ActionScript 2.0 :: Resizing Instead Of Movement In Phy. Tut
Feb 11, 2004
I read the actionscript tutorial on how to make a elastic type animation and I have a question (duh!). Is there a way to resize and move instead of just being able to move the stuff. I want a box that slides to a new area but also gets bigger and I am not very good with math or very great with as. I have also attached the file I am working with.
I read the actionscript tutorial on how to make a elastic type animation and I have a question (duh!). Is there a way to resize and move instead of just being able to move the stuff. I want a box that slides to a new area but also gets bigger and I am not very good with math or very great with as. I have also attached the file I am working with.
I am not simply trying to contain things and have the container resize without the contents resizing. I would just use a simple MovieClip for that.. My main focus is on the use of BitmapFill. I'm trying to make a repeating background image for a container; thus far I'm able to draw my BitmapFill sprite to the size I want. (Which is the stage's height) but when the stage is resized, I want to re-size my container but have my containers BitmapFill crop or add more as the window is resized bigger or smaller. Allow me to illustrate what I mean:
I've got a simple rectangle sprite that fills with a bitmap from the library and a simple resize handler function that detects when the window has been resized.what I would like to do is have my rectangle resize to the height of the stage.stageHeight maintaining its bitmap fill, but not resizing the bitmap fill or any children within the sprite.
From what I've read, this is a little tricky because the sprite resizes in relation to what it contains.. or.. something like that.. I really don't know any more.. I saw one example where a person extended the sprite class but I don't know why or how..
in my library there is an image called 'pattern' and my code looks like this:
I'm loading a few pngs/jpgs externally so they can be swapped out occasionally, and the issue I'm running into is when they are shrunk they become fairly choppy. Is there a way to have flash re-render them, or do something to smooth the resizing as opposed to going in and resizing every file manually myself?
I've got a little problem with BitmapFill, I'm trying to use a sprite as a container for various things and i would like it to have a filled pattern background. my problem is that i want it to resize the sprite to the height of the window but not have the background fill resize, and add more / crop as the window size is changed. to illustrate what i mean, please view the diagram attached to this post .
I have an image in my library called 'pattern' and my code is as follows:
I've been playing with carousel code, and was wondering how to change it from circular animation (carousel) to left/right linear (conveyer belt) style animation, how to change the mover code and 't.angle = i * ((Math.PI*2)/numOfItems);'
I have a mc (fStrip) which looks like a piece of filmstrip with thumbnail images in it. I want this mc to move when the users mouse is positioned over it, but I only want it to move only along it's x-axis and in a direction opposite that of the mouse. And I want it to move or flow smoothly.
I've been trying to figure this out (see my lame attempt below) but without much luck.
onClipEvent (mouseMove) { buffer=20 //movement buffer mousePos=_root.fStrip._xmouse //store mouse position if (mymouse!=_root.fStrip._xmouse){ //if the mouse has moved
I wish to get the effect of ants scuttering across the screen or up a tree, I have not decided which direction yet. I started with the tutorial code for the snow effect from kirupa, and changed it around to fit the little vector ant I created. The way I have it now looks pretty good, but the movement is a little too fluid. They obviously move in sinusoidal paths bc the code tells them to. I have about 20 copies of the main obj, and they're all a little different in size and specs (speed, transparency, etc) but what I was wondering was if there is any way I can change the code to make it a little more hectic, or erratic, not so fluid. If there is no way of doing so, it looks pretty good right now. If there is, however, I think it could look awesome. here's the code I'm using for the object.
I have a Mogli (Junglebook-like) Character that i got to move with the arrow keys on the keyboard.
I want the character to jump (so for example , he must while moving to the right of the "gamearea" , you must be able to hit a key (say for example the "control" key ) and then the character must jump ( go up ) and as soon as the key is released he must obviously come down.
And also how do one set movement speed on any particular movement.
I'm loading in external images from XML, but they are coming in way too big; i have resized the actual images to the size i want them yet they still come in huge
function drawItem() { coverImage.loadMovie(mediaFolder + currentNode.childNodes[2].firstChild); coverImage.width = 600;
I have a stage of 600x400 and in the publish settings I chose this same width and height (with pixels dimension, and scale: No Scale).And when I load the swf in a browser:
[URL]
It resizes the swf stage size.(I know this because I have a value which is positioned according to the stage width/height, and also because if I choose an opaque windowless I can see that it is bigger than I want it to be)Am I loading the .swf wrong?
I have made 1 Flash banner 728x90, the next one has smaller dimensions (468x60) but the proportions are the same so, I duplicated the document, grabbed the movie clip containing the animation and used the transform tool to make it the correct size.Some of the images need replacing as resizing didn't treat them well. But since I am trying to add them to the resized movie clip they appear too small.
My name is Robbie Lee and I make flash games for a living and recently I've encountered an issue that I was hoping one of you could help me with.In some of my games I use sprites made from jpg, gif or bitmap ect. which look nice when viewed at the correct size (550x400) but when I release the games webmasters often post them at incorrect sizes which causes the pixel based images to distort or look ugly which reflects poorly on my talents.
I want to know if there is anyway that I can code it so that the swf cannot be resized and always displays at 550x400 even if it's put in a window that is larger then that.I use ActionScript 2 and Adobe Flash CS3 Professional.[URL]
(If i'm understanding the above code correctly...its loading the SWF into a blank MC i created called dropZone) This part seems to work correctly when tested.
I've got 4 different SWF's that need to be loaded seperatley when its coresponding button is clicked. The issue arises when I import the external SWF file...it resizes itself to the size of the flash stage. I need all the SWFs to be loaded and remain there original size (1257x847) or be scaled to the correct size. Then if I click another button it should load the new SWF and "unload" the old SWF.
I saw this site in another post and I've noticed this becomming the trend in photo galleries. [URL]When you drill down and open up a photo, the photo resizes with the browser while the rest of the movie elements expand without resizing. I'd love to know how this is done.
On a side note, it used to be impossible to resize a photo cleanly in Flash. Is something being done here or is it just improvements in Flash players?
I'm starting to learn flash with AS 3. I can handle flash quite ok at the moment, but now I'm learning AS3.However, sometimes when I start Flash, the workspace "Actions" is larger than my screen. This means that a part of my script is not readable. #$Q^$!! I've tried everything to resize it, but didn't find a solution. I've flash professional for mac. I've tried switching 'workspaces' , try to move the workspace in another position. It doesn't work 'cause I can't drag the space above my screen.
I'm using action script v2 to load a .jpg from a button.I'm using the command 'loadMovieNum("photo.jpg",4)'What script could I add in to resize the jpg to specific dimensions and position it at a particular x,y coordinate?
I'm trying to build a site where all the pages are full browser and maintain aspect ratio. I would like to control the resizing from the menu page.The resizing works fine from the page that's being resized but when I try to let the parent swf do that it has issues. Here's what the home page looks like with the controls built in URL...This example is the site it has a menu page that I open the others from I remove the resizing code from the home page and try to resize from menu.swf.[code]
I'm going nuts trying to figure this out. I built an animation project at 630 pixels wide. Turns out the project needs to be 430 pixels wide. In CS3, using the classic tweens, I would simply resize the stage, Onion All, then resize everything on the stage at once. But with the new tween structure, it looks like I can't do a mass resize like that. Anything that's been tweened using the motion editor does not resize.
I know I can just create a new movie clip, paste all frames into it and then resize the MC, but I have some JPEGs of signatures that pixellate when they are resized that way. So, can you onion skin the new tweens? Is there a workaround?
Alright, so I'm playing several different videos at different sizes with the FLVPlayback component and something odd is happening that I don't remember happening before...Now, when I switch from video to video, the FLVPlayback physically resizes to match the height of the video... I don't remember this happening before. Before, the FLVPlayback would just vertical center the video no matter what size the height of the video is.
I have been working on this to no avail. I would like to individually position different movie clips unto my flash site, yet it will only let me position one. Well.. more specifically it will perfectly position rock_mc, but transition_mc wont appear centered until I resize the screen manually. Is there any way I can fix this to have it appear in position from the beggining?
I apologize, the math must be too complicated for my right-brained mind. I've created a slider bar widget with a slider knob thingie who's start/stopDrag is restricted to 100px along the x axis.
I need to resize another movie clip from 25%-400% based on the slider's knob position.
I need slider(and respective MC) to start at 100% by default. I've started with something like this (below) but the math is wrong, and I can't figure out how to do this for the life of me.
So I'm having difficulty with this one, basically I am working on an XML image gallery.Load XML - with Image and Thumb paths in itoad thumbsWhen you click a thumb it loads corresponding image etc.When I load in the image I need it to load proportionally into a MC.This is the basics of how I have it at the momentCode: Select all box_mc.addchild(Image) // so it's loading into the box_MC which is H:300px W:500
if (Image.height > 300){ Image.height = 300; Image.scaleX = Image.scaleY;
i saw in some sites that a window pop-up in smaller size which contains preloader and resize to larger size(main content) when it loaded,how to do that?
How exactly does this work? If I set the width of a movieclip which is nested inside another movieclip, it never works how I think it will. Could someone explain to me the way this works?I'm trying to load images into movieclips that have a border, and the only thing holding me up is that resizing the nested clip, or the clip it's nested in, is really hit-or-miss as far as predictable results.
I need my swf to be resized in html, when i resize my swf it is getting resized and all the contents are getting resized but when i publish it in html it is not getting resized and the contents also.