How could I modify this code to keep the flakes from falling within 12px on all four sides plus a 22 radius on the corners. I could just load the swf into a master file to accomplish this but it's gonna be such a simple piece I was hoping there could be a way to just use code to do it. Also, this AS only works as 1.0 and Flash Player 6. Any clue how to upgrade it?
I am new to the site and new to Actionscript 3.0. I have a hard time when it comes to codes, and I got this school work of making a homesite. I wished to have a mild snowflake storm and been looking at various sites for guides. But none seem to have been working for me, and it's really hard since I can't understand why. This one tutorial I found got me the closest to get me anywhere, but I got stuck yet again. It's a long code, but I will point out the main issues; with focus on Line 8 and Line 43:
I'm creating an AS3.0 document with snowflakes falling. The snowflake was created on another file called "snowflake.as" which is called on my main document using the script below:
import Snowflake; for(var i:uint; i<800; i++){ var snowflake:Snowflake = new Snowflake(); addChild(snowflake) }
My problem is that I don't want any more snowflakes on my next page. I tried by building this second page on another frame but the snowflakes still there, I also tried by creating a new scene for my second page but snowflakes are always there... So my question is, is there a function to "unimport" the snowflake.as after the main page? Or is there a function to import this class but only on the firt frame (not on the entire document...)?
I have a startDrag function set up on a loader and mask that when the mouse is down on the loader it drags, when not it doesn't. There is also 2 buttons that control whether mask1 or mask2 is used. What i would like however is when the mouse is down - the area of the loader outside of the mask is visible but only by about 10/20% alpha, that way the user can see where all the image is while dragging. Is this possible? Full code can be seen below and i have attached the zip with the .fla file:
what i am doing is to make something along the lines of the "scriptable mask" tutorial Inigo was kind enough to put up.My idea is to have a large mask behind the whole of my flash site, this masks a colour image with a black & white one (nothing tricky). The image I am using is actually 5 separate images combined, and each is a pic of certain parts of the site.I also have a very basic set of buttons along the bottom... each corresponding to each section.
All I want is to set it up so that when I mouse over the buttons, the _x of the mask moves to correspond with the correct image... really very basic... or so I thought .If anything it should be easier to do than what is in Inigo's tut (where he uses the _x of the mouse to move the mask)... i just cant seem to get it to work with a nice easing effect (its easy to get the mask to simply snap to each coordinate, but I need it to smoothly move).
maybe point me towards a better way to mask. png file is way too big. I have been using the mask layer option to create my own mask around a jpg image by drawing around it on the mask layer. There has to be a fetter and faster way to do this. Is it possible to maybe have a specific color range have an alpha value of 0. Similar to green screening whereas If I put the item I want to clip on a green background flash will auto take out the green for me. and by auto I mean action script maybe. I think this can be done but im not finding it.
how are these guys clipping these images [URL] they have the movie clips set up where the black background on the 3 layers of shoes is getting masked out. When I go into the shoe movie clips I see there is a black background but it just disappears when I go back to main timeline.
ive gotten one movie clip to mask another in the actions frame but i cant seem to be able to mask the flames which are a shape with a movieclip in this as file. im not getting any errors but the mask isnt covering anything look near the bottom at s.mask=mask_mc; there are about 20 "s" shapes spawning per second if that has anything to do with it
Code: //this package turns an mc into a flaming button that calls a javascript function package { import flash.display.MovieClip;
This is sooo anoying! I can't type anything properly! The longer a line gets, the further the blinking line thing intersects with what you typed, and punctuation obstructs the text
I'm trying to create a simple top game. Except, the movement of toy tops isn't so simple.I've been able to get the top to trace out squashed loocking spirals. However, the motion isn't random and there's no object detection. I was thinking that some variation of a bouncing ball script might work. However, the movement would have to be confined to the appearance of a perspective plane (so that it looks like it is spinning on something flat)
I was wondering if there is a good editor I could use for scripting in actionscript 3. I dont want to use flash 9 alpha or flex builder 2. Are there any other ones just for actionscript that yall can recommend?
I'm going to have a bunch of questions as I progress through the tutorial.http:[url]....At the bottom of the page, sen writes this:Finally the function to make it all happen.This will base camera movement off of the arrow keys and use
clip._x += Math.cos(angle)*radius; clip._y += Math.sin(angle)*radius;However in his code he writes this:cameraView.x += Math.sin(cameraView.rotation)*movement; cameraView.z += Math.cos(cameraView.rotation)*movement;what happens is he switches the sin and cos methods from what he said. However, for displaying all the "figures" those far and including this example, cos was used for "x" and sin was used for "y" like so: var x = Math.cos(angle)*this.radius; var z = Math.sin(angle)*this.radius;
I'm using Flash CS3 with Actionscript 3, and I need to have a scripting language that the user can use. If they could type in their own actionscript and have it evaluated, that would be perfect. Another scripting language such as Lua would be fine too. I looked into lua alchemy, but it seems poorly supported so I'd rather not use that. The Eval command from actionscript 2 isn't available in as3, and some of the things I've heard indicate that it's functionality is pretty limited, although I've never used it before.
I have a sample fla file, but I can't find where to edit the scripting in it. Basically there are 2 buttons, each one going to a different URL. I can't figure out where to change the URLs they go to. I've looked literally everywhere in flash.
I have the animation performing ok in the file, but I am having trouble getting the movie clip to play on mouseover. could really use some advice on this. I've been through a number of tutorials, but cannot get this file to play nice.On mouseover, the menu should animate down (play the clip). This brings up another question, however How do I get the menu to receed (animate up) when the cursor leaves the button region?
I have a sample fla file, but I can't find where to edit the scripting in it. Basically there are 2 buttons, each one going to a different URL. I can't figure out where to change the URLs they go to. I've looked literally everywhere in flash.
For my Flash class, my professor is making us create a four room "adventure game" created entirely in an external class with ActionScript. I know how to get things set up,
I'm developing an intro for a site, its 10 seconds long and has streaming sound in the background...I streamed it, because it has an image flash onto the screen in unison with a drumbeat.
I want to get the file size as low as possible, because they are not looking for a loader in the beginning. [URL].. I'm using Alpha's to fade the images in and out, and I know alpha %'s can kill file size.
I understand there is a _visibility function that can be applied, can you help me out on the syntax for calling it?
I have a Flash sitethat I am buiding, and I have all the buttons set up as movieClips so that they can have a more extensive rollover state. I have each page of the site separated into separate scenes. I am just trying to script the movieClips to gotoAndPlay (scene, frame); here is the code I am using:
on (release) { trace("FAQ"); gotoAndPlay("FAQ","start"); }
"FAQ" being the scene name, and "start" being the frame label. I am just tracing the onRelease to make sure it is getting the right info. It is.
i am using the external preloader that downloads the external swfs into levels. I manaaged to make the external preloader work.Now, I am working on displaying the progress of the preloader bar. However the preloader bar do not show its progress. The preloader bar just stay there as visible. However the progress is not seen. The preloader bar is supposed to show the increasing length of the bar as it downloads the bytes.I am wondering where it goes wrong with my codes.
LoadMovie - (Level 0) First frame of actions layer loadMovNum("external1.swf",1) stop();
Frame frame of loaderMC layer No actions at all. But the loader as MC will be placed on loaderMC layer.This is the script of the loader.
First frame stop (); Second Frame Empty
[code]....
As you can see that I have been working so hard on this preloader issue and my attempts to create the preloader that works with downloading external swfs are not successful.
have code to set up a situation where you can say when symbol "A" is clicked symbol "C" will show up at these coordinates. And that when symbol "B" is clicked that symbol "C" goes away and symbol "D" appears. I have multiple labels set up in the file and would like for the symbols that appear to stay when moving from label to label,
I have just received a xml and flash CS3 file from another client They would like me to add some animation in here How do I add a Swf or movie into xml scripting without touching my fla file Also I can't seem to edit the fla file to add a holder as when I test my movie (make it a swf file) it's all jumbled. I'm not sure who created this so I can't ask the designer.
I'm currently reading the book Learning ActionScript 3.0 and have dificulties understanding some programing basics due to my total lack of prior programing knowledge.For example now I'm looking at this script from the book that traces a list of all display objects on the stage and their children:[code]I understand everything except one thing. When there is an object with children (DisplayObjectContainer), the function traces the object but doesn't proceed and calls itself starting all over again this time analyzing the first child of the object. And if the child also have children itself the list will branch out until there is an object without children.What I don't understand is how the function at this point knows how to return to the last parent object and continue to analyzes its other children if any.For example when the function analyzes the stage of a scene with the following content how does the function know to continue analyzing child0. To me, looking at the code, I would expect the function to exit after listing [object StaticText]. I have hard time understanding what makes the function go back to largeContainer and continues with its child0 and so on.[code]This all what the book says regarding this which is not enough for me to understand this process:the function calls itself again. passing in the object currentlybeing inspected. This concept is called recursion. A function calling itself mayseem redundant, but it can be very useful. In this case, each time the functionis called, it receives a new display object to analyze, so the function reportsthe contents of that specific display object. The result is a complete walkthroughof all display objects, no matter how many children each may have.
My client's webside does not have any server side scripting support. Is it possible to send email without server side scripting and email programs? Can HTML's emailto send emails from flash?
I wrote a post a week ago but it seems no one is able to help or I didn't explain my problem well enough, so here I go again.I want to load an external SWF, get an object reference from it and add it to the PV3D scene of my main class. The problem is even though the types have the same names, they are not recognized as the same type.
---------------------------------pv3Dviewer--------------------------- ----------- package { import org.papervision3d.objects.primitives.Sphere; public class pv3Dviewer extends Sprite {
[code]....
When pv3Dviewer is run, it traces "no". If I try to assign shereRemote without type casting i get this error:TypeError: Error #1034: Type Coercion failed: cannot convert org.papervision3d.objects.primitives::Sphere@59930b1 to org.papervision3d.objects.primitives.Sphere.