it's quite hard to explain, especially cause i'm not a native english speaker.. i've uploaded my >fla< and the >swf< as wellplease have a look at it. when handle 1 is being dragged, handle 2 swings elastically on one axis around handle 1.in case of dragging handle 1 (upper) everything is just perfect. but when i drag handle 2 (lower), the movement of the line, which connects the two handles all the time, is slower than the movement of handle 1.why? both handles have got (basically) the same code.
i have been working on a reaction timer and i need to run the same program multiple times but put in different colored squares (when the square shows up click stop to get time) to see if that effected the reaction time so i made a bunch of seperate files with the different colors but i wanted to combine them and after i combined them i had a bunch of duplicates and i got those fixed but i still have error 1151.
i have the same text thirty times and where the numbers and myy is they are to get rid of duplicate terms var blueSquare=new blueSquare();
timeline 1 stop(); var myy1Timer = new Timer(2500);myy1Timer.addEventListener(TimerEvent.TIMER, blueSquareDelay1);myy1Timer.start(); var blueSquare = new blueSquare();
[code]....
if you are planning on building it to test i have three buttons the stop start and reset with the instances stop_btn etc. then there is an adaptive text box with instance of myText_txt i also have not put time in to get the start and reset buttons working it just starts on its own.
Yesterday I worked on an educational activity for adult English as a second language students similar to this one and the two pages worked perfectly.However, when I tried to make another page today that incorporates animated gifs, I ran into problems.I lost the ability to embed sound on the down state for all objects on the page.I am using Vista updated, and KoolMoves 7.4.1.I used these steps:
1. Import an image (jpeg) on to the stage.
2. Clicked on it and selected make it a button from the tool bar . 3. In the OVER State, I drew a layer over the image and made it transparent.
4. I moved to the UP State, copied the OVER State, and added the word.
5. I moved to the DOWN State, copied the OVER State, and returned to the Main Movie.
6. I then right clicked on the image to show properties and changed the sound to YES, went to the down state, and linked to the sound.
7. I then saved, previewed in Play in Browser Window, and the two previous images with sounds (which worked perfectly before I worked on the gif) and the animated gif do not play sound.
I made an animated gif in adobe flash, but when I export it as a gif, the quality is ruined. I know there is a way to make high quality gifs in flash, as shown here:URL...But when I follow those steps and publish it, the gif turns out to be a blank frame.
I am having sever problems with publishing gifs in flash. All text turns into great big blobs. This has not allways been happening, it just started one day...I have tried reinstalling but the problem is still there...Heres something I made to show...I put a white background, and 30pt arial text saying "Test" in roughly the middle...it came out like this:
I want to create a game similar to all the reaction time games out there, with the difference that my game has a set amount of time that you as the player will have to guess when it occurs (with a simple click). Each player has a number of tries where the closest time from the set time wins.
I is chuckmul again. I am starting a new game of war stratigy. It has an Isometric veiw point. I was just wondering how I could first make the I sometric grid using flash and second make a fully interactive enviroment
I've read it's impossible to a export a scripted animation into one animated PNG while retaining any of the AS3-triggered actions (whether in Timeline or Classes). This also seems to be the case with animated GIFS. The problem is, having a 27 x 27 stage, my .MOV files are still huge. Do I have to give up, or is there a hidden workaround for exporting animated GIFs with AS3?
yesterday i made a Flash with CS5, and i wanted to export the Movie as Animated Gif with a transparent Background but this does not work, no matter if i selest transparency due the Export as Movie or if i set it in Publish Settings, the Background will be always opaque as in the Flash App itself, so White or whatever Background is set to the App...I am on s Mac, the only way it worked was to export the Movie as PNG Sequence but i don't know how to easily combine them together as an animated gif?
I import an animated gif onto the stage, but if I want to then move all the frames some pixels to the left, I have todo so for each element in every frame. How can I move the gif and all its frames in one action without using actionscript
I've been trying to import animated gifs into Adobe Flash CS4 Professional to practice rotoscoping, but I can never get the gifs to work. I've tried importing directly to the stage and importing to the library and making the gif into a symbol and so on, and I can get the gif's frames to appear in the timeline, but once the gifs are in the file refuses to play. If I hit Enter and try to play it, nothing happens. If I try to test the scene or test the movie, I just get an swf that's stuck on the first frame in the gif. Does anyone have any idea how I can get gifs to work?(I'm using Windows 7 on an HP laptop with 6 GB of RAM. If I should be providing any other information, let me know.)
Does anyone have any idea of how I could create something like this? Here's the link:Now, I'm not too concerned about giving the user multiple times to try but I would love to know how this little flash game calculates your reaction time.
Trying to do circle circle collisions via math which I'm really having trouble with. One circle (player) just moves from keyboard. The ball reacts to the player. All the code shown is in my players class and I passed in a reference to the ball.
On my enterframe I have:
Code: var xmov1 = xSpeed; var ymov1 = ySpeed; var xmov2 = ballRef.xSpeed; var ymov2 = ballRef.ySpeed;
[code]....
Perhaps I'll go with a box2d equivalent instead of trying out my own physics shenanigans.
This tutorial found on: [URL] Is extension of: [URL] The problem manifests itself when I substitute .jpg thumbnail with .swf one. (I need this because i need transparent thumbs, so i needed to import transparent gifs via swfs - i used [URL] to convert gifs to swfs if someone is interested - It is released under the GPL. ) XML is parsed ok, and the thumbnail is visible with other .jpg thumbnails. The problem is that it is not "alive": Clicking on it doesn't change the main image, hovering doesn't change its alpha:
I've read that when loading swf's it's a good idea to load them into a MovieClip. Is that true, why and would a Sprite do as well. Also how is it done?I thought this would do.
var currentPage:MovieClip = new MovieClip(); var loadRequest:URLRequest = new URLRequest("home.swf"); var swfLoader:Loader = new Loader(); swfLoader.load(loadRequest); currentPage.addChild(swfLoader);
i used this code with linkage to load a movieclip from library using flash action script 3
btn.addEventListener(MouseEvent.MOUSE_UP,goLayersS ite); function goLayersSite(Event) { var myMovieClip:MovieClip = new Tree(); empty.addChild(myMovieClip); }
i want to know how am i able to load a flash movie clip from my current library into my stage with using a button via flash action script 2.
since im using other codes in action script 2 i can not cancel them and i really need to load a movie clip in my AS2 FLA.
I'll do my best to keep this question as short as possible:
I've made 5 'fruit' movieclips and they're in my library.
And using so.addVariable("getNumber", "003"); in my HTML code, I'd like those particular fruit movieclips to play one after the other (and then loop).
I've had a look around for something similar, without luck, so I'm trying to make it from scratch. I got as far as getting it to load the first number and then the first type and url, but I'm stuck on getting to go onto the next type, also being able to define (with addVariable) which number's nodes gets played.
Here's an example of my XML to show the structure. Code: <?xml version="1.0" encoding="utf-8"?> <list> <number="001" >
I'm making a game where I have a lot of movie clips that I need to load so I was wondering wheather ActionScript 3.0 allowed us to load external movieclips? Can we import an external display object (movieclip) into a display object container? Or do I have to load a .swf which contains the movieclip onto the stage? What happens if I need to pull in multiple .swf files can the movieclips overlap or will one .swf file block the user from viewing the .swf in a lower depth? Can I import the movieclip from the external .swf file from its library and add it to the main stage rather then adding the whole .swf to the main stage?
Basically I have this movieclip on stage that is suppose to load another movieclip from an swf. in that swf are 31 copies of the movieclip since theres no duplicateMovieclip function in as3. I am able to load and add child to the movieclips easy with this,
PHP Code: function duplicateMovieclips():void{ for (var i=0; i<movieclipsToLoad; i++){ movieclipsDuplicated++; entrys_mc.addChild(mcV[i]);
Below (which I excluded) are other various bits of code to edit the movieclip and what not. I can also remove it just fine with this bit of code here
PHP Code: function removeF():void{ var repeat:int = 0; for (var i=0; i<timesToRemove;i++){ entrys_mc.removeChild(mcV[i]); repeat++; movieclipsToLoad--; if(i == timesToRemove-1){ loadSelected(); //THE PROBLEM }}}
What this swf is trying to do is record the year and the month the user clicks on and then return every day's data from the xml if a day is filled out. when removeF(); executes, i get the error: Code: ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. Pointing at entrys_mc.removeChild(mcV[i]);...but when its NOT there, loadSelected(); that is, it works just fine. I even put a trace statement in it. The whole if condition works fine to.
LoadSelected is the one that retrieves the text needed to load in the movieclip. whatever year and month the user selects, it loads the information of it and puts it in a string. then it displays in the dynamic text field inside the movieclip. Also, when SWF loaded it loads all 31 movieclips using this. Code: for (var i = 0; i < 31; i++){ var groupMC:MovieClip=MovieClip(clip.getChildByName("group" + i)); mcV.push(groupMC); trace("repeat # = " + i); }
I start off my game with an empty movieclip located in the middle of the stage. I then load a movieclip using the loadMovie method. At some point I would like to unload the movieclip and then reload another one, sort of a different scene if you will. The new movieclip has a number of other nested movieclips that I will use as buttons and I have coded a function that is called that creates these buttons. Here's what it would look like:[code]The roomSetUp function contains info on how the room should look and the button codes. The problem is that the setup function runs before the new movieclip is loaded. Seems that there is no way to have Flash 'Yield' until the movieclip is loaded and then go to the last function. Any suggestions other than MovieClipLoader?
I have several Movie Clips in the Library which I need to be able to load and bring up on the screen randomly.The code below shows how I can load one of these, but to get a proper control ideally I would like to load them all in to an array or numbered variables so that they can be called from a simple piece of code and actioned one at a time.
My movieclips can all be called something simple like mc1, mc2, mc3, mc4 etc to make things easier.These need to be referenced in to an array mcContainer[.....] or as mcContainer1, mcContainer2........ so that they can be called easily.I just need to know the simplest way to do this and how i reference them, I have tried several ways like ["mc"+i] etc and nothing seems to work.
I have several buttons that on mouse over will load a library movie clip. I want that movieclip to load on top of everything then once it's played allow me to either replay that movieclip by hovering over the button again or play a different movieclip by hovering over another button etc etc. with the ability to repeat this.
My code below currently loads my movieclip on top in hte corerct place however wont allow me to hover over another button and only plays once: var my_packages_mc:MovieClip = new packages_mc();var my_treatments_mc:MovieClip = new treatments_mc();