ActionScript 2.0 :: Rotating While Following "dragging"?
Oct 3, 2007
is what I want to do:- the game consists of a "ship", which is supposed to move across a maze to reach a goal area, without touching the walls;- when the game starts, the user clicks at the ship and it begins to follow the mouse position every time the mouse moves (much like a drag). Just this:
I have two drag-related questions. The first one is how to rotate an object by clicking and holding on it, then moving the mouse round in circles. Think of a clock face, and the user clicking and holding on one of the hands, then spinning it around. The centre point would be the part of the hand that's attached to the middle of the clock face, and the other end of the hand would be able to rotate 360 degrees around the face.
The second one (and not related to the first one, a separate query altogether) is how to drag something horizontally along the screen, but have it stuck at a certain speed. So if the user tries to quickly drag the clip from left to right, it will not reach the right instantly, but instead follow the cursor at a slow speed.
I have a bunch of draggable objects and I want to be able to rotate them. Is it best (possible?) to rotate them based on keypress or how might you go about this. Here is my keypress code so far ( draggin works - rotate doesn't )
Im in my final year of year 12 and need to have a car rotate in flash by either mouse movement or dragging by the user. Ive tried googling and being lower then noob level on adobe flash I have no idea about anything. I have created a car model in 3ds max. It is of high detail and I wanted to keep it that way. An example of what I wanted to create would be [URL]
I have a rotating menu that sets the selected button to the 3:00 position once clicked. I need the labels for the buttons to stay in the upright position as they rotate with the button. I have attached an image. Anyone know of an action script that would keep the labels upright?
I want to if I can set a variable with the mc's name that the mc I'm dragging around hits.I did this before with eval() in as2 but there is not such a thing anymore. [code]...
I am looking for a way to "drag" several movieclips at a time and thereby create a panning effect on the entire stage. The movieclips are supposed to follow the cursor (a mask) on the X axis.
I can start dragging the symbol no problem but no amount of clicking will get it to stop. Am I doing something wrong? Using Flash CS4 with ActionScript 3.
so I am trying to drag around some images in a canvas. I am adding eventlisteners to the components and calling startDrag() and stopDrag() to pick them up and stuff:
The problem is that it is selecting the image at its (0,0) location and not where I initially click on it. So there's a sudden "jump" when I click on the image. It is not smooth.
I noticed that startDrag() has two default parameters, one of them is lockCenter and it is default to false. Maybe do I set it equal to true somehow? (I don't know how to pass arguments to my second parameter in addeventlistener)
Another question: if I want to add more conditions to it, like make a new function that uses component.startDrag(), how do I pass the component to this function while adding event listener to it at the same time? for example: I want to do:
I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel.Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag.What is the appropriate way to handle the drag architecturally
I have a movieclip in the centre of a cross and want to make it move only along the lines of that cross. Is this possible with startDrag or do I need more complicated method? To illustrate: If you've moved left or right, you can't move up or down and vice versa.
I have need to simultaneously move a slider (called "shadeGrabber") movie clip and a mask. I'd like to do this by dragging the slider and seeing the mask move with it.
The example movie clip on the left (called "PICTURE_WIPE") is what I'm going for, but interactive instead. I'm working in the movie clip on the right (called "PICTURE_WIPE copy 2")
Here's my code, for quick reference (found on the "AS" in the "PICTURE_WIPE copy 2" movie clip:
I'm trying to get objects to drag and drop. Instead of dragging just the circle, it drags the entire screen. I can get it to work if I use "this.circle.startDrag()" but I want to be able to use the startMove and stopMove functions on different children, text boxes and other objects generically. Here's the code:
circle.addEventListener(MouseEvent.MOUSE_DOWN, startMove); circle.addEventListener(MouseEvent.MOUSE_UP, stopMove); function startMove(event:MouseEvent):void {
Being adventurous I've got (all built in AS1) a masked area that you can view an image in. I'm trying to make it so you can zoom it in and drag it around, within the masked area, but the dragging locks it so that you can't drag it to the point where it leaves the edge of the masked area - if you follow. So when you're zoomed in, the iamge is never allowed to be dragged off so far that it's not filling the masked area. I've tried all sorts of code and the following code seemed to work well
But since the border size around the image is adjustable (it could be 2, it could be 20) and that eats into the area used to show the image (eg image is offset by imgBorderSize and shrunk by imgBorderSize*2) I tried to factor that into the formulas because once I turned the borders up the above formulas wasn't working right anymore
Code: // imageMC = the clip being scaled/repositioned/dragged limitLeft = 0-Math.round(imageMC._width-maskWidth)-(imgBorderSize*2); limitUp = 0-Math.round(imageMC._height-maskHeight)-(imgBorderSize*2);
[code]....
I also tried to make it so when you zoom in, it zoomed in on the center of the area you can see through the mask, not on the top left - so repositioning is occuring alongside the scaling for the zoom to try and acheive that. Nothing clever, just :
Code: // ZoomCalc range = 0-100; // imageMC = the clip being scaled/repositioned/dragged imageMC._xscale = 100+(2*ZoomCalc); // 100% - 300%
[code]....
When it zooms out however it'd be nice if it didn't snap back to center via the above code, eg if yu're zoomed into bottom left it would stay viewing bottom left as it zoomed out - yeah?If anyone has ANY input to this I'd greatfuly welcome it :/ If I manage to get it working then I have to figure out what my layer above all these layers with clickable buttons don't work as soon as I implemented the dragging of the image layer Is there no way to have buttons on something that is being dragged? ((
I basically am suppose to make "scarf" drag over to a movie clip named "winter_mc" and when it is on it, it is suppose to disappear but it's not disappearing. Here is my code used in the scarf:
I've been searching various sites and forums for a solution to this, but have so far found none, so I was hoping to ask for some advice on the subject.Basically I have a movieclip of a photoframe, and I'd like it so when the user clicks the edge of the frame, they can drag it around, while clicking the photo inside the frame will open a new window and show the photo in full view.Originally I thought I could accomplish this simply by using:(Note: Framemc is the main movieclip, with another mc called "Photo" inside which is the picture)[code]But this leads to an odd problem: When dragging the frame it works fine, but the user can also drag the "photomc" around too (like, the frame stays in place and doesnt move with it), thus removing it from the frame.Is there a way to tell the code to move only certain parts of the mc and not others?
this math isn't working well. I'm using it for a rotated drag and drop (of a tone arm on a vinyl, a kind of abstract turntable simulation). Right now it just moves a bit in the middle of the vinyl (values between 21 and 36, is this degree or what unit is this?), but it should move between the two edges. The problem is that I don't know enough about trigonometry functions. Therefore I can't optimize the math for envisaged behaviour. Does anybody have an idea/tip how I can get a bit more control on the math and its effect? (maybe with more trace functions)
Is it possible to handle keystrokes WHILE dragging? I found this to be impossible, because hitting a key always fires an "onRelease" or "onReleaseOutside" event on the dragged movieclip when releasing the key - intterupting the drag operation. What I want to do is something like this: Drag and Drop a Movieclip and while dragging it I want to be able to flip it with a keystroke.
I'm trying to achieve a fairly simple effect--a dragging a MC with inertia.
Specifically, I'm trying to get this to happen:
1. When you click with the mouse on the MC (not the entire stage), the MC gets dragged along.
2. When you let go of the mouse button, the MC keeps going with inertia (slowly comes to a stop) that depends on the speed with which the MC was dragged and in the same direction. The MC shouldn't change directions if the unpressed mouse is moved around.
I'm trying to enable the user to drag a movieclip vertically. I've coded something to be dragged horizontally, and thought it would be a simple matter of swapping some of the info around.
Here is my current code:
stop(); var leftY1:int = 120; var rightY1:int = 400; frontbar1_mc.mask = mask1_mc.rec1_mc;
[code]....
Now when the movieclip is clicked, it completely changes position and will only be dragged horizontally. Then when its clicked again, it will jump vertically by how much I previously dragged it horizontally.
I've been doing a game that requires to drag some pictures into containers... that's all great.... but at the same time, I have to be able to obtain info from them (a pop up) when i click them.I've tried using CLICK and MOUSE_DOWN on the EventListeners, but everytime I drag the object, when I release it, the pop up shows.
I have a number of tabs which can be dragged around the screen.. I've constrained the movement to a rectangle using startDrag(false, rectangleName) but when I ROLL_OUT or MOUSE_UP outside of the constrain rectangle the tab does not register it, thus defining itself a new startX and startY once clcked on a second time..
private function tabOver(event:MouseEvent):void { event.currentTarget.scaleX = 1.05; event.currentTarget.scaleY = 1.05;}private function tabClick(event:MouseEvent):void { event.currentTarget.scaleX = 1.05;
I am having trouble in dragging a image within a loader. I am able to do zooming and rotating image but not moving image with mouse. Purpose is when I zoom a image info is out of boundaries and so is hidden. To see that info users should be able to drag the image any way they want.