certain area I perform this calculation (offsetX and offsetY are the center of the screen):
Then I tween the position and scale of the map to smoothly scale and move the map to the correct position:
var tween = new TweenLite(_background, EASING_SPEED, {x:newX, y:newY,scaleX:scale.getScale(),scaleY:scale,ease:EASING_TYPE,onComplete:moveToComplete,onCompleteParams:[room]});
I now need to implement a zoom in / out function and this is what I'm struggling with. The zoom should use the center of the screen as the reg point for the scale, so I've been trying something along the lines of the following to get the correct positioning:
var newX = offsetX - (offsetX - _background.x) * scale; var newY = offsetY - (offsetY - _background.y) * scale;
So in my mind this gets the distance from the current position of the map relative to the center point of the screen (offsetX, offsetY) then scales that distance by the new scale. However, this is clearly wrong because it's not working and the positioning of the map is wrong.I've also tried using a transform matrix to get the correct values but I know even less about them and not got the right results.
function scale(target:MovieClip, center:Point, scale:Number):Point { var m:Matrix = new Matrix(); m.translate(-center.x, -center.y);//move the center into (0,0)
What I am doing now is loading a .png image with a Loader object. After loading the file I cast the loaderInfo's content to a bitmap and set the smoothing value to true. This works without a problem until I reach a ScaleX and ScaleY value less than 0.5.
For example, if I have a 1000x1000 object, scaling it down to 200x200 causes the bitmap smoothing to no longer work.[code]...
getting a bitmap to apply smoothing properly after being scaled very small.What I am doing now is loading a .png image with a Loader object. After loading the file I cast the loaderInfo's content to a bitmap and set the smoothing value to true. This works without a problem until I reach a ScaleX and ScaleY value less than 0.5.
For example, if I have a 1000x1000 object, scaling it down to 200x200 causes the bitmap smoothing to no longer work.I can reproduce the problem using all of the following Sizing methods:
Change the scaleX and scaleY properties on the bitmap. Directly change the height and width properties of the bitmap. Add the bitmap as a child of another sprite and change the scaleX and scaleY properties of the sprite. Add the bitmap as a child of another sprite and change the height and width properties of the sprite. Creating a new BitmapData object with a matrix scale and then drawing the original BitmapData onto it.I've also tried some other workarounds that I found when searching, such as:setting the scaleX of the image to 1.001 or 0.999 forcing the height and width of the Bitmap object to be even numbers.
Below is some sample code for reproducing the problem. (I am running this locally so I have a copy of testimage.png in my bin-debug folder)
public class MainObj { public var comp:UIComponent; public function MainObj()
I have developed a flash app in AS3 that allows you to drag objects around on stage, save,and load them. When the "save" button is pressed, it then loops through each item on the stage and gets the coordinates (x and y) for the bottom left corner and the top right corner. Code:
Code: ActionScript Code: var bottomLeft:Point = new Point(-50, -50);
how to eliminate previos attach before move to next attach MC..let say as u can see in my code..I just settign the interval..for 2 second..in other to attach the mc on eby one...so how to set up the code so that if the 2nd mc has attach it'll remove the 1st one attach for certain time...and so on..the scenario like this..
mc1 attach after 2 second mc2 attach --> remove mc1 after 2 second
I am learning AS3 and trying to get an object to be able to move / rotate / scale and drag and drop. I found 2 seperate tutorials one does button clicks to move and rotate code.[code]When I add the second lot of code to the first app (ie add a layer and insert the script ) change myPoint to rocket . I get the following errors:'{' expected
1. Is there a way to scale up an object from its center even if its registeration point is at the top left? can that be done using TweenMax?2. can I apply the same tween on two objects at the same time? basically what I want to do is load up an image to the stage, and then tween its scale from 0 to the original size along with another movie clip behind it that would form some sort of a border for the image. and I want to scale them up from the center.
When you load a object through flash, you can set the rotational/scale point, but when you load it as a loader object or sprite, how do you change this point?
In this instance, I want to change the height of a sprite that is filled with a rectangle so that it shrinks down, not up.
Right now:
var colored_bar:Sprite = new Sprite(); with (colored_bar.graphics) { beginFill(0x9e1819, 1);
[Code]....
The way I am doing it currently is moving the y position everytime I take away soem of the height, so it looks like it's moving down, but I'd think moving the orientation point at the beginning would be faster
my problem is that if i scale, rotate or translate a display object using its transform.matrix i am not getting the value in the display object but the transform is happening like displayObject.scaleX or displayObject.scaleY etc. i get this new transform value using the dislayobject? as i am using a matrix transform manager which actually changing the transform matrix of the display object.
I have a video inside of another movieclip. When I go full screen, I scale up the outer movieclip to fit the screen. So that OuterMovieClip.width is equal to screenWidth etc. How do I maintain the aspect ratio on my video so it does not get distorted? Whats the proper math for that?