ActionScript 2.0 :: How To Stop Motion - Rest / Settle At The Position Until The Mouse Is Moved Again
Apr 7, 2008
i have a fish that follows the mouse position. Im working out the angle and distance it is from the mouse cursor and telling it to swim in that direction. But when he gets there he flickers back and forwards. How can i get him to rest/settle at the position until the mouse is moved again.
im using MX 2004 although i do have Flash 9 atm if anyone has an example in that Anyway, im trying to slow down and speed up an orbit of an mc relative to where the mouse position is. So basically i need some sort of radial "field" where when the mouse gets close to the outside of the orbit the movie clip stops and when it is farther away the movie clip speeds up.
I am replacing the mouse pointer with a custom graphic in an .swf that takes up part of a web page (.swf stage is about 350px wide, total layout is about 1000px). My code is all working fine, except that, if you move the mouse fairly quickly -- as you might do to get from a point on the .swf to the opposite side of a large monitor -- the .swf loses track of the mouse, and thinks that the ._xmouse/._ymouse values are still the same as the last point that that Flash saw the mouse, which is usually somewhere in the middle of the stage, thus "orphaning" the custom cursor. If I have a setInterval or something tracing the mouse position, the .swf still thinks that the mouse is sitting on top of it, even though the cursor is actually far away somewhere else. hitTest also still returns true as though the mouse was there (as you might expect, given that it's based on _xmouse/_ymouse).
The workaround/hack I have going now is that, once the pointer switches over to the custom cursor, it starts a setInterval, and then if the mouse appears not to move for a few seconds, it reverts back to the default cursor (i.e., Mouse.show). Obviously, this is not optimal, because that means that the custom cursor disappears if you don't move the mouse for a second or two, and it doesn't really solve the problem anyway because it still looks like the custom cursor gets stuck for a second when you move too fast.
Is it possible to draw motion guide/path for a mouse position based movement?
For example if I have path the is like letter H. I would need to write many clauses/conditions for the borders of the movement. It would be a LOT easier if there would be some solution that makes the object always to stay on the defined path when moving..
I have a very simple piece of code but it has one very annoying bug. When I press the button a second time, the code doesn't work. The only way to get the code to work is by moving the mouse a tiny bit, or moving the mouse off the button and back on. make a button that can be clicked many times without moving the mouse?
tarting a script to make my object move to the coordinates of where i click on my mouseand if possible i would like to make it animate to each coordinate like its moving there not all of sudden jumps there when you click somewhere.
I have a list of collapsible move clips. When any of the clips is closed or opened the rest or the clips in the list react by changing position. I had this running with and on enter frame event. But that was a memory hog when too many items were in the list. So what I want to do is this. When any clip is closed or opened it triggers this function
Code: function resetY() { for (var i = order; i>=many; i++) { this.onEnterFrame = function() { _y = previousitem._y+previousitem.box._height; roundB4me = Math.ceil(previousitem._y+previousitem.box._height); [Code] .....
I have a video clip which I initially set a size and location to. I then re-size the clip and move it when a button has been pressed. Once the video has finished playing, the video clip should go back to the original location and size. For some reason though, it goes back to a different location though.[code]...
I have made an animation consisting of 7 different MC's - each accessed by a hidden button. When I play the individual swf files, with sounds, they work fine. When I place them on the main timeline and export the swf, as soon as I click on any of the buttons, ALL the music/sounds play no matter what MC I'm playing. It is a cacophony of sound that I need to fix before 10th August - when I need to hand the project into University for marking.
I want to dynamically create and put some Image (mx.controls.Image) objects on a Canvas and I want them then to be able to be repositioned by the user via the mouse. Can this be done? Note, I am not looking for drag and drop. I just want to change the X and Y coordinates of Images with the mouse.
Is it possible to persist the look of a 'hovered' hyperlink even after the mouse has moved away from it? I want to keep the user's attention on the hyperlink -- or at least have them able to see what it was, standing out from the rest of the text -- for a few seconds after they've left it. Ideally it would fade slowly back to normal
I have a simple flight simulator animation. When the mouse is moved over a movieclip (mcHitArea) on the stage the code below moves 2 indicator lines as well as 2 jet images and the background. The problem is that when the mouse runs off, say, the left side of mcHitArea, that mouse location is recorded. Then if the mouse is brought back in from the other side of mcHitArea the images are rotated way off course. These images never come back to center.
I'm basically looking to create a screensaver within the flash file i'm using. So if the person doesn't move the mouse for say a minute, actionscript will detect this and play a movie ( screensaver type one )It's within a digital application and the client wants a built in one rather than making a proper one.
when i change the appearence of the mouse, it conflicts with some of the other code, i don't get an error, but it just doesn't work, i'm using this code in a mc to change the mouse:
I have been searching posts for the last few days and I can't seem to narrow down my particular issue. I see lots of posts and threads related to swap depths but I can't seem to get it to work. I assume swap depths are what I need to do but I want to run the idea by you all. I have 5 mc each with an image and an animation, it's your basic zoom menu. all are on the same layer and all on one frame. what is the best way to get images to the front of the rest as I do a mouse over? right now the example script I am using is
I would like to make a portion of a site that is stimulated from the mouse being moved. So, as the user moves their mouse I want the timeline to change (for an image will load on each new timeline). So, it will be kind of like a flip book that is activated by the mouse moving. Hopefully that makes sense. Each scene a person will be moving (new picture in a new frame) as the mouse moves up or down.
The page transition work fine after Respected tacos " changed the code but while transition between the pages if I quickly move the mouse and clicked the other button the pages do not load as expected.I tested several times and with lower frame rates this problem can be watched.
I have wrtitten some code that draws a couple of lines with changing alpha and width whenever the mouse is moved. I need to convert this code to AS3 so that I can use it in conjunction with some video tracking.
Code:
var speed:Number = 100; var myNumber:Number; var myMax:Number = 50;[code]...
I added a Menu_mc on my stage. Initially, this should be at the center of the stage and when I click on it, it will tween on the upper left corner of the browser. However, when I resize the browser, the Menu_mc goes back to the center of the screen.
I have tried separating a different actionscript file where it is specifically for initialization of the object and another one for resizing. And then when I call it on my main AS file it goes like this:
Code: // Add the symbols to stage var Menu_mc = new Menu_MC(); addChild(Menu_mc);
I'm animating a torn sack that will deflate as the beans inside of it spill out and pile on the ground. The sack I'm animating frame-by-frame, so the problem is the beans-- I can't imagine animating them one by one, but I know nothing about actionscript and the few tutorials I've found online don't address what I need to do; worse, they seem hopelessly complex.
I have an audio player that has a custom timeline and playhead. I am using a start and stop drag to move in the time line but the only way i can make it work is to have it play when ever I release the play head. I would like it to stay stopped if the player is paused and play if the player was playing.
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 an Input Text area that users can edit and then submit. I need to be able to show, on screen, the cursor's current position as they type. I don't need to know where the mouse is but all work-arounds I've found so far can only tell me the mouse position. The font for the text is 'courier' or 'courier new' and the Input Text area is scrollable.
I animate a DisplayObject with a Motion XML (exported from Flash). The first time I apply a motion to it, everything works fine. The second time I apply a motion, the position / scale is reset to what it was before I first applied a motion. How can I keep the transform of the DisplayObject after a motion is played when I want to play a new motion ? I want the DisplayObject to start from where it was at the end of the first motion.Here's the code I use:
private function animate(motionXML:XML, target:DisplayObject):void if(!animator)animator = new Animator(motionXML, target); // Add event listerners
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);
can someone explain the logic of circular motion (them radians and degrees). I've found the code for it and modified it a bit to make it do what I want. But I haven't a clue as to how it works.. This is a slightly modified code taken from the Kirupa Tutorial.
The problem with this code is that it scales from the registration point (0,0). Due to the other transformations I'm doing to this image at various times, it isn't possible to move the registration point. The image is larger than the stage and the user is able to drag it around. I want the mouse wheel to zoom in on the place the mouse is hovering over (or at a minimum...the center of the "view" they have...aka the stage)I tried doing this:
Code: internalPoint = new Point(Map.mouseX, Map.mouseY); externalPoint = new Point(stage.mouseX, stage.mouseY); var matrix:Matrix = Map.transform.matrix;
[code]....
Which, incidentally, I'm using that whole portion of code to zoom into the state they will be in when they use the mouse wheel.