ActionScript 2.0 :: Ease Arrow Movie Clip To The Mouse Position When Clicked
Jun 11, 2003
I have an MC that contains a menu. Within the menu MC I have a little arrow movie clip that I would like to ease to the mouse position when clicked. I have this code on the little arrow, copied from many easing tutorials:
[Code]....
Also, I want the arrow MC to start at a particular place. But when I put _y = 30 (for example, which is where I would want it to start from) it is still at 0,0 - even when I change _y to this._y. What the heck?
I have a map application that when I use the mouse wheel the map will scale up or scale down. The next thing I want to do is to focus on the mouse pointer while zooming on the part of the map.
I have this code...
function focusMousePosition(){ onMouseMove = function (){ Stage.width = _root._xmouse; Stage.height = _root._ymouse; updateAfterEvent(); }} var mouseWheelListener = new Object();var wheelNum:Number; mouseWheelListener.onMouseWheel = function(wheelNum){ focusMousePosition(); if (wheelNum > 0){ map._xscale *= 0.9; map._yscale *= 0.9; }else{ map._xscale *= 1.1; map._yscale *= 1.1; }}Mouse.addListener(mouseWheelListener);
Essentially what I'm trying to do is nearly the same as this: http:[url].......However I'd like to ease/tween the movieclip position and rotation to the mouse position.The main issue I see is trying to get the current movieclip rotation and the target rotation,then tween it cockwise or counterclockwise from current to target.The way a movieclips rotation uses positive and negative numbers throws it off.If you just want to lock the mc rotation to the mouse rotation its fine, but once you try to tween it you run into difficulties. So the end effect would be like if you were to draw imaginary clockwise circles around the object, it should just keep rotating clockwise towards the mouse. Then if you started going counter clockwise it should just keep easing counter clockwise to the mouse.
I'd like to ease/tween the movieclip position and rotation to the mouse position.The main issue I see is trying to get the current movieclip rotation and the target rotation, then tween it cockwise or counterclockwise from current to target. The way a movieclips rotation uses positive and negative numbers throws it off. If you just want to lock the mc rotation to the mouse rotation its fine, but once you try to tween it you run into difficulties. So the end effect im looking for would be like if you were to draw imaginary clockwise circles around the object, it should just keep rotating clockwise towards the mouse. Then if you started going counter clockwise it should just keep easing counter clockwise to the mouse.
allow the user to clip a button and then place a sybmol (either movie clip or graphic) where the user clicks. I would like to use AS2. The project is simply to label a supply and demand curve graph and user needs to plot, or place points wherever they want on the canvas.
Im learning actionscript using the tutorials here so im more interested in learning *how* rather than just getting it done.
Ive come across a problem on something ive been trying to do. Ive been trying to make a 10 framed movieclip appear at the mouse position and play continuously. To do this I have a two framed loop.
Here is my code. Circle_mc is the movie clip: ----------------------------------------------------- //this is the name of my function and what it has in it. CreateAtMouse = function () { Circle_mc.duplicateMovieClip("circlecreate", 2, {_x: _root._xmouse, _y:
I have a movie clip that runs in its own timeline. I want to stop the movie clip from playing whenever the mouse is clicked (in this application I am actually using a touch screen and I want the movie clip to stop playing whenever the screen is touched). In addition, I want the movie to rewind back to frame one so that none of the movie clip images are left on the screen.
I have created an animation which has frames with the head drawn in the various positions it needs to be in to look in all directions. Each frame is unique as it shows the head look up down sideways etc.What I need to do now is to make the movie clip play certain frames depending on the mouse position.I am having some trouble with the logic of how to do thisIs the best way to detect the mouse position then tell the movie clip to gotoandstop a certain frame depending on the mouse position?
I am developing a game like this. [URL]. I just start this game And stuck in a problem. Moving arrow of game according mouse moveing like Given URL just check out. I know it is just a mathematical calculation. I have done according X position of mouse moving. But confuse something With Y position also. So I am not getting proper solution of X & Y position Both Togather.
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it,so underneath the buttons are still rotating so other people can click them where they are?
to explain the context, I'm trying to design a mock up of a circular interactive table Dynamically placing movie clip at the angle and global position of a mouse click (button) which is constantly rotating.when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the top.
I've included my .fla file which shows the four buttons moving and a little diagram explaining what I'm trying to do.
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it, so underneath the buttons are still rotating so other people can click them where they are?
I'm trying to design a mock up of a circular interactive table when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the top.
I've included my .fla file which shows the four buttons moving and a little diagram explaining what I'm trying to do.
I've been scouring the internet for the past hour or so in search of how to do this. It's very simple, but every example seem to want me to bring a loaded movie clip, or trace mouse position. I don't need that! Basically I have a button that when clicked comes to the front (using behaviours), moves to a new position, scales and then I want every other button behind it to blur. Obviously I want them to blur gradually to keep the flow going. Here's my current code so you can see where its going:
I have this code written for a game im making, but the problem is that the function 'jump' is only run when the mouse is clicked over the movie clip "grape1"
Code: var MyArray = new Array this.addEventListener(Event.ENTER_FRAME, keepRunning); this.addEventListener(MouseEvent.CLICK, jump);[code]...
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it (so underneath the buttons are still rotating so other people can click them where they are)to explain the context, I'm trying to design a mock up of a circular interactive table when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the topI've included my .fla file which shows the four buttons moving and a little diagramexplaining what I'm trying to do.
I have a clip that rotates to orient itself towards the mouse when the mouse is over a given area. When the mouse leaves the area, the clip snaps back to its original position.
1) the clip snaps directly towards the mouse at the moment the mouse enters the clip; I would like it to actually rotate;
2) the clip snaps directly back to its original position when the mouse leaves the clip; I would like it to ease back into position.
Basically the x position of the mouse should control the play position of a movie. Do I need something like an event handler (I'm not sure exactly what these do, but I've seen similar scripts that seem to use them).
I have three separate movie clips on the stage, while the mouse is over any movie clip I want the arrow keys (up,down,left,right) to navigate through the frames of that movieclip. The following code only seems to partially work. When I interact with a button on a movieclip the arrow keys only advance to the next or previous frame of the movie clip and then no longer work.
I created an animated character as a movie clip and I want to be able to move it using the arrow keys. I created a new layer and have the character on that layer.
I'm trying to move a movie clip using the arrow keys. It's a very simple test animation. Basically I have a stick character with simple walking animation. It has 3 movement. 1 is a forward walk, 2 is a duck and 3 is a backwards walk. Now I can move the character but I cant keep the animation going. Is there something I'm missing??
I need with a menu witch has 5 buttons moving along an ellipse. When I click on a button, I need to call an "arrow" movie clip, locate it BETWEEN the button being pressed AND center stage, and make sure it's pointing toward the middle. Much like the picture below: I've spent the whole week trying to make it work but I guess I don't know enough about AS2, or geometry to succeed on my own.
I've got arrow buttons and a movie clip on my stage. I have an event listener for each arrow button for a MOUSE_OVER event that calls a handler function in my movie clip. The handler functions just call prevFrame(); or nextFrame(); What I want to happen is that the movie clip continues to play forward or backward as long as the mouse is over the appropriate arrow button.
I have a movie clip of a character who is supposed to walk when the arrow keys are held down. The character does move in response to the keys being held down, but the walk cycle in the movie clip only plays once. (Flash file is attached.)
I used a Trace in the code to see what the issue is, and one thing that I noticed is that the function seems to run over and over. I'm wondering if that has something to do with it?
I have several movie clips on the stage. They are draggable. I want to be able to drag the movie clip, then when it is dropped, a copy of that movie clip will appear where the first one had been, and the first one will just stay where it is on the screen.
However, I'm running into problems with the syntax.
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?