I have a main movie (main.swf) that has an empty movieclip that calls for an external swf that we'll call imageclip1.swf. Now, I have a preloader set up in the imageclip1.swf, however, it doesn't want to move to the second frame after it's loaded when it's loaded into the main.swf. It works fine when I test it by itself. The actionscript (AS2) in the first frame imageclip1.swf:
[Code]...
What ends up happening is that it moves to frame 2 in main.swf. So I don't know what the problem is. I've tried every target scheme I could think of (_root, level0, this). I'm pretty green when comes to AS, Also, what would be the correct way to access the different hierarchies (i.e main.swf from imageclip1.swf)?
Click on a thumbnail and the corresponding image is preloaded BEFORE scaling and moving smoothly from the thumbnail position to a target position. (the thumbnail is actually the container for the loaded image, and therefore also moves to the target) I have got everything to work, except that the thumbnail moves whilst the image is still loading. This problem defeats the purpose of the gallery, and I'm starting to get blurry vision now!
I hope I have made everything clear, but since this is quite difficult to explain, I have attached the fla and images. *You will need to simulate download in flash for the current preloader to work. P.s. much of the script was (heavily) adapted from an fla I found somewhere, in which the images are arranged into a circle.
I am working on the project where everything is based on the distance from the center of the stage. First I made this fla where flash outputs the x and y distance from the center. First problem is that I want to output distance only in positive numbers.
I am posting my code that attaches the movieclips on stage
[Code]...
i was hoping that when the newMc expands, all other mc would keep the same distance between each other as at initialisation. I not able to figure how to do it. maybe even an earlier post or llink where similar query was explained.
im currently making an "AS3 beat em up" ala streets of rage or double dragon.Currently i have my character moving and a few animations done and i am trying to figure out how to make attacks work.I have some "basic" animation for his attack, but im not sure how to get it to work correctley.What happens is, if you press control (the attack button) whilst the character is walking he just keeps moving and is stopped on the attack frame.I want the character to stop moving if the attack is pressed and once it is released start moving again.
hero.gotoAndStop('still'); var left:Boolean = false; var right:Boolean = false;[code].......
what i have is a tween on a movie clip of a popcorn kernel on one layer and a tween on a button on another layer to follow the movie clip. i want to be able to roll over the kernel and make it "pop". i changed my over on the button to popped corn (this works) but i want it to stay popped for the rest of the tween.
What I would like to do is ALSO move the panels with left and right arrows that act independently of navigation buttons. So that if you were on panel 2 you could advance to panel 3 or back to 1. Can I assign AS to the arrows to move the MC a specified distance left or right?
I'm building a touchscreen project that consists of flash and max/msp using Olaf Matthes flashserver as bi-directional control.
how I create a function in flash that will provide me with the distance of a concentric circle, so that as it grows I can use trace() to give me a constant stream of it's x & y coordinates?
I've also implemented a collision detection between two or more circles for the purpose of an overlap function. Trouble being that it's not quite working properly. I want the overlap function for the purpose of morphing sounds between the intersecting parts of the circles.
Is there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
I know that the eq for finding the distance between two points in 3D space is: d = ((x1-x2)^2 +(y1-y2)^2+(z1-z2)^2)^(1/2)
the problem is I dont know x2 (the x value of MC2 (the one set at z = 50)).
At first it seemed simple to find out the distance between two movieclips' x values, I could have just done:
Code: mc1.x - mc2.x
However, What I'm trying to achieve is a movieclip of a person climbing an un-even surfaced wall, and to do this I first want to make sure the x value of the person is always equal to the edge of the wall.
How would I calculate the exact position of wall's edge where the person is touching it? I've attached an image to show what I mean.
I have a vertical list of movieclips added to the stage all spaced out evenly from top to bottom based of the last movieclips position. I also have defined a center Y point which I would like to find out the percentage of each clip away from that center point. The reason for this number is to scale everything from the center point which is scale 1 then they next item from the center would scale to a percentage from the center point. each clips scaling percentage would be based off of how far they are from the center point in each direction. Keeping in mind the center point is always scale to 1. I also want to make sure my scale never goes below 0.3 so the range has to be between 0.3 and 1 my centerY is also not half the height of the content but a number I decide. AS it the content might be 1000 in height but the center point could be set to 300.
I've scanned through the forums, but can't seem to find an answer to my question. I'm trying to move (tween) a movie clip 800 pixels along the x axis (horizontally) when a every time button is clicked. I don't want to move the movie clip to the 800 "x" pixel mark. Yet, I can't seem to move the clip an additional 800 pixels whenever the button is pressed again - it keeps starting from the original spot. I am new to ActionScript...
My code is below: btnBottom1.addEventListener (MouseEvent.MOUSE_DOWN, playHandler); function playHandler(evt:MouseEvent):void { import fl.transitions.Tween import fl.transitions.easing.*; var twTeen:Tween = new Tween(mcbottomFlap1, 'x', Elastic.easeOut, mcbottomFlap1.x, +800, 3, true); }
I'm trying to get the distance between two objects. Problem is that both objects are -45º rotated but one of them moves up and down with stage resize. So the distance gets a random degree. I've attached an image so that it could be simpler to understand my problem.
I'm trying to calculate the distance between two images (A and F - there are other images between A and F) but I can't seem to figure out how to do it the right way. The image A.x is "(stage/2) - (A.width/2)" and image F.x is "E.x - imgSpace" which is a negative value (all the images x is of negative value to image A.x). In my oppinion the calculation is F.x - A.x and although it might be right I still ned the value to be non-negative.
Then how do I make it so all the children added are equal distance apart? I know I can set the X coordinates for each one,but I want it so that the objects can be added in any sequence and then be set to equal distance apart.
Not sure this exist, but worth asking you all: is there a built in method to compute the distance between the current mouse position and a given component? If not, is there a simple way to build a function like this that works for components with generic shapes?
I'm creating a drag based control in Flex / Flash, similar to a film strip, where an individual can swipe horizontally to scroll through the items. To make the control feel a bit more natural I've added some inertia to slow the scrolling once a swipe has taken place. When first loaded up there will be five items in view with 'x' numbers of items to scroll through with the 3rd item centred and selected.
My problem though is that I want, when animating, a swipe gesture to determine whether an item will end up the middle (3rd position) and adjust its movement calculation accordingly so it docks with the 3rd / centre position. Imagine you perform a long swipe, it flys pasts 'x' amount of items, but as it slows to a stop it elegantly stops with an item centred / in the 3rd position. To do this I believe I need to determine the distance to travel just from the speed value (as time is irrelevent to the user experience, i.e. a longer / stronger swipe would justify a longer animation skimming through the items).
At the moment I'm invoking the animation routine (with inertia) in the ENTER_FRAME event when the user generates a MOUSE_UP event. When they do this, I obtain the speed of drag (by monitoring this beforehand) and then decrement this speed value on each call of the ENTER_FRAME event until it reaches an appropriate value to stop the animation.
Unfortunately all the speed calculations I've seen deal with Speed and Time to determine distance, I just need Speed. Admittedly, my knowledge isn't strong in this area so I might be missing the obvious.
I am rotating an object with TweenLite, however instead of a set duration I want the duration to be based upon the distance of rotation where 180 degrees = 3 seconds 90 = 1.5 and so on. Here is my attempt to find the distance of rotation:
var time:Number = Math.abs(Math.atan2(Math.sin(angle-wheelObj.rotation),Math.cos(angle-wheelObj.rotation)); TweenLite.to(wheelObj, time, {shortRotation:{rotation:angle}, ease:Expo.easeOut, onComplete:rotateWheel, onCompleteParams:[target]}); TweenLite.to(carObj, time, {shortRotation:{rotation:angle}, ease:Expo.easeOut});
This just isn't working, time is sometimes huge when the rotation is small and sometimes tiny when it is big, so does anyone know a better way to do this?
i am trying to develop a simple car game, and to do that i have to maintain the distance between the two wheels. for the collision detection i have used coreyoneil class, which i think is excellent. i cant get the distances to go smoothly. and basically i am finding it hard to get the physics to work.
p.s. i tried to upload the files here and got an error each time, anyone know why that is?
I have a method that takes a "distance" and "angle" parameter. How can I take the angle parameter to get x and y values, and incorporate the distance into that?
I am assuming that I would have to do something with a right angle triangle.
Im trying to create a scrolling image gallery that changes when one hits the button by tweening the images left and right and now I'm trying to find a simple way to limit their movements in AS3.
Currently the images scroll infinitely in either direction. Is there anyway to restrict their movements?
I am trying to create a scenario where I can have two or more movie clips interact with each other to determine the distance between themselves. I found a script online where it does two movieclips however I need it to do more than two, possibly up to about a dozen. That is the first part. The second part is that I need to be able to select one movieclip and for it to become the "master" and then the other clip determine there distance from the "master". I hope I am explaining this correctly. I have attached the fla file which has the script in it for two movieclips, and then I have modified to add the other clips but not sure of the coding to make it work.
Is there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
And its not just straight geom because we dont know the ACTUAL x value of the second MC. It thinks its at x:500 but when you look it will look farther to the right than 500