ActionScript 2.0 :: OnEnterFrame _xmouse / _ymouse In FullScreen?
Jun 30, 2010
I've read how many people, frustrated by the plugin's inability to detect mouse motion while in fullscreen mode, have resorted to making use of onEnterFrame to detect changes in mouse position.
I need to do so as well ... all while the mouse is UP (not pressed) and floating around the screen.
I created a map which can be moved up, down, left, and right. On the map are invisible buttons. When the mouse moves over an invisible button, a movie clip appears like a pop up info sign, doesn't matter where I moved the map earlier. All this I accomplished by using this actionscript:
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
im working on a slider that i want to position to the stage according to the _ymouse. Here's the problem. I'm using some code that i really like because of the ease on it. But i'm having problems getting it to position where i want it and control it so that the top and bottom of the clip refers to the stage...if that makes any sense. I did not write the code, but i've changed it so that its vertical as you'll see. Everything "works" except aligning it to the stage according to _ymouse
i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
and i would like it to do exactly the opposite of what it's doing.currently it is set to follow the mouse without using startDrag() and i would like to apply this to a panoramic view that has several pictures sliding past one another .... a lot like lostinbeta's footer. but rather than sliding to the _ymouse i would like it to go to the opposite of the _ymouse so that it appears more realistic.
how to stop an _xmouse, _ymouse action? I built a carousel with some movieclips controlled by a _xmouse action but I would like to stop their movement when the mouse is over them, and also activated it again when the mouse rolls out.
i was trying to print out the readings for custom _xmouse coordinates as the mouse moves. I succeeded in manipulating xmouse coordinate readings with two points, but now i am trying to manipulate it through 4 points! I tried using a parabola calculation as the numbers get bigger and bigger as they get further from 0, x. I'm beginning to think that i'll have to add a different calculation after the mouse passes each point now, like an IF statement if _xmouse goes to 30, then start multiplying a different number, until it reaches 60 etc. Check out the image below, i'll post the swf if you want, i've tried lots of different transformations etc, nothing goes through my 4 custom points: 0, 30, 60, 90. I can make it go through two points, 0, and another number, but never more than 2.
My website has a ring of images arranged in a loop in 3d space and the ring's rotation is controlled by the _ymouse value. The problem is that anywhere you go on the page, the loop keeps spinning and is ridiculously distracting.I'd like the spinning to stop dead in its tracks when the _xmouse value is greater than 100, but I can't get it to do so. I can stop it, but it doesn't stop at the moment where the _xmouse value exceeds 100; it goes tricks itself into thinking _ymouse position is 0, going back to the same place every time _xmouse >100. If you want to see where I am so far, the site is [url]....
I'm still new to all this so if you have any suggestions please be thorough or alter the code for me so I can learn through a little bit of reverse engineering.Maybe I need a listener of some sort? I don't know. Here's the section of code dealing with the _xmouse & _ymouse controls:
panCamera = function(){
spin += this._ymouse/4000; if (_xmouse >= 100){[code]....
I know this is simple but I can't find a tute on determining the y mouse position. I'm sure I saw something in the AS Dictionary but I just can't find it now.All I'm trying to do is have the _root mc goto frame 3 when the user's _ymouse is <= 60px.I was going to put my AS attempt here but it's so out of wack I thought I'd be laughed out of math class.
I am trying to make a sliding menu whose speed is responsive to _xmouse (slow at the center and fast at the sides...) does it need to exist in two pieces? the problem is that it seems impossible to define 0(zero) as anything but just that...
I like to make a fullscreen desktop application, with an FLV, using the FLV Playback component. However, I�d like there to be a Fullscreen button on the playback component, which will allow the user to toggle the video fullscreen.I cant, for the life of me, figure out how to do this with various settings�it should be easy! This is what I have--is there a better way to do things (without a custom movie player)? My inital settings are as follows:
I have a swf inside a html page. If I open it with IE or FF and put it into full screen I can exit full screen with the ESC button.Now if i try this with my WinForms app and WebBrowser (or ShockWave Flash Object) it's not working??
What I've done is created a "fullscreen SWF" by using ActionScript to stretch a movie clip (yellow rectangle) in the background to fill the whole browser frame. The navigation is positioned in the upper left using ActionScript also; when the user resizes the window, positions are adjusted so the nav always stays in the upper left. (Adapting the technique from http:[url]....
External SWFs are loaded from an XML file into a blank movie clip on a layer that is between the yellow background and the navigation (adapting the kirupa XML Photo Gallery). Here's my problem: I want to be able to create full screen backgrounds for these external SWFs so when they are loaded into the main SWF they cover up all the of yellow background of the main clip. Also if the user resizes the window, I hope like the main SWF, the background on the external SWF can also resize to match.
If you press next twice to get to item three for example, I want to be able to stretch that orange box to fill the entire background. You'll notice if you resize the window on the third item, the orangle rectangle will adjust, it's just not correct.
I'm making a flash site, and i want it to load full browser with a "fullscreen"-button to go fullscreen. The problem, however, if i resize, the site will keep the same width-to-height ratio...But if i'm testing it using the flash debugger, everything resizes just correct...My html:
HTML Code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml">[code]......
to know when different variabels are right. But I don�t want the check to be once every 2 second and not every frame. I could put the code in a looping mc but could I do that in a code?
I have a main.swf file and it will load an external swf file.I have this code in the external swf file:[code]So when the external swf file loaded in the main.swf, the color_picker is visible in the main.swf.Everything works just fine but I just need to know how to remove (Kill the onEnterFrame) when the external swf file has been unloaded or replaced with another external swf file?
I have a script with some onEnterFrame's.. my problem is that I can't evoke more than one of the functions in "onframe()".. after the first function "onframe1()" has ended nothing more happens.. if I switch the two functions ("onframe1()" and "onframe2()" arround or I escape the first the script still ends after the first function is done
function onframe(){ var i = 0; onEnterFrame = function() if(i == 10) onframe1(); if(i == 200) onframe2();//delete this.onEnterFrame; i++; }}
I'm trying to write some programs with kinect sdk in c# , I'm a flash developer and my skills are in actionscript , and I've written some simple projects with c# , the thing I wanna know is that is there a function like onEnterFrame in C# ? or something like tween functions in C#
Say I have 100 MC's (movie clips) in my scene that are spreading out in _x and _y. On every frame I need to check each of those MC's for a hitTest (or anything really). Would it be more programatically efficient to:A) Create a single array to hold all the MC's and do a for...loop to check all of themorB) When each MC is created create an onEnterFrame to check only itself (x100)?Hope this makes sense. This is an argument between me and my partner as to which will be the less processor intensive. My theory is that there would be no difference but I've read no documentation for it
my prblem is my mc cant stop after hiting the mc hoe to stop ms after hitingI used this code to stop this Mc and its work Butthe mc hit only one time 2nd time its doesn't touch the mouse
I have a set of movie clips that are attached to the stage every so often. The attached movie clips all move independently with their own class code. After I changed something in an unrelated class, my attached movie clips only run their onEnterFrame() code once, instead of once per frame. I called up the list of variables, and my movies (which are passed into an array) are all "undefined". I'm not really sure whats causing these movie clips to not run their code properly. This is the code for attaching them:
Ok, This actually works butI want it out of EnterFrame. what is going on is this... The user moves a movieClip called selector.selectorCollisionBox over the movieClip called fG.buidling1 Then the string buildingName is no longer NULL or "", it becomes whatever I set it to. Also a Button is added to the top of the selector so the user can click that and 'enter the building' to view info about it.(or that last part is the plan down the road)
[Code]...
problem is, it seems like it is checking this constantly because I have it on EnterFrame. Is there a way to make an event that just specifically looks for if (selector.selectorCollisionBox.hitTestObject(fG.bu ilding1)) ?? Or better yet, maybe I can have a boolean, overBuilding1 = true that fires all those properties off once instead of every EnterFrame? That way onEnterFrame just fires off a condition? I am so close to understanding this.. I feel like I am at my last brain hurdle.