ActionScript 2.0 :: Adjusting A Mc's Height With A Slider?
Dec 5, 2003
I have a sound loop that plays perfectly and I have a volume slider that works great. Here's my problem, I need to control a seperate movie clip -an animation- with that same slider (the volume controller).. It needs to adjust the height of this mc up and down... like when the volume goes down, the height of the seperate mc gets smaller and vise/versa..
this seems like a fairly straightforward thing to accomplish, but like I said I'm not all that great at AS...
Why can't I adjust the height of the slider component? I created a new component and placed it on the stage, and changed the height of all of the images that comprised this slider (which were movieclips) to a larger size, but it still remains a skinny line when I run the program. I even did this in the Actions section:
mySlider.height = 20; but it seems like the program is ignoring anything that has to do with adjusting the height of the slider. If I try adjusting the width, however, then that works. It makes the line longer when I set the width a larger number. But why is the height of the slider line not being adjusted? No matter what I do, nothing is working. I have searched all over the internet for answers, but I can't find anything.
I am having a little difficulty properly sizing a Scroller component in Adobe Flex/Flash 4. As soon as I add an element to the 'widgetsGroup' VGroup, the scroller's height property resizes to match that of its parent border container, even though the content height of the vGroup may be significantly less than this value. This is a problem because the scroller then 'covers' other elements in the border container. I guess what I am looking for is the scroller height to match the widgetGroup content height until this height exceeds the bordercontainer height, at which point the scroll bar would become visible.
Is there anyway to change the height of the slider in AS3? (CS3), I've tried changing the actual graphic (of the bar) in the library and no matter how big I make it it's always locked to 13 pixels high.
I am trying to build a interactive slider,in which when user drag the slider up the height of silhouette increases by some fix amount n when user drag the slider down the height of silhouette decreases by some fix amount.the problem i am facing is that when i drag the slider slowly than everything works fine but when i drag the slider faster than the height dont increase or decrease properly.i mean the increment or decrement in the height of silhouette is depending on speed of slider,which i dnt want.
here is the code-
Code: var bounds:Rectangle = new Rectangle(499.65,260,0,240); slider.addEventListener(MouseEvent.MOUSE_DOWN, moveSlider); stage.addEventListener(MouseEvent.MOUSE_UP, stopSlider);
I have created a slider to control the width and height of a movieclip. However the numbers currently go the opposite way I would like them to go. currently if the slider is at the top that counts as 0 because of the y coordinate and the bottom counts as 200. what type of equation would I need to flip this so if the slider is at the top it's 200 and at the bottom it is 0?
What I have is a map that you can click on points and it will zoom in, you can also click on a "plus/minus" buttons to zoom in and out (I even have the mouse wheel zooming in and out). The client wanted me to add a "zoom slider bar" to it so you know you could move it up and down to scale it. Everything is working except the slider, I can't seem to get it to work with the position of the slider. All of the zoom functionality is there but the slider is killing me.
I am putting up the fla file since there is a lot of code in there and I didn't want to put it all in the forum. if you look in the fla in frame ten on line 726 you can find the function that is supposed to handle the zooming when you move the slider. Up on line 74 you can find the slider onPress and onRelease functions, but those I believe should be fine.
I am trying to create a basic timeline, similar to the timeline we all use in flash (see attached).
I have a playhead slider, which when dragged, just drags within its startDrag() limits.
I also have horizontal window scroller which also when dragged, just drags within its startDrag() limits.
I am trying to work out how to get the horizontal window scroller to scroll when the playhead slider hits the left or right edge. I am using hittest for this collision.
I have the playHeadSlider scrolling along the top. When playHeadSlider collides with hittestThing I want mcContents to then move.
It kind of works.. mcContents moves when the playHeadSlider is in collision with the hittestThing.. but it just moves rather than 'drags' across. I have it set up so that mcContents is twice the width (approx) of mcScrollWindow.
I need to somehow update what I have so that if the playHeadSlider collides with hittestThing on the right, mcContents only moves to the right and if playHeadSlider collides with hittestThing2 on the left, mcContents only moves to the left.
I have a movieclip and what i'd like to do is once a button is clicked id like the clip to play a double speed (or maybe more).Is it possible, by way of adjusting the FPS maybe?
I would like to use a movieclip to load a flv video. The problem I have is that I want to change the video dimensions. I've tried several software to change the video dimensions but as far as it seems all of them keep the same height-width ratio than in the original video. Is there any software that would allow me to change the height and width without keeping the same height/width ratio as in the original video file?
I am resizing a movie clips height automatically to match the height of some dynamic text that is displayed above it (will eventually be loading it from xml ). is there a way to keep a safe margin top and bottom? this is my code so far Text_Box_Graphic.height = Text_Box.height;
I want to constrain the height of a flex component to the height of the browser viewport.
The component's children are populated from a database table using a repeater, and are basic checkboxes. There are enough of them that the flex app ends up being about twice the height of the screen, which means some of the rest of the layout goes crappy on me. How can I force the component that contains these to limit itself to the size of the viewport?
By default the height of an Flex Accordion container is the height of the initially selected child. I'd like to be able to set the height to the tallest child so that no resizing or scrolling is necessary when other children are selected. I do not want to use the resizeToContent property. I want the size of the container to stay constant no matter what child is selected.
My current thought is to extend the accordion class setting the creation policy to "all" and then override the measure function to loop through all the children and find the tallest one and use that for the height. This seems a little kludgy though, so I'd like to know if there is a better approach. Ultimately my question is: is there a way to set the size of an accordion container such that the container never resizes and scoll bars are never necessary to display any of the children?
Basically this is it: I have a movieclip with four frames with this script on it:
Code:
onClipEvent (enterFrame) { if (Key.isDown(Key.LEFT)) { if (_currentframe != 1) { gotoAndStop(2);
[code]....
Basically this is how i want it to work: If you're at frame 1 (which you start in since a layer above have a stop on it) and press and hold left you go to frame 2 and if you stop holding down left it goes back to frame 1. If you're on frame 1 or 2 and press and hold right you go to frame 4 but if you stop holding right it goes to frame 3
I was wondering if there is a simple way to control the "Adjust Color: hue" - filter of a MovieClip?. Is it possible to adjust it with a single variable(with AS2)?
I have a bit of graphical content inside a symbol that I've created in Flash CS5. Let's call it FunGraphics_Art, it's set to export, and it extends MovieClip.When I edit the symbol in Flash and I hit control-A, the properties panel tells me that all of the content has a height of 72 pixels, positioned at 0,0.The content consists of a few (classic) textfields, and a couple of Checkbox components and a few bits of vector art.All the content is on a single frame, no layers.So far, so good. I export my art as a .svc and am able to use it all in code just fine. However I then add the following bit of code to my .as file..[code]Somehow, there's something strange going on that's causing Flash to think my exported symbol is about 75 pixels higher than it actually is. I've looked around for invisible "blank" textfields, but haven't found anything yet.
I've created a dynamic text field, and set autoSize to true, so it can grow was tall as necessary. I then want to use the _height value to size a container graphic (speech bubble). Here's the (simplified) code:
[Code]....
Returns 19.6 followed immediately by 35.2. It's as though reading txt._height causes it to recalculate, so it's correct the second time. I also tried the textHeight property, which also seems to get recalculated after _height is accessed. This sequence, for example:
I have a problem with an flash object. The object is an expanding topbanner, but when retracted, the on mouse over effect still appears on the invisible part of the banner. The code is the following:
I made a scrollbar class that works pretty well. I'm trying to come up with an idea for how to set to the height of the scrollbar vs the height of the scrolling content. This is a standard thing that happen in the OS. Seems there should be a minimum number and the maximum value should be reached as the size of the content approaches the size of the visible area.
AS2 -> AS3 migration: doncha just love it?!have a look at the attached code. selection one makes us anew sound and gets it playting, great. then we need to adjust thevolume so we read in the files that:You can alter the volume and panning while a sound is playingby setting the pan or volume properties of a SoundTransform objectand then applying that object as the soundTransform property of aSoundChannel object.great, so selection 2 in code below should do that, right?
I have a grid of 9 columns by 3 rows (so each column has 3 slots). A minimum of one slot in every column must be marked and no more than 3 can be marked. A mark is represented by a 1,2 or 3 digit.There must always be 15 marked slots in total. To achieve this I tried the following:
I have a container movieclip and i am attaching thumbnail images to it to form a slideshow.
The problem i have is i need the container to scale to the stage width, and then add the images, but if i scale the container it also stretches the attached images.
Is there anyway i can change the width of the container without effecting the attached images?
I'm looking for a way to adjust the volume in an external flv. The code below sets the volume, is there any way to have it start at one volume and fade to "0" over the length of the flv?
this.createEmptyMovieClip('snd', 0); this.snd.attachAudio(this.ns); //attach NetStream this.audio = new Sound(this.snd); //Set MC as source this.audio.setVolume(80);
I also tried start/stop buttons, but they start and stop the flv also, any way to set them up so the flv keeps playing without the sound?
I have this function inside a this.onEnterFrame function. What I need it to do is that every time I hit Q, the variable (_dropAdjust) should decrease by 1, and every time I hit A, it should increase by 1.
What it is doing, is that every time I hit either of the buttons, the variable decreases or increases by a increment dependent of the time that has passed, but I still need to have the function inside the onEnterFrame, because if not I can only hit the button once.
ActionScript Code: this.onEnterFrame = function () { var _adjustListener:Object = new Object();
one of my homework assignments for a begginer Actionscript/flash class. The goal of the assignment is to draw a shape then have it continuously drawn until it reaches the vanishing point in the center of the stage. I am pretty new to actionscript since this is the first class I have taken for it and I really dont know how to explain it better. I am trying to write the code for. This is the code I have so far it basically just draws the shape I am using and I am lost on what to do next: