ActionScript 2.0 :: Mc's Shrink In Width While Using Key Presses
Sep 6, 2010
I have a button that inserts an mc on the screen every time it is pushed. So say I push it 3 times, the 3rd mc will shrink to be like 1 pixel wide when I use a key press that is in another mc, and I don't have the key press shrinking it.
Is there a program that will shrink down my 6,500k Flash file? I created the movie frame to frame but there is a pause when you first enter the website. [URL]
To size a rectangle I use the following actionscript:
Code: function sizeRectangle() { rectangle.onEnterFrame = function() { with (rectangle) {[code]...
It all works fine.When a certain button is pressed it needs to size itself to zero again.This is easy to do by altering "w=(Stage.width);" to "w=0;". What happends is that it will shrink from right to left. But how do i code this when I want the rectangle to shrink from left to right?
I am trying to make an interactive slideshow. I have nine pictures thumbnail size and I want it so that when you click on one of them they will grow, then when you click again it will shrink.
I am trying to create a zoom effect on my buttons "home - about - contact" so that when you rollver "home" that button gets bigger and the "about & contact" buttons move to compensate the size increase and the same for the other two buttons.
I have a grid of many 10x10 pixel squares separated only by a pixel line. When the user rolls over the sprite, it grows, animating to about 4 times its size--to around 40x40 pixels. The sprite stays large while the mouse is over the sprite, but if the user wants to rollover the neighboring sprite it is obscured by this sprite and its larger size.
Is it possible to shrink the size of the hit area so that even though the sprite grows in size the mouse can still access or trigger the neighboring sprites underneath--to the right, left, top, bottom? I thought about using Mouse_move, but wasn't sure if that would fire off too many events.
I read the following posts. However, my hitArea needs to be the same size or just slightly larger than the original 10x10 pixel sprite. I've had little success. [code]...
In AS2 I have a full browser flash setup with some centered movieClips.I only want them to shrink (proportionally) IF the browser window is 1024x768 or less.How do I code that into my listener?
I have a final published movie of 1024x768 it is pretty much all set.BUT when I look at it on some laptops it is just too big and looks awful.I would love to "SHRINK" it and all of its contents proportionally with out going in and reducing each and every MC and asset within the Source file.Is this easily achievable?I am using SWFobject to embed the swf.
I'm going to have a row of images all of which will need to enlarge when you mouse over. the images surrounding the enlarged image will need to shirk when it enlarges. So I have multiple images that need to shrink and grow depending one which image is moused over.
I have Flash 8. I created a Flash movie a number of years ago, probably in an early version of Flash. I use it on my website. I want to redesign my site and make the movie smaller from the standpoint of making the canvas/stage size smaller. I don't mean just compressing the flash movie to a smaller swf. Is there some quick way to do this without having to recreate the movie and put in smaller elements?
I've been trying to have all of the movieclips on stage grow bigger when the mouse rolls over them, then shrink back to normal size on roll out. I have that working, but it seems that my mouse detection is sometimes too sensitive.I say that because sometimes my movieclip will alternate rapidly between rollout and rollover, usually when I place my cursor near the edge of a movie clip.I've tried only adding the rollout event after the tween finishes, but by then the user could have moved their mouse off the movieclip, and no rollout event fires. I was wondering if anyone knows of another way to manage a rollover grow effect without the stutter.[code]
i'm an AS2 novice but I wanted to write a class that when you rollover a button it would grow and the others would shrink! At this point it's only missing the other buttons to shrink cause I have no Idea on how to refer them in the code!
I'm using the "loadMovie" method and according to the using flash manual.. it's supposed to import a swf and resize it to the size of the movieclip it's replacing... only here's the problem.. I cant get it to shrink the incoming swf to the size of the clip calling the method... it keeps importing the swf at full size..
In the Spark DataGrid the default row height is about 22 px. I would like to set the default row height to 18 pixels and I can do this easily enough with the rowHeight property but what happens is when the rowHeight is set to anything less than 22 px the bottom area of the text in each row is cut off. It seems that the default grid itemrenderer or grid label has a min height set to it. Since I have multiple columns and want to have shorter rows but not have the bottom of the text cut off in each row how would I do this?
I have recently been working on creating a game similar to the good ol' Asteroids game. So far, I have managed to create a very simple piece of code that rotates and moves my spacecraft according to the angle it is currently at. There are two problems with it, though:
1. I can't use two buttons at once--for example, to rotate and move forward. I'm sure there must be a better way to detect key presses. What's the best way to do it in AS3? 2. The way the whole thing works looks kind of jerky and stage. Another thing is, the spacecraft is constantly at an odd angle for no apparent reason.
Here it is ("sc" is my spacecraft movieclip): var SC_speed:Number; var SC_rotation:Number; var SC_radians:Number; SC_speed = SC_rotation = 0; function keys(event:KeyboardEvent):void{ [Code] .....
I have a really strange problem. I've made a custom class that listens for keyboard events such as key presses (I use it in order to navigate in an interface). When I test my file in Flash (using 'command'+'enter') all key presses work as they should. However, when I publish the file and starts the projector (or the swf for that matter) one key ('g') isn't doing what it should!
I set up some code to record key presses and specific chords. My problem is that I only want the keys to fire once when pressed. This is especially a problem when I require the user to hold CTRL + LEFT for an action.
The user experience is that I want users to hold down CTRL to enter a mode and then press the LEFT key as many times as needed. Currently, the CTRL trace and LEFT trace fire continuously. Is there a way to do a onKeyRelease?
Code: var keyListener:Object = new Object(); keyListener.onKeyDown = function() { if (Key.isDown(Key.CONTROL)) {
When I say two keyboard presses, I'm thinking about a situation where I would need to detect both. Not a shift this or alt that or control third. I'm talking about Down + A or 5 + T. For instance: Ryu has an overhead attack that is used when both Down + MP are pressed. If I were to create a game, with ActionScript 3.0, is there a way for me to detect that both buttons were pressed at the same time?
I need to disable the keyboard after each key is pressed, so if the user presses the UP key until the character has finihsed doing the move no other key can be pressed.
How would I go about determining the time in-between key presses in AS3? Basically, if a user is tapping the space bar to a beat, I want to be able to average the time in between 10 taps/key presses and get an output time in milliseconds.
My thought was to use an interval and after every press I would add that amount of time to an array. After 10 presses, I would take the average of all the numbers in the array and then output that number.
trying to count key presses in a 30 sec interval. if the number of keypresses is above say 20 in 30 secs they go to a new frame, otherwise they go back to the start and the count begins again. using as2 and flash cs4. very confused.... not sure if onEnterFrame is better than keyListener.