ActionScript 2.0 :: Detecting If To Objects In The Screen Crash?
Apr 3, 2002how to make flash know if two objects in the stage crash thanx
View 2 Replieshow to make flash know if two objects in the stage crash thanx
View 2 RepliesThe problem that I'm facing is in regards to the width of a sliding menu that I've created. The menu slides based on mouse x position and width of the movie. I would like the menu to fit to the entire screen regardless of the users resolution. I wanted to know if there's a way to detect a users screen width and then adjust the variable for screen width within my actionscript .fla if necessary.
View 10 RepliesBrand new PC, Windows 7, worked fine for couple of days until I installed Flash Player 10 Active X - now the operating system continually crashes around after 5 mins each time I reboot.Error message"problem starting C:ProgramFiles(x86)NOSingetPlus_Helper.dllthe specified module could not be found"Having search the web, which suggested a possible problem with Flash Player 10 installation, I removed this downloaded this file: uninstall_flash_player.exe and ran to uninsall), but Adobe Download Manager is still in the list - trying to uninstall the DLM just gives the same error message as above.
View 3 RepliesFor mobile Flex / Flash Builder, is it better to detect screen dimensions using systemManager.screen.* or Stage.* - and why?
View 1 RepliesHow can i detect my client's screen resolution .. in Flex??
View 2 Replieshow can i detect the change in screen resolution inside my Action Script 3 code and could do anything i want after detecting the desired resolution(i-e 800x600)?
View 6 RepliesI�m using these lines to make the site fullscreen:
Code:
//fullscreen
var full:Boolean = false;
aviso_mc.full_btn.onRelease = function() {
[Code]...
how can I detect when the user press ESC and change to normal mode?
Having grown tired of dealing with uncollected objects mucking up my game level/performance management, I've decided to make a dedicated garbage class which will hold arrays populated by all the strong references I make. I can then just null out/removeChild/removeListener all the contents of these arrays whenever I need to ensure GC will pick up certain objects.What I'd like to know is the following: is there any way within AS3 (or community made AS3 libs) to detect all current references/listeners/etc. that might keep any given object from being collected? I know there are dependency-mapping utilities out there for debugging, but I'm looking for something that can be called dynamically from an object or its parent to find references to the given object and is suitable for regular runtime implementation.
View 1 RepliesI have an FLV player that I have programmed in AS3. The player goes into fullscreen when you press a button. I have an event listener on the button that changes the stage mode to FULL SCREEN. This act in turn is detected with an event listener on the stage that detects an event.RESIZE. This all works fine. When you click the button in normal mode I go to full screen mode and vice versa. More importantly the button changes (i.e. I line another button in the place of the previous button using coordinates) in full screen and move it off screen in normal screen so I have a "go full screen" icon button in normal mode and a "back to normal mode" icon on full screen.
MY PROBLEM is... Using the button to go into full screen mode changes the button to the 'close full screen' icon as expected. If I use the close full screen button in full screen mode it changes back. All perfect. My problem however is if I exit the full screen mode using the escape key the button does not change back so I am guessing the event handler is not triggered. Is there a way to detect the event of exiting full screen mode using the escape key rather than a button? The event.RESIZE on the stage does not seem to do it.
I was wondering if it is possible to capture whenever properties are set/accessed/created on dynamic objects?Basically, among others, I want to create a little quick system which acts as an Array and allows you to set the same value of all items inside of it.For example:
Code:
var dynamicObjArray:DynamicObjectArray = new DynamicObjectArray();
dynamicObjArray.push(mc1, mc2, mc3, mc4, mc5, mc6);
[code].....
I was wondering if it is possible to capture whenever properties are set/accessed/created on dynamic objects?Basically, among others, I want to create a little quick system which acts as an Array and allows you to set the same value of all items inside of it.[code]There are several workarounds, (including checking the current value each frame) but I want to know if there is any way of detecting changed properties at all.
View 8 RepliesI wanna make A,B,C,D and E randomly apear on the top screen of the screen and dissapear in the bottom.For now i have this code
[Code]...
I want to make the clown dance when he catches a hat (I have a tween for that) who otherwise will be simply standing, Basically I need to animate objects on certain events and then stop, I see so many game makers doing that, I know nothing about it, tried a lot on my own but with no success
View 3 RepliesI want users to be able to locate objects ,say rectangles, freely on the screen. Each Rectangle will have width, height, x, y.
I want that when users resize browser window, the rectangles change location and size relative to the window while maintaining proportion.
I noticed I could do something width="20%" height="20%" and then object will resize but if the aspect ration is diffenent the rectangles will look distorted. Also I wasn't sure what's the best way to locate object relatively as I noticed I couldn't bind Flexglobals.toplevelapplication.width/Flexglobals.toplevelapplication.height to x/y.
In my flash scene, I want to put several items off screen (to make things easier) which are going to rush through the scene (they are very big in size) but I worry that they might slow down the movie as it's playing.
But if I have things off the scene (out of view upon playback), do they affect the speed of the movie (affecting the memory and slowing things down)? To give you a better idea here is the scene: There is a vehicle moving quickly and the camera is facing the right side of the vehicle, so we can see the moving landscape behind the vehicle. I can either create a very very long landscape and movie it all one time (if having the long landscape off the screen does not affect the movie's speed), or I can create certain points of the movie where I ad and take away from the landscape.
I am making a Flash website and I need to know how to make my Menu on left and Logo on right stay on left and right as the screen size is changed. A similar example I am trying to accomplish is this well know site. [URL]. Notice how the menu and logo stay on the right and left...I have been searching for days on how to do this. I have everything built on my stage but cannot achieve this and thought someone may be familiar with this technique.
View 1 RepliesI'm wanting to develop a game where at times thousands of graphic objects are displayed on-screen. What better way to do this in terms of performance and speed?
I have some options below. Do not know if the best way is included in these options.
1 - Each graphical object is displayed on a MovieClip or Sprite.2 - There is a Bitmap that represents the game screen. All graphical objects that are displayed on screen have your images stored in BitmapData. Then the Bitmap that represents the game screen copies for themselves the BitmapData of graphical objects to be screened, using for this bitmapData.copyPixels (...) or BitmapData.draw (...). The Bitmap that represents the screen is added to the stage via addChild (...).3 - The graphical objects that are displayed on screen will have their images drawn directly on stage or in a MovieClip/Sprite added to this stage by addChild (...). These objects are drawn using the methods of the Graphics class, as beginBitmapFill and beginFill.
Recalling that the best way probably is not one of these 3 above.
I really need this information to proceed with the creation of my game.
I'm creating a simple game and I need to move objects down the y-axis from the top of the screen to the bottom.I want one object specifically to randomly appear and then exit the screen. I'm using a random number generator to test against and call the object to the screen and to move from top to bottom when the random number is greater than 950.The problem is that when the random number generator, generates two numbers in a row over 950 the objects skips back to the top.The animation is nested within the mc. I tried animating it with as3 but it jumps down the screen and doesn't look like a smooth animation.Is their a way that I can track the progress of the mc animation and use an && conditional to only play the animation when it's on, say frame one of the animation?What I want is to say if the movie clip is at frame one(stopped) and the random number is greater than 950 play the clip. If the clip is begin played not at frame one. Don't replay it.[code]
View 1 RepliesWould anybody happen to know if there is a way to scale objects accordingly on stage when switching to fullscreen.. It's sort of like when the stage is set to "scale", and all the objects scale accordingly, but I'm trying to scale the objects while having the stage set to "noScale"..
View 1 RepliesI am using the random motion code found here at Kirupa. [URL]I have the code working fine but I have a question about fixing it to my needs. The way it is now, you change the height and width variables so that the objects don't move off the screen. This works fine, if you are using the whole screen area at:
[Code]...
I am building an application that is to run at 2 difference stage sizes. 960x640 and 1024x768 (for those paying attention, you may note that those are the high res settings for the iPhone and iPad2)The app was designed and build to run on a stage of 960x640 and when running at this size, there are no problems.When the app loads in the 1024x768 window, it "strechs" the stage to fill the window, but keeps the aspect ratio. Everything looks good and the application runs without any problems expect for one thing.Sometimes, display objects on the stage "jitter" when moving or animating. I have discovered that this is because the stage is "scaling" the x and y values, and is not pixel snapping the objects on the screen, even though the x and y values of the display object are indeed whole numbers.A prime example of this is I have 2 bitmapData images. bmData_s and bmData_h. bmData_s is 192x388 in size.bmData_h is created from a copy of bmData_s with a glow filter stroke on it, resulting in a image that is 198x394 (6 pixels bigger due to a 3 pixel stroke)I place it on the screen using the following code:[code]
Now, when the app runs on the iPhone which is a 960x640 screen size, or on the PC which is using a window of similiar size, the image doesn't appear to move at all the "stroke" appears and disappears exactly as it is suppose to However, when I run it in a window that is 1024x768, the _h image appears to "jump" one pixel up.I have encountered many other similiar things that only occure when the stage is scaled. There is a spot in the app where I am animating a bitmap by manipulating it's scrollrect x and width (have it's do a wipe in from right to left like a peice of paper unrolling on a table) and due to the scaling, the right edge of the image jumps left and right 1 pixel but on 960x640 screens, it looks perfect.Does anyone know how I can compensate for this effect so that this jumping doesn't occur when the stage is stretched to fit the window it's running in?
How can I make a border in a part of the screen that when objects inside hit it they cannot pass it. for example like flash games have with bubbles that cannot pass the screen border and they just travel in the screen's space.Is it possible to make this with box2d. I haven't worked with this framework.
View 4 RepliesI posted this in the Flash MX2004 forum, but I hope I have better luck here.[URL] In that website, how do they keep some of the movieclip items locked on the edge of the screen? When you resize your screen, the items on the edges are the ones that moves correspondingly. And the fillers are near the middle part. Someone mentioned about adding a listener and act to a onResize command?
View 3 Repliescurrently i am removing objects when they reach the edge of the screen with
[Code].....
i understand this does not delete the object? without removing event listeners before removing the object the error log fills up, i believe its due to the stage isnt there after its removed. this makes me think that removechild does not delete the object? i will be creating and deleting many objects during runtime, and i dont want to slow down or use too much memory, how to properly free up the object
My task is to show a video player in a full screen mode. Ihave no problem doing that but I need it to perform in a such a waythat only video scales to the full screen while other objects(player controls) remain unscaled. If I just go to the fullscreenmode - everything on the stage is scaled up naturally.Playing with the full screen features I could come up withthe only solution which is to calculate a scaling factor (based on,say, stage.width and stageWidth) and adjust player controlsdimensions and position accordingly.Is it the best way to preserve objects sizes or there is abetter technique?I hoped that because each display object has it's own stageand I could show full screen only video by doing something like:
_video.stage.fullScreenSourceRect = screenRectangle;
_video.stage.displayState = StageDisplayState.FULL_SCREEN;
but it still expands all the objects.
Is there a way to overlay other objects on top of fullscreen video in Flash Player?
i want to put a googlemap over a 'full screen' flash video player, is it possible?
Consider the following Flex code:
private function fullScreenHandler(evt:FullScreenEvent):void {
if (evt.fullScreen) {
viewstack.selectedIndex = 2;
[Code].....
I have a viewstack with two containing canvases. Canvas 1 is used when in normal mode and canvas 2 which is used when in full screen mode.
To properly resize the objectInViewStack2 I need to know how large the screen is when in full screen mode.
This is my semi-finished art project URL...If you open it normally (providing you have a webcam) it works perfectly however I'm looking to showcase the piece on a projector and need to have it full screen.[code]I have made the piece so that the "orbs" rotate around the center point and the diamter of the rotation alters dependant on the activity level of the webcam. It looks very pretty when you open the swf. normally but when full screened the centres of rotation are completely off.Whats the best way around this? I'm in desperate need of full screen capability! [code]ps forgot to mention. all code is inside a blank movieclip called "orb" and then a copy of the movieclip is placed in every corner but flipped/rotated to achieve the butterfly/symmetry effect. this is the issue i belive that effects the full screen stuff.
View 1 RepliesI have a movieClip, with other movieClips inside of it, objects that I want when hit to lose points. But when I have the movieClips inside that one, it just has a giant "boundry box". I want the points to go down when you hitting only one of those items,instead it just goes does throughout the entire thing.
There is no way for me to scroll all those objects across the screen without either making a tween on the main timeline for each object (almost 20), or somehow making a giant movieClip scroll all of them all the way across, bypassing the first boundry box, and acknowledging the movieClips.
I have implemented an Augmented Reality application on Adobe Air for Android. When I publish my app on the android mobile phone (Nexus One) the 3D models that I have created don't appear on the screen.On flash CS5 it is working fine.I have used Away3DLite engine and I have imported a 3D collada object.I have also tried to publish some projects that I found online and I checked if the the 3D model appears on the screen but it doesn't show it either. how the 3D Models that I have imported in my project using Away3DLite can be visible when I publish the application on the android phone. Some extra stuff be usefull: I'm using GPU rendering.A also using a combination of the following softwares in order to create my AR application:
FLARToolkit
FLARManager
Away3DLite
I have created one 3D Model on 3DS MAX and another one on Maya 2010.