ActionScript 2.0 :: Space Evenly MovieClips In Runtime?
Aug 16, 2009How to "space evenly" movieclips in runtime usin actionscript?
View 2 RepliesHow to "space evenly" movieclips in runtime usin actionscript?
View 2 RepliesI have the following code, which works beautifully when all the boxes are the same height. The basic point is that I have three boxes on the stage, 10 pixels apart. If you click and drag those boxes above or below each other, they reorganize themselves.
// based off Dynamic Stacking AS3 @ http://blog.soulwire.co.uk/code/open-source/dynamic-stacking
var mcArray:Array = [mcA, mcB, mcC];
var mcSpacing:int = 10;
[Code]....
I have various instances of a movieclip spread across 3D space. The user is able to navigate across the 3D space using the mouse or the arrow keys - I've used a style similar to the old school first person shooter games. Some of the objects on the stage are related so I want to connect them with a line to show their relationship. As all my objects are dynamically created through AS at runtime the relationships also need to be dynamically generated. As the user navigates around the 3D space the line between the objects needs to get redrawn.
In a 2D world I'd use the drawpath or moveTo/LineTo methods to join the movieclips and have a function on the onEnterFrame command of the 3D space to keep redrawing the line.However since this is a 3D world I need to take into account the z location of the movieclips as well as the x and y locations.how I could do this or even point me in the right direction to get started?
HI have various instances of a movieclip spread across 3D space. The user is able to navigate across the 3D space using the mouse or the arrow keys -I've used a style similar to the old school first person shooter games. Some of the objects on the stage are related so I want to connect them with a line to show their relationship. As all my objects are dynamically created through AS at runtime the relationships also need to be dynamically generated. As the user navigates around the 3D space the line between the objects needs to get redrawn.In a 2D world I'd use the drawpath or moveTo/LineTo methods to join the movieclips and have a function on the onEnterFrame command of the 3D space to keep redrawing the line.However since this is a 3D world I need to take into account the z location of the movieclips as well as the x and y locations. Does anyone know how I could do this or even point me in the right direction to get started?
View 2 RepliesI am trying to figure out how to space evenly horizontally object of different width.
View 1 RepliesI have two movieclips, I have managed to calculate the distance between them. The problem is I now need to figure out how to add movieclips between the distance of the two movieclips and if I add more than one movieclip they need to be evenly spaced and all should follow a straight path from the two original movieclips.
ActionScript Code:
var numOfItems:Number = 5;
var pnt1X:Number = pnt1.x;
var pnt1Y:Number = pnt1.y;
var pnt2X:Number = pnt2.x;
var pnt2Y:Number = pnt2.y;
[Code] .....
I noticed a bug when trying to animate movieclips in 3d space: Basically the bug occurs when trying to tween a movie-clip in 3d space across a z range that is greater than 5000 or so, which then results in very odd behavior (see end of movie above). What strikes me as especially odd, is that the whole tweening rate is messed up when this occurs, it's as if the program decides to only tween half of the distance that I give it.
I know I can workaround the problem by just scaling the object as well while it's moving, but that's besides the point. It was the very first thing I tried in CS5 and took me less than 5 minutes to find. I doubt i'm the only one. =Edit= So it seems the exact value is 5760. that's the largest distance flash will tween an object in the z direction. Also, it doesn't matter where that range is, for example I can go from 0 to 5760 or 4000 to 9760, both work just fine. This means I can work around this problem by creating two seperate tweens, but that really shouldn't be necessary, and is very bothersome considering how the new tween system works, it automatically tries to add a new keyframe to the current tween, where the limit still applies.
I am adding MovieClips in columns and rows according to the main container with static width and height now if user wants to enter for more rows and columns
How I should change the Moviclips size that can adjust within main container ( Blue Box as in image )
Image 1 : I am adding small white movieClips with default width and height
Image 2 : its required , small movieClips resized according to main container, when Rows and Cloumns are increased
im looking for a source file similar to this site. puting movieclips in 3d space
View 1 RepliesI am adding MovieClips in columns and rows according to the main container with static width and heightnow if user wants to enter for more rows and columnsHow I should change the Moviclips size that can adjust within main container ( Blue Box as in image )Image 1 : I am adding small white movieClips with default width and heightImage 2 : its required , small movieClips resized according to main container, when Rows and Cloumns are increased
View 4 RepliesI am making a 3d scene in flash 10 and i have found that a movie clip with a vector graphic inside it becomes pixelated when the z axis is set it a negative value.
View 2 RepliesI am needing to create random movement of multiple movieclips in a confined space. I am creating a group of fireflies that disappear and reappear at random spots.
View 19 RepliesI figured out how to add and swap movieclips during runtime, but how do I insert script into it?
View 7 RepliesI'm in a bit of a pickle and was wondering if anyone out there .
function RotateDisplayOrDrag(whichPiece) {
if (Key.isDown(18)) {
_root[whichPiece]._rotation += 22.5;
[code]....
I'm trying to remove movieclips created at run time using "createEmptyMovieClip" but I'm having a problem calling the "removeMovieClip" function. The difficulty seems to be that the string that I assign as the instance name of the new movie clip doesn't actually refer to the created clip when I try to call"removeMovieClip".
So the "removeMovieClip" function doesn't work if the target name is pulled from the array. My guess is that this has something to do with the values of the array being strings...and it does when I manually type Apple.removeMovieClip(); in because Apple is the movieclip object name. How do call the "removeMovieClip"function using a var as the target?
I'm trying to create a container movie clip, then inside that, create several other movieclips with an image in each and display them with an offset x.It does the offsetting but only displays the last one at the last x.When i dont put the clips in a container it works fine. but i want them in the container so that i can movie the container around on a press.
Heres the code:
var itemsArray = new Array("pic1.jpg", "pic2.jpg", "pic3.jpg", "pic4.jpg");
var clipArray = new Array();
_root.createEmptyMovieClip("carousel", this.getNextHighestDepth());
[code]....
I want to use the same movieclips (some are button movieclips) but be able to have a function lay them out at runtime in two (or more) layouts. Just the _x and _y position like in this example:I'd like to layout the mcs with just actionscript. So it can be hardwired into the movie's script with parameters A yielding layout A, et cetera.
something like this:
Code:
boxOne_mc._x = 100;
boxOne_mc._y = 100;
boxTwo_mc._x = 200;
[code]....
but all wrapped up in one function.
here's my code:
Code: Select allvar arrThumb:Array = new Array();
for(i=1;i<=10;i++){
arrThumb[i] = "thumb_mc"+i;
[code]...
THE CODE ABOVE DOES NOT WORK ,I want to create 10 moveiclips each with unique name, which I can move around or maybe load things into later. At the moment the trace returns 'undefined' so the movieclips aren't even being created.
I have an animated character swc that is an empty skeleton basically (has all the body parts, animations, and functions/vars). I want to essentially put different clothes on that character at runtime so I don't have to have many copies of this character in my resources.
For example, I have 'skeleton' (the non-clothed model) and 'Bob', 'Jane', and 'Mary' characters. 'skeleton' is animated and fully works as an exported swc, and to get the other characters in their clothes/skins, I open up Flash CS5 and replace the movie clips with the 'clothed' versions of the components. To clarify,'skeleton' has "body parts" as movie clips that are all animated on the timeline, such as "head","face","left arm","right arm", etc. I open up 'Bob', who has the same exact design as 'skeleton', with the exception that 'Bob' has all the clothes and such as differently-designed movie clips. The size, shape, orientation, and reg points are all the same across all the components. After I've replaced all the movie clips in 'skeleton', I export it as a swc named 'Bob.swc' and I do this for all the characters.
What I'm asking is, how can I do this process ^, but at runtime instead, so I don't have all these duplicate root swcs ('skeleton' has a lot of frames on it) so I can cut down on a bunch of space? So I can do something like:
// bob gets all the actions and animations of skeleton
var bob:UIMovieClip = new skeleton()
// replace the body movieclip with a new looking one
bob.body = resources.bodyassets['bob']['body']
I want to add MovieClips from the library at runtime onEnterFrame to create a trail behind the movieClip that is moving on stage:
[Code]...
This just creates one instance of a movieClip "Follower". But how to make trail like effect - adding movieClips onEnter frame and positioning them according to "mcToFollow"?
I have two main clips with clickable clicks within each. I am using swapDepths on the two main clips in a tab navagation fashion. The problem is that if I click on the space between the nested clips in the top clip it actually is hitting the buttons(movieclips) on the other clip under it. Any suggestions?
View 1 RepliesI am using he uiloader component to load 4 external swf's. But I've got a problem with spreading the uiloaders evenly on the stage when it resizes (with different browser sizes). How can I solve this to put the :
1 uiloader on 0% vertical axis
2 uiloader on 25% vertical axis
3 uiloader on 50% vertical axis
4 uiloader on 75% vertical axis
how to achieve this with AS3 code.
I often need to divide quantities in recipes. Normally, this is straightforward: I have an array of items to divide and a total, so I can do something like
[Code]...
However, this time I have been handed a curve ball: some of the items have a maximum amount they can be. For example, item A has a maximum amount of .25, item B is maximum of 1, the other items have no limits. So if the total amount is 3, and I am dividing it by 3 items I can't simply set each one's amount to 1 (as I normally would, as the code above does). I need to set the amount of A to .25 so there is still the .75 "left over" that I now need to apply evenly to the remaining items.
So that means the other 2 items B and C would be 1.375 each -- but, as I said above B also has a limit (of 1), so B would be 1 and C (no limits) would get the whole .75 remainder, and be 1.75. So A=.25, B= 1, C=1.75 for the total of 3. My question is, even conceptually, how would I approach a problem such as this in AS?
[Code]....
I have a few textField objects that are created dynamically with XML. I want to space them evenly horizontally, how would I do that? So far this is all I have, but it does not account for different character lengths per textField.
Code:
for (var i:int = 0; i < xmlList.length(); i++) {
var tf:TextField = new TextField();
[code]........
In need of a function to match the functionality of Flash's Align tool to "space evenly horizontally" between either two objects or to the stage.
here is a template of a function that I have been playing with:
ActionScript Code:
public function spaceEvenlyHorizontally(objects:Array,toStage:Boolean=false,obj1:DisplayObject=null,obj2:DisplayObject=null):void{
[Code].....
I have a round workfield and want to place 10 items evenly divided around the border. So basically I want to spread 10 items over a circle (not a line).
View 12 RepliesI am trying to duplicate a movie on the stage 4 times evenly spaced out
Actionscript Code:[code]..............
I am working on The ausdcf.org to try adding several banner ads in swf format to the top. The client chose not to go with Google AdManager, but prefer a "minimal approach" to do this task. What I am trying to do is sort of "mimicking" the way Google AdManager does for banners, that is, to split the chance of each particular swf to be shown to the visitor evenly among the banner collection.
Definitely I can add some jQuery code to do this from client-side, a random number generator and if-else statement would work - just $.load() it However, what if I'd like to make sure those disabled Javascript (is there any now btw?) still be able to see different swfs in each visit.
I have 16 columns in a DataGrid in my Flex app. The first 15 look fine, with the column, simply containing the text, but the last one has a lot of extra space. Essentially, the columns are just big enough to fit the first 15 and all that extra space is tacked onto the 16th column.
How can I evenly distribute the space over each column?
<mx:DataGrid x="127" y="9" id="view"
dataProvider = "{currentBuffer}" width="497" height="480">
<mx:columns>
[Code].....
I'm working in Actionscript 3, but this is pretty general.I'd like to make a simple function that I can call, e.g. GiveCords(Width, Height, Num) that will take a width and height, map that out and using the Num variable place the given amount evenly across the space.Say I give it a value of 500, 500, 1. I'd expect it to return an X, Y position of 250, 250.But I'd like it to return an array of given points with X, Y.So If I gave it 10 points, it would find the best position for them all to be of even distance apart from each other.
View 1 Replies