When I select the text tool in Flash and click on screen to type, my text box is default rotated 90Ë clockwise. In addition, the text is default bottom aligned so when you hit return, the next line is above the first line. So, simply rotating it back doesn't
Even my properties box align buttons are rotated: I should add that the little rotation button you see for "orientation" is not the fix- it rotates individual letters.I can't find anything in the menus, toolbars or preferences to change this...
i have been working on a project that involves 6 buttons on the stage (although they are actually movieclips with button mode set to true). Under button 6 there are actually 4 sub buttons. When you rollover the buttons they animate in a certain way. The image that is loaded into the buttons comes from a path in an XML file, and eventually so will the links for when you click on the buttons.I have all this working (although my code is a bit of a mess), but my problem is the tool tip i have displaying when you roll over the buttons. They cause the buttons to flicker really badly and it is ruining things. I thought it might be because i had the MouseEvent set on ENTER_FRAME so i changed it to MOUSE_MOVE and it still flickers really badly.I have attached my code, can anyone suggest something that would stop this flickering.
What does work : I want to put a dynamic textfield on my stage.Then i change the content of this field with AS3.But : when I rate the textfield on my stage, the text disappears.And I have embedded my font (also 'Export for actionscript')...I prefer not to put any textfields on the stage using ASSo the only code I use is : ActionScript Code:this.trial.text = "this is a test";
Using textfields. I need vertical text, rotated so that you could read it from bottom up. I can do it with static textfields, but I need to change the content of the textfield, so I cant use static textfield class. What other options are there? I've heard something about embedding fonts does the trick. The thing with embedding the font....I read that if it works, it increases the swf size quite significantly. Atm I am using a very narrow text field with multiline so that one letter is on a separate line, but it doesnt look good and I need to change it.
I have this enter_frame listener to make my Container MovieClip rotate on a 3D environment in relation to the position of the mouse.
PHP Code:
addEventListener( Event.ENTER_FRAME, loop ); private function loop( e:Event ):void { var distx:Number = mouseX / stage.stageWidth;
[Code]....
One of the MovieClips I load into that "ctt" container has some scrollable content. I've traced both the CLICK and MOUSE_DOWN events on the Dragger of the scrollbar and it's active, it receives the click and mouse_down events. The problem is that it doesn't drag.
I know that the scrollbar works because if I remove the loop enter_frame event I showed before it works perfectly, it just doesn't rotate on a 3D environment as I wanted it to.
why the dragger doesn't drag when that ENTER_FRAME event like that is being used?
I have a simple single main timeline for the website with 6 navigation buttons. Each button sending the playhead to a label keyframe (the site has 6 'pages'). I converted 6 photos to movie clips and added one to each of the 6 labels as a full page background. To each movieclip photo, I have added a fade in blur using one of the FLASHeff effects so when a nav button is clicked, the background fades/blurs in, I have given each background 20 frames to allow the blur to fully complete.
Now all that works as expected... but now the fun begins... what I would like to do is that when a navigation button is clicked, whichever of the 6 backgrounds is currently showing will fade/blur out first before the new background photo fades in. I could do this with 36 (the total combination of transitions with 6 photos and 6 buttons). A bit of an ugly solution!
My question is: Is there a more elegant and dare I say, sexy actionscript 3 way to do all this and hopfully still be able to use flasheff for the blur effect?
I had better get up to speed using actionscript 3 to save myself further forum embarrassment.
I had atleast 20 images.i tried to move it scroll from right to left in Flash MX 2004. When i pr viewed in timeline window it shows actual image moving. But when i exported it into swf it shows as a Blurred image moving.
I just received a new Dell Studio. I have the latest Flash installed. I can view Flash websites fine, and I can watch videos on all sites... except, [URL]. In fact, the video loads and a picture is displayed. The problem is that the picture is badly distorted. See the screenshot below. The top of the image is crystal clear, but the bulk of the video can not be viewed. This is different than the other threads with Flash/NHL problems. I can see something, and hear the videos fine. but... Its as if the video is in digital purgatory.
I'm having issues with implementing a flex button componentI have applied a CSS style to button and set border-color to, say #555555.So far, it works as expected.Then, when my application is resized, the border of the button component becomes blurred and its width automatically changes from 1 pixel to 2 pixels, which doesn't look very well.hen I maximize the app again, after the border is blurred, the buttons' border becomes 1 pixel and looks nice.
I am facing a curious issue. Generally when we draw lines in Flash either vertically or horizontally or through exact 45 degrees on either of the sides, they come out as straight and anti-aliased. While if they are drawn deviated from either 0 or 45 degrees, they come out as jagged. I want that to be anti-aliased too
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)
I am currently making a game based on slicing other objects, basiclly when you hold down and drag your mouse and then release it an object that shows the cut will be created.
I have made an application where you can design your own greeting cards. I use matrices to scale and rotate images, and I always need to know what scale the image has.
It works when the image isn't rotated, by taking the value from matrix.a or .d which are the scaleX and scaleY values. But when I rotate the image, using the matrix.rotate() function, the a and d values no longer corresponds to the scale of the image.
How can I get/calculate the scale value of an object that is rotated? And I don't want to scale the image by using the scaleX and scaleY methods.
I need to rotate the imageClip,then zoom in,then i need to scroll the imageClip fully.ve the tutorial for thisboth horizontal and vertical scroll for Rotated imageClip..
Suppose I have a Sprite (A) that is constanly being rotated (as often as the mouse moves).
I have another Sprite (B) that is a child of (A). It makes sense that B is a Child of A because I want B's position to be relative to A's position, and I want B to become invisible when A goes invisible, etc.
However, I would like B NOT to rotate when A rotates. Is there a way to omit B from rotating when A rotates, even though B is A's child?
I know I could do something like B.rotation = - A.rotation everytime A gets rotated, but that feels like a clunky hack to me... there must be a better way?
Currently I'm considering making B a separate object, and not a child of A. But thats not much better because then I have to keep B updated with A's position and visibility, etc...
I am using Senocular transform tool and I have an object on the stage which I can rotate freely using the mouse. What I want to do is "capture" the total degrees I am rotating the object and write in a a text box. For example, if I will rotate the object clockwise 3 times, the text box will show 1080 (360 * 3), if I will rotate the object counter clockwise 1.5 times the text box will show -540 (360 * -1.5).
Say I've got a box that is 218 by 86. If I rotate it to 50 degrees then the width and height are reported as 206 by 222.3. I'm trying to take those rotated values back to the original values and I'm having a bad math day and can't figure it out.
I managed to have a working sample using the Gyroscope native extension. I followed these steps:
1) Downloaded the extension 2) Added the ANE file to the library path into Flash Professional CS 5.5 3) Coded as shown in the extensions documentation 4) Exported the SWF file 5) Compiled the SWF and extension using ADT
I worked perfectly. I had a 3D cube rotated using the gyroscope data. Well, not exactly perfecty because after some time app seems to have lost right direction. But I read this is normal and that you need to use Accelerator to balance this. I'm not worried about this though right now.
I have a container with masked bitmap in it. The scale and rotation of this container changes at runtime, and I need to draw the masked bitmap but cannot figure out the appropriate matrix calculations to do so.My code works correctly to reflect position, scale, offset for centering without rotation. When rotated, the angle is correct but the positioning is incorrect - I believe because the dimensions change when the rectangle is rotated.how to compensate for this in the positioning - here is some code:
// Adjust the transformation matrix to account for the position of the container var tMatrix:Matrix = _imgContainer.transform.matrix; //Offset for container
I have a couple of images, representing tents, that look like this: The red and blue parts on each side of the tents are doorways, and several tents can be connected together via these doorways. For example, I want to connect the two blue doorways so that they match up like in this picture: If the first tent is stationary, around which point do I rotate the second tent and how do I calculate where to place it?
Currently, I have the upper left corner of each doorway as an x and a y value, together with the width and direction (in degrees) of the door. I'm treating the doorways as one dimensional, so they don't have heights. Would another representation suit this better? Perhaps a start point and an end point plus direction?
When rotating a bitmap with actionscript, the edges are jagged and not properly anti-aliased. How do you force anti-aliasing of the bitmap ? this.stage.quality = StageQuality.BEST; // Tried this, but seems useless var imgFromLib = new imgFromLib (); imgFromLib.rotation = 30;
Is there a simple way to take a few square images and set rotationY for each one to be the same degrees, then using an equation line each clip up after the previous one? For some reason the width property of the rotated clips is not lining them up correctly for me. I managed to get the desired result by trial and error (see below), but really need to get an equation for this so I can move the clips around with little hassle.