ActionScript 2.0 :: Scale - Get "bar" To Expand To The Width Of Four Times Whatever Number
Apr 24, 2006
I have a movieclip called "masterbar" and within that is one movieclip called "bar" (which is one pixel wide) and a dynamic text field called "varnumber" What I need to do is get "bar" to expand to the be the width of four times whatever number I type into "varnumber" I tried soemthing along the lines of the following but it isn't working.
Is there anyway (with action scripting) when having a Flash Video set to Expand to 100% Width and Height to have certain elements within that video maintain their inherent size and not scale ?URL...Notice how the BG Scales, but the video in the center does not nor does the footer. Is this performed with CSS and using multiple DIVs with varying Z Indices.
I have a movieclip, powerMeter, that I need to slowly expand until it's width is 80. I using Code:powerMeter.width -= 80; to make it shrink, but I need a way to slowly make it scale back up.
i have been using AS2.0 for quite a long time. And i started using papervision3D too.I am using tutorial made by Lee Brimelow's cube tutorial. but i want different results. So long i am able to move the cube in one direction and that is my requirement. But in his tutorial he as link to urls. what i want is to expand one face of the cube which is clicked to expand to fit in the screen.(i am also using fullscreen and stage resize).
I am using the Laco Tween tweening formula, which can be found here:[URL] OK, I set an MC's width and height to 0, which works, then I try to get the MC to expand to it's width and height with the following tween code:
I have built a very simple Flash gallery in CS4 using AS2. It calls the images from an XML file and works great. The problem is that the captions underneath the images are in a fixed width text box. They look fine underneath horizontal images, but I want to have the text shift in when a vertical image is loaded, and is narrower.
i have a main .swf that automatically loads a second .swf on its last frame (via loadMovie.) it loads this second .swf to level 0 (replacing itself).
when the second .swf reaches it's own last frame it loads the main .swf into it, beginning the whole process again. here's the thing...
i only want this to happen 3 times. in other words, the third time that the second .swf is loaded into the main .swf. i want the whole thing to stop-freeze-on the last frame of the second .swf.
I have a strange and extremely annoying problem.I have a simple would-be navigation bar that works perfectly with this code:
Code: import gs.TweenLite; var buttons:Array = new Array(); var btnProps:Array = new Array();[code].....
It takes the 5 items in the menu and when they are individually moused-over, they simple move 10 points to the left, then when the mouse is off they move back to their original position.Now I want to change it so that they scale up a tiny bit in both width and height. I've been trying to do this for some time and I have no idea why this code does not work:
Code: var _rect:Rectangle = new Rectangle(_btn.x, _btn.y, _btn.width, _btn.height); btnProps.push(_rect); }[code]...
Everything in these two versions is EXACTLY the same except for this part I've posted.
if i was to make a flash website is there a way that i could have it scale the width to fit the browser, and scale the height so that it keeps the same aspect ratio and doesn't stretch the contents out of proportion?
I created a button.....it will be clicked 2 times. When clicking on button 1st time, the ball 01 will appear. When clicking on button 2nd time, the ball 02 will appear.
Code: var i:Number = 2; _root.next.onPress = function() {
I need to take a jpg and clone it 200 (can be any number) times. I want the files to all be saved in the same directory but with numbers. Essentially creating an image sequence of one image. Photo001.jpg ... Photo200.jpg Is this possible? The file reference class seems like would ask me each time where to save the file, I clearly don't want that. Ideas?
I've got a presentation that continually reads an XML and displays content based on that. It works fine for 2-3 hours then just stops. No errors, just stops.
What I'm doing is adding and removing eventListeners throughout the process using two alternative loader objects.
I have 1 button that when pressed 1 time should play "movieclip 1" and when hit for the second time should play "mc 2" on so on untill "mc9"(each movieclip plays continously when once activated)
so I need the button to register how many times it has been activated to play the right movie at the right time
I know I saw a script once that would work sometime, just cant find at anymore
I'm new at actionscript, so I'm making simple button games, but I have 2 questions: Question 1: Displaying number of times the button is clicked I searched the forum, and what I found was.
[Code]...
for example, if I clicked the button 100 times, a text "ABC" would appear, and if the button is clicked 200 times, a text "DEF" would appear in the same text field. I only have a rough idea on how to do this, so before I fail completely, can anyone just give me the code instead
I was taking this tutorial, >>LINK<< I want to change it from, Code: on (click) {
Duplicate Movie clip to, Code: onClipEvent (Load) {
That way once it load's it will duplicate the circle MC a random number of times. This circle MC is inside of another MC so it wouldnt be _root i want it to goto, it would be t_mc that I want it to look for it in.
So in the t_mc MC I put this code, Code: onClipEvent (load) { i = i + 1; duplicateMovieClip (t_mc.circle, "circle" + i, i); }
And on the circle, I put this code, Code: onClipEvent (load) { scale = (random(100) + 50) this._x = random(250); this._y = random(150); [Code] .....
How to count how many times the btn have been click. After counted the number of btn been click, according to the number, load the sound that match with the number of the btn been click.
At the first frame :[Code] Sound = new Sound(); Sound.attachSound("firstSound01.wav","secondSound0 2.wav");
At the btn's action:[Code] on (release) { count++; trace(count); if (count == 1) { _root.Sound.start(); [Code] .....
With using these code, the sound come out when I click the btn is firstSound01.wav,the second time i click the btn the sound come out still firstSound01.wav. How to make it come out secondSound02.wav when I click the btn after first sound finish.
how to count how many times the btn have been click. After counted the number of btn been click , according to the number , load the sound that match with the number of the btn been click. i upload the fla zip file to here.anyone who know how to do it,
[Code]...
b'cos of the file is too big i can't attach here,so i post the code here.With using these code, the sound come out when i click the btn is firstSound01.wav,the second time i click the btn the sound come out still firstSound01.wav.How to make it come out secondSound02.wav when i click the btn after first sound finish.