I picked up code for the "perfect fade" a while ago, which I have used for buttons in te past.
The code is as follows. On the root timeline:
[Code]...
Now this all works great, but its not too modular, meaning I have to write a fair amount of code for each button.I'm trying to make it leaner, by having a global function, but I can't get it to work properly... i think due to the enterframe. I've been unable to make it loop, and therefore it only steps forward oneframe, and back one frame.
i have a GIF and i want it to be loaded dymanicly from XML with [code]the GIF isn't playing. my GIF has 4 stages (frames) but when loaded, it stays only on the first one. i need the GIF loaded and begin looping all 4 frames... what's happeing ?i want the loader_MC to be resized everytime i resize my Stage. i did this:[code]The GIF appears distorted, turned upside down and the _x axis very wrong and out of page... what's happening, again?
on the stage, ther's a box. you can move the box with the left and up key.i have 3 problems:
1. the movement isnt smooth, can i make the movement smooth without modyfing the speed?
2. i want that when you press the left and up key simulteanously the box will move diagonaly.
3.when you press and hold a key, the box just moves a little and after 1 second (or something like this) the box starts to move continously. can I make the box to move continously immediatly after you are pressing a key.
I've been searching around and can't quite seem to find the answer. I gather it's a problem with actionscript, but, i digress.
What's going on is if I move my mouse too fast it won't activate either the RollOver or RollOut, and it'll just stay. Is there a certain way I need to set everything so it will NO MATTER WHAT animate when rolledover, and then ALWAYS RollOut?
i want get scroll percentage form 0 to 250 point having a Line large 95px and dragger large 10px. I make this script but it dont perfect to get value. It's fast to update value.[URL]
this is my first flash test and I have been stuck for weeks to solve this issue. I am currently with Mediatemple, standard gs plan, and I have three files that I wish to upload:
index.html (html file) ProgBar.swf (Preloader) Main.swf (External Swf that is being loaded)
If you open the html file locally on a computer, it works fine, however the problem arises when these files are uploaded to the internet,. It doesn't seem to work at all... Please help me figure out why. Thank you for your consideration.
I'm making an arcade game in as3 and I want to draw pixely(unsmoothed by flash) lines. I'm drawing the pixels 'by hand'(not with flash's lineTo or anything) onto a bitmapdata object. The lines don't appear quite right though, when zoomed out the line is rendered 2 pixels thick at some parts. However by zooming it its apparent that the algorithm is fine and its not doubling the pixels. Changing the quality doesn't seem to change anything.
any techniques they use to draw a perfect half circle?
I've seen the curveTo() method, and I cannot seem to make it come out with anywhere nearly good enough results. It always looks like half of a skewed ellipse.
I don't *want* to use a mask -- since there will be other drawings on this same Sprite that I do not want masked.
To be even more picky -- I don't *want* to create the half circle in another Sprite and add that to my original drawing.
ok what i'm trying to do is make a transition so letters get typed up and then a tween will be applied and will be tweened down to about middle of screen. here is what i have so far:
ActionScript Code: var q:Number = 1; // controls amount of letters currently visible var typeInterval;[code]....
the problem is i have the typing but i've had alot of trouble with tweening side of things. i figured i might be able to create a new textfield for every letter assign the letter to it then tween it. but getting the positioning perfect would be a pian and i have no idea how to continure form this point on.
So, been looking for a way to make the perfect 3d engine for flash. I need to know though, what am I working with? Pixels? Can I use something to access the video hardware? Already taking a few math classes on Monday to get a fresh start so I need to know the best way to go about this. Like...how does the video card draw?
I'm using a blitting engine that uses bitmapData. No display objects.Is there a fast pixel perfect collision detection available for such a game system?I already tried CDK but that didn't work because it assumes you have display objects which my objects don't use. Sometimes my objects are pretty big and hitTest sucks in this case. I already tried circle-to-circle collisions but that didn't do the trick either.
i'm using the loadSound command to bring in an external mp3 and although the file itself is a perfect loop, flash doesn't seem to like playing it back as such using the s.start (0, 5) tag. any suggestions on how to get perfect loops?
I tried to install the newsticker and it worked perfect. I still have a problem: there is no way to use the accent they just get ignore. I also tried to code them in html in the xml file but it didn't work.
I have tried to draw a circle using drawing API curveTo function. But the result is not a perfect circle. Flash documents also suggest this method. Check this link >> This is the code I have used to make a circle of radius R and the registration point of circle movie clip is at the center.
need build pixel based collision dectection class , i have found some classes already built by different people and they are really usefull, but as i want to build one of my own, i need to know basic theory behind tha
I have a bunch of different Movieclips from about 10 different classes moving about the stage. What would be the fastest/most efficient way to detect collisions between two of them? They can overlap each other a bit before the collision is detected, so I thought the easiest way would be to draw a couple rectangles that take up a majority of the object for each class and use hitTestObject to see if any of the invisible rectangles of one instance are colliding with the invisible rectangles of another. Is this a good method? I figured that since a bit of overlapping is okay and actually preferred, that two or three rectangles can easily take up all the room I need for each object.
I'm working on a project for a client, they want a simple drawing api which requests the user to draw a circle, or a shape on screen. The circle is then analyzed and a Score/Percentage of correction is returned. The drawing I have covered, how to assess the drawn circle against a perfect circle?
My first idea was to put invisible trigger points around the circumference of the shape and check for hit tests when the user is drawing. Another would be to track the dimensions of the left, right, top and bottom most bounding box and then find the radius, or something to that effect.
ActionScript Code: var _angle:Number = 0; var _speed:Number = .1; var _radius:Number = 100;
[code]...
but...... if I wanted the circle to be drawn faster and change _speed to lets say .7 the circle becomes a polygon. How to get the circle to be drawn fast so it looks like a circle?
i have a simple movieclip, based off text, with a few frames, and instead of creating an invisible area to do the hit test, is there any way to set the hit area to equal the movieclip's dimensions?, google seems to not be able to provide results, i don't need pixel perfect hit detection, but rectangle detection
I have been desperately searching for a way to do pixel perfect collisions, and for someone to explain it to me in detail. explain the code in the .fla file, posted by the Canadian in the frequently asked questions thread on bitmapData hit testing:
[Code]...
after looking through the help files, i must admit they are terribly vague. All you are doing is checking if _alpha is above a certain amount. With movieClips you would use 0->100 but with this hittest you have to use 0->255 (0x00->0xFF)so an _alpha of 50 would correspond to approx 128 (0x80). Nearly all the time you could just use 1 as a hittest parameter so you are checking for any hit at all but maybe you have a shadow in a mc layer and you do not want to check a hit. This is when you might be able to use your threshold parameter. In other words, the hit test will only react to parts of the bitmap which have a greater or equal alpha than the alpha threshold, mostly useful for a shadow.
The first event I streamed tonight worked fine for an hour or so then it stopped being accessible from the web. I had no problem viewing the stream on mobile devices though. The log file shows these errors.
[Code]....
I can see the three stream directories get created but only one of them has all the files- bootstrap,control,meta,f4f,f4x. The other two stream directories only contain a control file. The event is streaming perfectly on iOS devices but not on PC's. The stream starts for a second then stops and displays the message 'Unable to connect to the content you've requested'.
I was searching for a simple collision detection function for as3, I found Collision Detection Kit, but it is too complicated, I just want a damn function that I give 2 objects as paramenters and that's it.I would like to know where can I find a pixel-perfect collision detection function (The faster, the better)
I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:
Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.
To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).
The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.
That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it
I have a dynamic textfield (with HTML = true) in stage. I am loading content into this textfield using HTML syntax.I want to calculate the textfield height. The textfield height is showing perfectly when I am loading only text. But when I want to load some image using <img src> tag, it is not calculating the height of the image. How can I find the actual content height if there is image in it
Code: abc_txt.htmlText = "the quick brown fox jumps over the<img src='mat1.gif' height='300'> lazy dog the quick brown fox jumps over the lazy dog the quick brown fox jumps over the lazy dog
Imagine two movieclips, both on the same Y axis. I want one MC to be able to diagonally move to the other MC X axis, all while making a perfect diagonal line until it reaches 100y. So just like this picture, that MC moves in a perfect diagonal until it matches the other MC.x, and 100y (no matter what, it can't go past 100y but must equal 100y). I probably made it sound more complicated than it is.
I have a dynamic textfield (with HTML = true) in stage. I am loading content into this textfield using HTML syntax. I want to calculate the textfield height. The textfield height is showing perfectly when I am loading only text. But when I want to load some image using <img src> tag, it is not calculating the height of the image. How can I find the actual content height if there is image in it
is it possible to modify this script to make images load like a fade in/fade out slideshow. It works with buttons to action the transition I want, but I want a similar script to play a simple slideshow with same transitions.