I want to accomplish this. I want to have two buttons and my piece of text. When the user clicks the plus button the text gets larger. When the user clicks the minus button the text gets smaller.
How i can to, knowledge, my text is smaller or larger of the value? If my text1.text the value is 10 and my text2.text is 20, how i can to flash detect if is smaller or larger?
I have 2 .swf files.#2 will be dynamically loading into #1.
Lets say the stage size of #1 is 600x400.
Lets say the stage size of #2 is 800x600.
Is it possible to load a larger .swf file (#2) into a smaller one (#1), and somehow see the whole thing? As in, not crop the embedded file to the dimensions of the smaller "containing" file?
How can I set the parameters of a smaller mc, to be placed on top of a larger mc, and not have the active ingredients (such as some random floating objects) roam outside of the smaller mc? The problem I am having at the moment, is my objects will not stay inside the smaller mc, but instead, roam all over the larger mc below it. So I'm thinking I need to set up some solid parameters for the smaller mc. I was up late, late last night on all sorts of actionscript boards, and still haven't found the answer. I am using flash 5, and the small mc is, once again, on TOP of a larger mc.
For lack of a better description, I have a world of bitmaps, but some are outside the boundaries of the stage. How can I scale my world larger and smaller to effective zoom in and out?
Background: Sorry for the complex title, but can't think of a better way to describe this. So I have an image which is constantly moving and rotating (using matrix rotation around a specific point) on the stage. Problem: So I'm looking for a way that, when the user presses a button, a smaller image (exactly the same as the original one, only 3 times smaller) to position itself so that the smaller image's location is proportional to the the larger one's location. This means that the exact point of the larger image where it is rotating should be the corresponding part of the smaller image, thereby causing a kind of zoom out effect.
The truth is, I'm finding it even difficult to match just the x and y positions so they correspond, ignoring rotation, assuming the position is relative to the rotation point. Even this would be useful.
im trying to create a grid gallery that when you rollover an item it grows larger and makes the other items a little smaller, and moves them to compensate for the larger image and on rollout it shrinks to its original size, and so does the other items. if someone could point me in the right direction (tutorials, etc.) or how i would go about build it,
I'm trying to create a radar effect (a looping circle which gets larger). Now, the way i do this with other programming languages is to draw a rectangle as the background with a low alpha amount. Then draw the circle growing on top of the background, then draw the background again in the loop.I've got it working like this in flash but it gets really slow after a very short time since I am adding children each time the loops goes through.
Code:
var radarSize:Number = 1; stage.addEventListener(Event.ENTER_FRAME, loop); //-----------------------------------------------
I created a simple mouseover (like this one http:url... )with one small image that grows to a LARGER image directly on top of the smaller image when mouse is OVER the smaller image. When user mouses OVER the smaller image the larger image appears correctly.Problem is that even when user mouses OVER the "boundries" of where the LARGER image WILL appear, that also causes larger image to appear. What I want is for the larger image to appear ONLY when mouse is OVER the smaller image.
I just want to design a button when the mouse roll over the button will gradually become larger (to a fixed size) and gradually comes to the originally size when roll out. I try to use "Adding Buttons to Movie Clips" method, ie, one MC with two layers, an amimation MC (tween from small to big and then big to small) and a button. Add script as follows: on the first frame:
if (Playing eq "True") { play (); } else {[code]....
When I roll over the MC tween small to big and big to small and when roll out the MC gradually small. What I want is when I roll over the MC tween small to big and keep it is except when I roll out.
Relative newcomer to Flash, and I have (what should be) a simple question: how does one go about making the CS3 checkbox component larger? I'm not talking about the bounding box (checkbox + label); I'm talking about the checkbox itself. I've looked all over the place, and I'm stunned that this doesn't appear to be as easy as I thought.
I have a presentation work and the size that i have to work is larger than 2880 pixels which is the maximum value flash cs5 allows. So, is there any way that i can make the stage size larger? (approximately 3900 pixels)
I found this really neat photo gallery on flashkit but there is no support or readme included. how to size this thing.. the AS code does have comments but I am not a coder.I'd like to make the image window smaller and the overall movie smaller. 325x325 or so
I am making a circle countdown timer class. It works fine, however, the startAngle variable isn't really working the way I wanted it to. It seems to start at 45 degrees even though I have it set to 0. I want it to start at the top and work it way around like a clock. So it would start at 12 and end at 12. Here is my class
Code: // Create an instance of the class in an empty FLA import com.ronnieswietek.utils.CircleTimer; var counter:CircleTimer = new CircleTimer(15,0xff0000,0x000000);
I know AS3 doesn't have a duplicateMovieClip method anymore so how is this done? I tried the following with little success. Circle is a movieClip on the stage with instance name of circle. myEmptyClip is a movieClip in the library with the linkage set to myEmptyClip.
Code: circle.addEventListener(MouseEvent.CLICK, makeNewCircle); circle.buttonMode = true; function makeNewCircle(event:MouseEvent):void { var newCircle:myEmptyClip = new myEmptyClip(); newCircle.x = 300; newCircle.y = 100; addChild(newCircle); }
I need the ActionScript (2.0): 1) When rolling over a moving image (like a filmstrip), I want the image to stop and then it zooms into a larger image. 2) Then when you click on the larger image, it goes to another URL page in my webiste.
I'm developing a game atm, and I need some help on the mathematics/coding of colliding circles (and their change in x/y speed). What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision
If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled. Does anyone here have any insight, links or tips on how I can du this?
What i need to know is how to calculate the direction and speed a circle has after colliding with a static (non-moving) circle. I know how to detect a collision between the two, but I'm not sure about the maths I need to give the circle the right speed and direction after the collision.If i do know how far away the two circle-points (in the middle of each) are to each other (in both x and y coords) would it be easy for me to find the new speed and direction of the large circle in the example above? I know that I somehow should use the angles to pretend the circle hits a flat "wall" (as it only hits one point), and then calculate the new speed/direction. My only problem is that I'm not sure how to decide the angle of this flat "wall" and how x and y speeds should change when colliding with a wall that is angled.
I`m working on a app that you can draw lines.....like circles, rectangles... my problem is when a user draw a circle for example....i wanna be able to paint (change color) inside of this circle. I`ve tried working on Shapes with cacheAsBitmap = true and Bitmaps with BitmapData but it doesn`t seens to work.
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.
Here I what i need is : Start drawing first circle and when first circle is on half way, Start second circle.same way second and third circles. and after completing 3 circles, just gotoAndPlay 2nd Frame .
I have a simple three ring animation where the three rings fade in and out.On the stage the rings are a perfect circle, in the publish preview they look fine, but once I publish the SWF, all of the sudden the rings are not perfectly round anymore.
They are almost perfect but right at the top and bottom there is just a small portion which has sort of "flattened out"...