ActionScript 2.0 :: Rotate A Movie Clip Based On Time?
Feb 11, 2010
Basically what I'm trying to do is make a sundial-style clock animation. I'm using AS2 in Flash CS4. I'm still quite new to Flash so my AS know-how is slightly limited...
I want to get the time from the user's computer (I'm using getHours) and make a line (movie clip) rotate to a certain angle based on the hour. Eg. 1pm = 13 degrees, 2pm = 26 degrees and so on. This is the script I have so far and all it seems to do is rotate the movie clip to 90 degrees.
So I have an array of eight mcs arranged in a circle around a larger mc and I want to make it so the user can click and drag any one of the mcs in the array and it will cause them all to rotate around the larger center mc. I can rotate one clip around using an ENTER_FRAME listener but since I want them all to rotate and not until the user clicks and drags.
I want to rotate a movie clip with the mouse and I have this code:[code]Neither looks like what I want. The first image is okay until its rotated, and the second is blurry but looks better than the first when its rotating.So I have two questions.Is there a way to get better image quality when my image is rotating with out using a bitmap?Can some one give me a code example that changes the frame in the symbol based on the position of the cursor to the symbol?
I would like to use a movie clip such as a rim from a car and rotate it on its x axis centered and then move it along the screen according to how much of the screen has loaded.here is what I have so far sorry it may be a little messy:
stop(); //rotate the rim rim_mc.addEventListener(Event.ENTER_FRAME, rotateRim);
[code]....
NOTES: the function rotateRim works correctly rotating the rim the var xpos provides me with the correct position i would like my X position to be and traces it out perfect upon test if trace is coded for it.
I'm working on a tank game for my Flash class that has a cannon that's supposed to rotate with the mouse. Unfortunately I can't get the rotation to work properly.
Firstly the cannon does not follow the mouse in full 360 degrees and does this weird rubberbanding "bounce" back to a previous position. Secondly when it does follow it does so in the opposite direction in which the mouse is moved.
The cannon is a movie clip and nothing is put on the stage (this is done by the code itself). Everything is located in the library and all the coding is done through AS files.
My experience with coding in flash is minimal, the past couple of weeks being my first exposure to it, just to give you an idea where I stand. Below is the code for cannon.
I'm working on a tank game for my Flash class that has a cannon that's supposed to rotate with the mouse. Unfortunately I can't get the rotation to work properly.Firstly the cannon does not follow the mouse in full 360 degrees and does this weird rubberbanding "bounce" back to a previous position. Secondly when it does follow it does so in the opposite direction in which the mouse is moved.The cannon is a movie clip and nothing is put on the stage (this is done by the code itself). Everything is located in the library and all the coding is done through AS files.My experience with coding in flash is minimal, the past couple of weeks being my first exposure to it, just to give you an idea where I stand. Below is the code for cannon.
I have a fairly complex animation movie clip within my main timeline in a Flash file. When you click a button, it plays the movie clip, then goes back out to the main timeline. The first time the movie clip runs, it plays choppy and slow, but if I play it two or more times, it plays correctly (smoothly). Is there some actionscript I need to preload the movie clip, or some other solution to the first-run slowness?
I have a problem, if I use this code to rotate a Symbol (Movie Clip) on Double-Click it rotates only on the first Double-Click, is there a solution that it will rotate on every Double-Click?
I have started a project for a t-shirt store with a similar featurescan any one tell me how he is controlling the designs and text rotation and scaling inside the target area
I created a movie clip, an aircraft compass which rotates till the button is pressed but I would like it to return back to its original position in opposite direction of smooth rotation and stop. I already have the following script on the clip.
So far my logic seems fine for half of the experiment, however, not the other half:[URL] What I'm trying to accomplish is when a user holds down the mouse and drags it across the stage the movie clip will rotate in 3D space horizontally. That works, however, when the mouse is released the movie continues to rotate along with the mouse position. When the movie clip is clicked again then it will stop rotating, but it cannot be clicked and dragged a second time. The link above explains it the best. Also I want to make it so the movie will start to rotate when the mouse is down anywhere on the stage and not just the mc itself.
When I try to rotate a movie clip along the x-axis on the default stage size (I'm using a basic rectangle right now), the rotation appears just as I expect it to. It "rolls over" with the perspective even on both sides of the rectangle.
When I try to duplicate this in a movie with different dimensions (320x480) and apply the 3D Rotation Tool, the rectangle skews to the left for some reason. (See attached .fla files)
I've tried changing the registration points on the movie clips, I've tried making new files with the "Adjust 3D Perspective Angle to preserve current stage projection" box checked both on and off, and I've tried repositioning the actual Rotation Tool, but I can't figure out what's wrong. Could it have something to do with the stage resizing?!
Is there a way to have a pre-loader based on a single movie clip, instead of on the entire SWF size? This movie clip may have a single graphic, but the entire movie has a slideshow with more images to display...but rather than making my visitor wait for the entire site to download before they see anything, I'd like to have it so when that graphic is loaded, it displays while the rest of the movie finishes loading. And there would be a preloader that shows the progression of the single movie clip.
i have a button thats adds a movie clip to the stage...the movie clip height is bigger than the stage. is it possible to have the stage "extend" when you click the button to show the whole movie clip?
ActionScript Code: addPic.addEventListener(MouseEvent.CLICK, addImage); function addImage(event:MouseEvent):void{ var mc:MovieClip = new testClip(); this.addChild(mc); }
kinda like this i guess [URL] when you click on the flash on that page it expands and stuff
Is there a way to fade a movie clip out based on the proximity of the mouse? Basically if my mouse is greater than 100 pixels away from a movie clip, I want the movie clip to fade to 0 and stay invisible.
I got a flash file which reads xml data and based on total data I need to duplicate movie clips and show them horizontally. Till now i have read the data and displayed it but dont have idea how to display them horizontally.
Code: i = 0; level = 100;[code]....
I have done this till now, it duplicates the movie clip but when i want it to change its x coordinate it shows error
**Error** Symbol=mc_contentHolder, layer=Action, frame=1, Line 20: There is no property with the name 'x'. newClip.x = 328;
On Scene1 I'm trying to add some script that will continuosly recognize what the x axis value is and if it is greater than 600 it is supposed to play frame 1 of the movie, and if it is less than 600 than it is supposed to play frame 10. The code I'm using seems to work, but only at the initial startup of the movie. How do I modify this code to have it continually updating the shoot movie based on where the mouse is at on the movie?
I'm trying to make a movie clip animate based on a boolean variable.
so that if boolean a is true, I want the movie clip to play frame 1. if boolean is false, play frame 2. I tried using an onClipEvent but it doesnt want to work.
I have a text field on the left and a movieclip butted up to the right of the text field. How can I move the movieclips position left or right based on the text fields width?
Setting up a time limit that if the time equals to 3 minutes the game stop.I have a card game with 10 different cards to be paired. My problem is to put a timer that limit the player to only 3 minutes of playing after which a movie clip that says "Time is up!" will be displayed.
I was thinking that it will be an easy task but something is not right. Here is what I am trying to do. I want to be able to run a function if the mouse is moved over certain areas of the movie clip on stage. Based on which area of the movie clip the mouse is moved I'd like to be able to trigger different behaviour. Below is the code which I was thinking shoud do it:
Code: var posY:Number; var mouseListener:Object = new Object(); mouseListener.onMouseMove = function() {
[Code].....
For some reason, the trace statement is ran always when the mouse moves regardless if it is over the movie clip or not. It also only shows the first trace statement. It is never chaged even if the mouse is in the different areas of the movie clip.
I was thinking that it will be an easy task but something is not right. Here is what I am trying to do. I want to be able to run a function if the mouse is moved over certain areas of the movie clip on stage. Based on which area of the movie clip the mouse is moved I'd like to be able to trigger different behaviour. Below is the code which I was thinking shoud do it:
ActionScript Code: var posY:Number; var mouseListener:Object = new Object();
I'm using a tweening engine and I need to be able to base the _yscale % of a movie clip off the height of a dynamic text field that is slightly smaller contained within the movie clip. 52 pixels smaller to be exact.I'm very poor at math but I'm guessing so far that some variable needs to be declared to factor the percentage based off the height of the dynamic text field. And I just can't think of how to do that.What I know so far:movie clip height at 100% _yscale = 396 the 'buffer' space above and below the dynamic field = 52.So if my dynamic text field height = 0, my movie clip would be 52 pixels in height. And that percentage in _yscale is 13.1%.I just can't figure out the math for this and how to translate it into ActionScript.
the idea is to create a loop to that displays 16 cards face down in two rows and eight columns using either a "for" loop or "while" loop, execute 16 times once for each clip.use new to dynamically create card instances based on the Movie Clip symbol in the library.use a modulo operator to operate the x position of each clip use Math.floor to operate the y position of each clip set dynamic text value of the card clip to show appropriate card number add card to the display list if using the iteration variable ("while" loop).this is what i am using and i get one card (the stack of 16) in the bottom left hand corner with a 16 trace statements of "instance 2"
//create variable for number of columns var numberOfColumns=8; // requirement 1