ActionScript 2.0 :: Stopping Graphic Movement In Flash MX
May 22, 2007
I'm having trouble making a scrolling "portfolio" for a website.
Basically, when the mouse is over the left arrow, it moves right & visa versa. The problem i'm having is that I can't stop it when the mouse leaves the arrow, and it just continues moving.
It's a graphic thats moving left & right with a mask over the top.
//identitiy is the image moving
function left(){
movement=10;
I am trying to create a sort of RPG. I currently have four way directional movement working, but I'm having difficulty figuring out code to make the character stop moving when he touches a wall, and them move again when you press a different key.
Normally i wouldn't find this difficult, except most of the walls are angled, not straight lines. I'm using hitTestPoint for collision detection, and that works just fine. I just don't know good code for making the character stop.
This is the URL for an awesome game. I have decided I would like to extend my flash knowledge by making a game like this. Now I have the movement downpat, but using hittests, thats how to create the game so you can not walk in certain places/areas. how to use hittest and give me the code for stopping movement when you hit a wall.
Using Flash 8 - AS2. I have a movie clip that moves from side to side based on the position of the mouse. If the mouse is right of center, the movie clip moves left, the speed based on the distance of the pointer to the center. Conversely, the same for the other direction.
Here's the AS on the clip event: PHP Code: onClipEvent(load){ speed=10; }onClipEvent(enterFrame){ this._x += (_root.center-_root._xmouse)/speed; } (the speed variable is just a simple method to slow down my motion.)
Now what I need it to do and can't figure out out is this: > How to get it to have upper and lower limits of motion. > How to get it to slow down and stop at the upper and lower limits > How to get it to stop at the limit until the mouse triggers movement back in the other direction
Logically, it could be said in this manner: 1) Move the clip right or left based on mouse position. 2) If clip _x nears the maximum (or minimum), change speed as a function of the distance remaining to the extent - in order to slow down the movement. 3) When clip _x reaches the maximum (or minimum), stop motion and permit no further motion in that direction.
I am proud of myself for getting this far, but I cannot figure the rest.I have a movie clip that moves from side to side based on the position of the mouse. If the mouse is right of center, the movie clip moves left, the speed based on the distance of the pointer to the center. Conversely, the same for the other direction. [code]Now what I need it to do and can't figure out out is this:
> How to get it to have upper and lower limits of motion. > How to get it to slow down and stop at the upper and lower limits > How to get it to stop at the limit until the mouse triggers movement back in the other direction
I ended up here because of the bouncing tutorial, and for awhile there I thought I was onto the solution, but I cannot get it retrofitted to work with my mouse position stuff.
If you take a look at this site Game then you will see that when you hit the walls or boundrys you "bounce" off them. I have accomplished stopping movement when hittest occurs but how shall I get the car to "bounce" off the walls. It would be great if you could supply the full code as I am not a great coder.
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
I've been playing with carousel code, and was wondering how to change it from circular animation (carousel) to left/right linear (conveyer belt) style animation, how to change the mover code and 't.angle = i * ((Math.PI*2)/numOfItems);'
I have a mc (fStrip) which looks like a piece of filmstrip with thumbnail images in it. I want this mc to move when the users mouse is positioned over it, but I only want it to move only along it's x-axis and in a direction opposite that of the mouse. And I want it to move or flow smoothly.
I've been trying to figure this out (see my lame attempt below) but without much luck.
onClipEvent (mouseMove) { buffer=20 //movement buffer mousePos=_root.fStrip._xmouse //store mouse position if (mymouse!=_root.fStrip._xmouse){ //if the mouse has moved
I wish to get the effect of ants scuttering across the screen or up a tree, I have not decided which direction yet. I started with the tutorial code for the snow effect from kirupa, and changed it around to fit the little vector ant I created. The way I have it now looks pretty good, but the movement is a little too fluid. They obviously move in sinusoidal paths bc the code tells them to. I have about 20 copies of the main obj, and they're all a little different in size and specs (speed, transparency, etc) but what I was wondering was if there is any way I can change the code to make it a little more hectic, or erratic, not so fluid. If there is no way of doing so, it looks pretty good right now. If there is, however, I think it could look awesome. here's the code I'm using for the object.
I imported a panorama .jpg file (i.e., several overlapping landscape photos stitched together) onto the Flash MX 2004 stage, changed it to a symbol (graphic), and used Tween to simulate the panorama panning back and forth. The effect looks great when I click on the .swf file in Windows Explorer, but when I created a box on a PowerPoint 2000 slide and linked the .swf file to it, instead of the graphic, there is a red rectangle. The rectangle moves the way the graphic would, but you cannot see the photograph. By the way, I followed the steps at [URL] to link the .swf file to the PowerPoint slide.
I have a movieclip with the instance name 'core'. Core contains 500 frames, and from the root timeline I want to be able to click on a movieclip I have with the instance 'scroller' and have it scrub through the 500 frames, forwards or backwards within a confined area.
Is there a way to change a graphic, but keep the properties across frames such as size and positioning, so that the new graphic does everything the same? That's pretty much all I can ask since I don't really know where to start.
I'm building a pretty simple player and have a a buffer size set on my MediaPlayer (mediaPlayer.bufferTime = BUFFER_TIME). That's working but I want to show a graphic whenever it starts to buffer. I have an Event Listener on my mediaplayer to show and hide but it doesn't seem to be working properly.[code]...
What I have is a lot of buttons (over 200), and I want to loop through them all. They're all instances of the same graphic symbol in the IDE, so there should be a way to loop through them all.
If I was doing this or something similar in JavaScript, I could do something like: document.getElementsByClassName('MyGraphicSymbol') and then I'd have an array of all the elements. So looking for something like this in AS3.
I was trying some stuff with masking. I have a shape on one layer. And there is another layer which acts as mask for first one. In the mask layer, I keep adding a graphic symbol to be able to reveal first layer's portions.
This is not working.
I am attaching my fla for your reference.
Please let me know what am I doing wrong.
Interestingly, if I use just shapes instead of graphic-symbol in the mask layer, it is working fine. Why is so?
I am looking to add some life to this graphic in flash: [URL] My goal is to have the "Hey Jude" element drop into frame and be suspended by the two strings that are attached to it. i.e. similar in fashion like a swingset I have looked all over the web but have yet to find any leads/tutorials on the matter. I would also like this element to be physics based so that the motion is random and when the element is moused over it responds to the action.
I am trying to make a graphic flash at regular intervals that I can control via AS3. I was trying to do this with tweening but I am getting bogged down because for some reason when I try to get the darn thing to loop it just won't do it. I want to be able to change the rate at which the graphic flashes on and off the screen within the constraints of the frames per second so that I can simulate a light and sound machine. Ideally I'd like to be able program the starting frequency of the flashing light (say 15hz) and the ending frequency (5hz for example) and the program would gradually shift the frequency from one to the other over the course of the graphic. For right now I would love it if I could just programmaticly set the frequency of the flashing graphic within the limitations of the frames per second.
I am facing a problem: graphic pixelated issue. I have created some images in photoshop and want to import to flash. However i realized from my fren that it has got to do with photoshop which is in raster type while flash it in vector style that's why it appears to be pixelated in flash.
I have a Mogli (Junglebook-like) Character that i got to move with the arrow keys on the keyboard.
I want the character to jump (so for example , he must while moving to the right of the "gamearea" , you must be able to hit a key (say for example the "control" key ) and then the character must jump ( go up ) and as soon as the key is released he must obviously come down.
And also how do one set movement speed on any particular movement.
I have been facing with some issues with lags in my Flash applications and wondering if it is possible to dynamically set Graphic Quality in Flash based on user's machine spec or connection speed so that I can set the Graphic Quality to Medium or even Low when the user's machine is unable to handle it.
I'm loading a graphic via the Loader Class. Now I need to use it both as the original image and a thumbnail of that image. Alas, there is no "duplicateMovieClip" or anything like that in AS3
If I addChild it to the normal view and then to the thumbnail only the thumbnail is shown and vice versa.
I google for this and found several solutions online, but they all just seem to work with Images from the library and not loaded from a Server.
So, how do I do this without having to load the Image twice?
I'm trying to make a visual novel in flash, I have created the UI and the characters, but I don't know what could be the best approach as how to load the dialog and how to save them. I've been thinking about external files, but I don't know what could be the best type of files to do so. Also, when I load the game I want it to continue in the same scene and with the same variable values (obviously) is there a way where you can save all of them (like an image of the game).
I've watched Lee's video on the Flash CS4 preloader a few times now but have not been able to figure out how to switch a movieclip for the dynamic text field.
Here's what I'm trying to do. My logo is a handwritten font. I've used the eraser tool over 100 frames to simulate the handwriting taking place, during the preloading process. Hopefully this will start at Frame 1 and go up to Frame 100 based on the percent of the external file loaded.
I just don't get how to change the AS from the video tutorial to have it work for my application. I don't have the 'percent_text' dynamic field obviously so the two lines which pertain are wrong, but that still doesn't get the movieclip [called logoLoader] to engage the script.
how to make a graphic equliser in flash? I would just need a small line about 120 px long to move points up and down in time to sound files. I am not using the sound object for my music console just a MC with the sound files on them, would I need to use the sound object?