ActionScript 2.0 :: Slider Keeps Moving On Mouse Out?
May 23, 2011
I built a slider that has two identical horizontal MC's nested end to end inside another MC so when you move the mouse left and right over the MC it slides right and left in an endless loop. My problem is that to stop the slider from moving, the mouse must be in the exact center of the MC and if a person moves off the slider somewhere to one side or the other, it keeps sliding. What I would like to do is set it up so that wherever the slider is when the mouse moves off of it, it simply stops moving. I was thinking maybe an _y parameter would do it (the MC is 18 px high) but I'm not sure how to code this.
So, I've been struggling with this for hours. I have a button, a slider (yellow triangle) that moves horizontally within a range. Above the slider is a vertical meter that should move up/down based on the horizontal movement of the slider, i.e. if the slider moves to the left, the meter should rise; if the slider moves right, the meter should fall. Both objects start at the center of their axis as shown in the image provided.
Here's what I have so far to display the masked meter correctly and to limit the slider to the range of the horizontal axis. I can't figure out the rest to make the meter move accordingly. Someone out there for whom this is really easy, please help me through this; talk me through your logic of how to make this work.
how one goes about changing the colour on the volume bar for playing videos like youtube does as the volume slider is moving. I don't think I need to go into depth using the graphics classes. What I'm looking for are ideas when a user changes the volume while playing a video, say in youtube, while dragging the volume control, the colour of the background bar changes. I've seen lots of help about creating volume bars for videos, but I don't see how to change the volume bar colour as the volume slider is moving.
p1 is the instance of the movie which I am trying to move with slider. When I apply above code on the handle of the slider with instance name 'handle' everything works perfect. Slider moves and so do the movie. Now instead when I bring the same code to the main timeline to do the same, onClipEvent does not work, it gives error. So I replaced it with the code written below. Now I can move the handle but movie is not moving.
[URL] when you have not clicked on all five dots, and you take the mouse of the stage, the interactive line should be deleted(graphics.clear(); ), and the little animation from the start should come back. my idea is to have a counter that ++ every frame, but when the mouse is moving on the stage the counter is constantly sett to 0. when the counter is, for example, 50 the animation i visible. do anyone have any methods that don't give the 50(for example) frame wait? and i would also like criticism and ideas on the rest.
I want to use the mouse wheel to set the value of a VSlider. By default, the slider performs this automatically. My only concern is the step interval if the mouse wheel is used. It set the properties "snapInterval" and "stepsize" to 1. But if I use the mouse wheel, the next value is always +/- 3 .
A slider recognises both mouse position and also the buttons (left and right and also the buttons at the bottom) and glides/sides to the correct position area on click of the button.
I want to use the mouse wheel to set the value of a VSlider. By default, the slider performs this automatically. My only concern is the step interval if the mouse wheel is used. It set the properties "snapInterval" and "stepsize" to 1. But if I use the mouse wheel, the next value is always +/- 3 .
How can I set this behaviour to +/-1?
Here is the code to create the slider: sliceSlider2 = new VSlider(); sliceSlider2.dataTipPrecision = 0;
I have been trying to find a way to make my flash slider bar work with the mouse wheel, but can't find how to integrate with the code I already have.
ActionScript Code: scrolling = function () { var scrollHeight:Number = scrollTrack._height; var contentHeight:Number = contentMain._height; var scrollFaceHeight:Number = scrollFace._height; var maskHeight:Number = maskedView._height; [Code] .....
I am using Flex Spark Slider as a time-line for a Flex video player custom component I have created.
I want to prevent the user from clicking on the slider and changing its value, but at the same time I should be able to change the value of the slider programmatically.
Setting the "enabled" property for the slider to "false" doesn't help as then I am not able to change the slider value programmatically.
The slider thumbs in my Flex 3 application usually work correctly, but often they seem to become insensitive to mouse downs on what should be thumbPress events. It turns out that mouseOut events are being fired as the mouse moves away from the edge of the thumb towards the center. The thumb is sensitive to mouseDown events only when it is in the "over" state.
I am seeing the same behavior: Displaying the default thumb rather than my custom class Using a hitArea sprite (I tried a child TextInput sized to cover the thumb with alpha 0). Can anyone suggest either a fix or a workaround? I can identify the faulty mouse out events, but then don't know how to compensate, for example, by reestablishing the "over" state, or perhaps with programmatic control of the mouse.
I created a graphic to simulate a volume slider. Its working, but i want a movieclip graphic (vol_switch) to follow the mask. It is only following it after i release the mouse. i cannot figure out how to have it follow on the mouse drag without taking precedence over the mask and disabling that. I tried the code in bold, but not working.
Anyway, the "flier_mc" won't turn fully toward the mouse. I tried a few things, but it just keep turning away at some point.i can finally remove the pesky edge to edge teleport.
I have four buttons on the stage. Each one shows a block of text when when the mouse is rolled over it (the text is on the Over frame of the button's timeline). The problem is that some buttons get shown on top of the text. How do I make it so that when the mouse is placed on a button, that button is moved on top of all the others so that the text appears over all the other buttons?
I'm making a catching game and I only wanted the falling objects hit certain area on my catcher. My catcher is a girl with mouth open and I wanted the falling objects to hit only the mouth, not any other parts of her body like arms. So I made two objects, the full girl and just the mouth. How do I make the two objects (movieclips) move around with the mouse?I tried to embed one object into another but it didn't work....
This is actionscript I wrote so far: package { import flash.display.*;
I'd like to control a mc movement on_x direction (or _y) when the mouse mouves horizontaly (or verticaly). So when I mouve the mouse to the right the mc mouves to the lefht and it mouves to the right when the mouse moves to the lefht. It's for a window effect.
What I'm trying to build is what you could call a scrolling drawing board - just like a drawing board but when the mouse comes close to the edge of the window, it scrolls and lets you continue your drawing. I have no problem creating a drawing board with API, but i can't make it scroll. Usually when i want to scroll a background image i make it move along with the mouse when the cursor is near the edge of the window (for example, if the mouse's coordinates are above a certain number, the background image starts moving in one direction so it "scrolls" in the other direction). So i wanted to do this with the movieclip of the drawing in a drawing board (make it move according to mouse's coordinates near the edge of the window), but when i scroll i have to stop the mouse at the edge of the window because i cant go any further :p so the drawing moves but it stops drawing. Or maybe what i need is some way to draw even when the mouse is not moving.
like photoshop cs3 has, flash cs4 also... and probably some others...
a textfield which acts like a button and when you press and hold down the mouse and move up or right the value increases and when you move down or left value decreases.
how to do this the most efficiently... on a mouse_down how would I track where the mouse is moving and how much it has moved in what direction so i can ajust the value in the textfield?
I would like to make a similar effect with car movement found on that site:
[URL]
i assume that there will be something to do with "_x = _x+_xmouse" but how do i define the boundries and what about the wheel movement? Or maybe it would be better to do this as a MC and if x of the mouse is less than x of MC then prevFrame, if its more then nextFrame ? Have no idea how to put it all together
trying to make a MC to change s x location according to the mouse position. Les say that the Mc moves to x=100 when the mouse_x is > 300 and y < 200. and moves back when the mouse goes back.
I recently made a simple Flash file with video with an alpha channel and three simple buttons. It's a site tour video, and there's a button in the lower right to exit the tour that takes you back to home page. When you move over the "Exit Tour" button, it transforms in size slightly to highlight it. However, PC users are telling me that they can't see the word "Tour" on the button, only "Exit" until you move over the button, then they can see both words. The button functions perfectly on a Mac. Also I've been told that the video often appears choppy and sluggish on PCs, and not Macs. I'm encoding and streaming on flash media server - 400kps, CBR with alpha channel encoded, size 880x512. This is put on a stage size of 980x667 in Flash - is this is just too big of a window for streaming to handle? I have attached some files for reference.
I have a question about moving and animated player symbol to the mouse location on a MouseDown event. Right now I have it set up to do an easing so that I can control how fast the player moves to the location. Problem is that it is done with easing. I don' t like the easing because the velocity of starts really fast and then slows down before it reaches the mouseX and mouseY location. I would like just a plain ol' stroll from the player location to the mouse location on the MouseDown event. Here is my code:
Here is the code that I have, I know that these are the basic elements wihc I need to use, individually they work but together they don't
on (press) { this.startDrag(); } on (release) { stopDrag(); } } this._y+= this._ymouse/4; this._x+= this._xmouse/4;
So what I am trying to do is to get the object to move slower than the mouse but finish moving wherever I let go of the click. So far I can get the object to move with the mouse without clicking and dragging at a slow speed but I cant get the drag to work at a slower speed, it will move as fast as the mouse moves.
It involves the player clicking on a moving movieclip which is boucing up and down on the screen. I started off using a 'mouse down' (not click, because the player must move the mouse before releasing it) event listener attached to the actual mc itself but this seemed to be horrendously innacurate. It LOOKED like I was clicking on the mc but was reacting as though I had missed completely. On the rare occasion that it actually detected a mouse down I thought I was some distance away.It seems that the object itself may be updating its position in memory before updating its position on screen if that makes sense? Has anyone had this issue before? Is there an easy way around it?
As a little test I used trace to output the calculated distance (using Point.distance(..)) between the mouse and the movieclip, most of the time it was returning values of between 70 and 90 pixles when I was definitely not that far away.
i am trying to find out wether the mouse is moving to the left or to the right but i reckon by storing the old mouses location and updating the new postion and store this in a varaible if thats possible
to update and check the mouse x and y postition on the stage saw i can locate wether the mouse is moving to the left or to the right .
mouse old postion to the mouse new postion
example by using a variable
mouse_old_xpos. _xmouse mouse_new_pos
this want i tried
var mouseListener:Object = new Object(); mouseListener.onMouseMove = function() { mouse_oldxpos = _xmouse; mouse_newrightxpos = ""