Here's my example SWF:http:[url]....When it loads, all the sprite instances are lined up pretty well (also when you zoom out all the way they are re-aligned correctly). However, when you drag the board around (shift + click/drag), you can see that they are jostled a little bit, creating weird lines of space between them. This occurs at every zoom level.
I'm using a VCam to simulate the zooming, and the tiles are part of a parent container that uses start/stopDrag(). Is there a better way to go about dragging around the tile groups? Maybe I'm just doing something completely wrong all together that's messing everything up.Code is ready to post, just request a certain section and its yours.
I broke apart all JPGs and converted them to symbols.And they all have correct X & Y coordinates.But while tweening the JPGs shift a tiny bit. Anyone know how to stop the JPGs doing the jiggle shift error?(I've seen it before, and thought I could fix it by breaking apart the JPGs and making symbols out of them, but the JPGs still have that quiver bug now)
I agreed to put together a flash slideshow that contains 3 separate slides in one pane to the left and with a separate corresponding section for text to the right.
I am applying s:Fade effect on s:ItemRenderer on mouseOver event. The fade effect ends fine, but during its execution, it is applied only on half of the ItemRenderer object, plus half of the adjacent (right) ItemRenderer.
ItemRenderer objects are inside a s:List which uses a HorizontalLayout.
Here is the code for the ItemRenderer called FilterTagRenderer:
I have proper code to make objects rotate on an axis adjacent to the mouse. I also have proper code on how to make objects elastically bounce towards a specific x,y coordinate.
So far the code I have is for the object to follow the mouse when clicked. when the mouse is up, the objects (on a rotational axis) wind back to original position.
What I would like to do, is combine the formulas for rotation with the elastic formulas to bounce these objects back into place with rotational movement.
I'm making a program that draws a grid of boxes and the color of the box must be different to those adjacent to the box. My code compares the current box's color to those to the left and top. If any of them matches, it picks another random number (as the color). For the tiles on the first row/column, I make my grid's array indexes with negative numbers -1 so that it will not match.
What I have:
private function fillArray():void { grid = new Array(); grid[-1] = new Array(-1,-1,-1,-1,-1); //paddles the grid[-1][0 to 4] with -1 for (var i = 0; i < HEIGHT; i++) {
I m trying to make sense of how to load a swf into a parent MovieClip and allow them to communicate.I ve attached two zip files � one which works fine and the other doesn�t. Unfortunately (for me), the one which doesn�t work is closer to my current project.I need to load movieclips into the parent movieclip. The parent movieclip has controls which rely on values parsed from the child movieclip.In the parent movieclips I wait until the loading is complete and so the values should be passed. However, the values aren�t passed unless I use a button (or timer), to pass the values (see the working exampes).The code which doesn�t work is:
Parent movieclip:
ActionScript Code: stop(); var myLoader:Loader = new Loader();[code].............
I have two SWF-Movies. One is exported into eht other as Child.Can I instance the Objects of the two libraries in all places, where ActionScript is possible? (In Keyframes of the MovieClips and in external class definitions.)
I have created 25 MovieClips on the stage in 5 X 5 matrix.How can I treat 5 movieclips in each row as a group of movieclips so that I can apply same set action to them?(Similar to RadioButton functionality. )
I want to test mc animations without having to hit F12 to see if they work correctly. For instance, if I have an animation movieclip and then I make another movieclip and drop that aforementioned movieclip within, and animate [via the timeline or library preview] I'm unable to see on-the-fly what my animation looks like... it only shows the top most nest, unless I F12 it.
So if I have a character blinking eyes (one movieclip) and then I create another movie clip of the face, and put that aforementioned movieclip within, the preview animation within the library does not show how it'll be viewed when F12'n it.,,,, it'd be great to see your animations on the fly.
why does a MC inside another MC have different _x and _y values than the main timeline?What I am trying to do right now is animate a MC inside another MC then get the main MC holding everything to move where that new MC ended animating at (it's part of a game I'm making.)
I know it's confusing but Flash shows the cursors current X and Y in the info panel, which is the same as the main timeline. Yet inside the movieclip, an x of 76 and a y of 277 on the timeline is -195 and -30.9 (respectively) inside the MC.How do I fix it so I can get the _x and _y values to match up so I can tell the main MC to reposition itself to the new X and Y (of the inside MC)
I have a movieclip called mapWindow, inside mapWindow are dynamically created movieclips of various sizes. The movieclips inside the mapWindow don't take up the entire space of the mapWindow and thus I use a startDrag on the mapWindow upon detection of a mouse press. The problem is, I don't want the start drag to start if the mouse is detected over any of the child movieclips inside mapWindow.
I have a few ideas of how to proceed, but I'm not sure how to reference all child movieclips of a particular movieclip - or something along those lines.
It would be easy to use the hittest function if I knew how to reference all the movieclips I need to, but alas...
I'm using flash MX 2004 Professional. What im trying to is the following: I have 9 movie clips, each has a "closed" and "open" state. Basically, when I click no.1 I want it to animate open, and then, when I click no.2, it must first check if any of the other clips are in their "open" state and if so, close them. I've worked with the following, but it doesnt seem to be working:
I am still transfering from AS2 to AS3 and right now i am having a very annoying problem. THE STRUCTURE: Maintimeline contains 2 buttons that i want to use to access children in a bunch of movieclips. rectangle_mc has circle_mc circle_mc contains xx_mc xx_mc contains wtf_mc placed on frame 1 on maintimeline Why can't flash see my nested movieclips? I remember in AS2 you could go down the line:
I am starting with AS3 programming icm with Flash Builder 4.I have created a "Main" class which is the initial stage.On this stage there is a movieclip called mcMain.In this mcMain is 4 other movieclips: mcStats1 mcStats2 mcStats3 mcStats4 .How can I access these mcStats1-4 from the code to make them go to another frame?I tried:
var t:MovieClip = MovieClip(getChildByName("mcMain")); t.getChildByName("mcStats1").gotoAndPlay(3);
But that just keeps giving me null reference errors:TypeError: Error #1009: Cannot access a property or method of a null object reference.
Basically what I'm trying to do is build an interface out of a fan of cards. I've got the the whole fan as a movieclip and then individual movieclips of the cards inside that have rollover animations.My issue is the rollover works on the cards arranged behind the cards that have the cursor over, which I don't want to happen.e.g see attachment.here's the rollover actionscript i've got on each card:
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { this.nextFrame();
on my main timeline there is a movieclip ("sampleMc") which contains a number of labeled frames containing movieclips of gallery images (for example "dyerBikiniMc"). in turn, each of THESE movieclips contain a number of frames of detail shots of the main image (for example "dyerBikini00Mc, dyerBikini01Mc, dyerBikini02Mc, etc.").on the main timeline i have a gallery navigation bar with thumbnail buttons determining which image will be displayed. there's also a right arrow shaped button "detailsBtn" that i'd like to allow the user to click frame-by-frame through the detail shots of the image. i also have a before/after toggle button on the main timeline that needs to control the movieclip one level below that, where the before/after images of that particular detail shot are stored!
I am building a map which has different layers on it, all on top of one another, all 700x700px and all movieclips. I have a print button (PrintUp) which sends the movieclips to be printed, however when I print, they don't sit on top of one another, they come out separately. How can I get them to print on top of each other like they are in the swf?
The two movieclips are "Background" and "Grass" Both 700x700 and exactly the same X&Y.
Here is the code below: PrintUp.addEventListener(MouseEvent.CLICK,Print); function Print(e:MouseEvent):void{ var printJob:PrintJob = new PrintJob(); if (printJob.start()) { if (Background.width>printJob.pageWidth) { [Code] .....
What I'm trying to do is have two separate movieclips that react differently, but with only one actionscript file controlling them. I can get this to work perfectly by putting the name of the AS file as the document class, but I can't get it to work by using the timeline.The AS file for the document class looks like this;[code]The problem with the second method is that I can only get it to treat both movieclips in the same way, while the first method can treat them differently.Is there anyway to get the second method to act like the first?
I have 5 buttons and each one needs to fade in a movieclip3 of the movieclips are just static text2 are slideshowsthe problem i have is that I want each movieclip to fade in and then fade out when another is selected from the main menu buttons!I've looked all over the forums and cant find the answer anywhere in simple terms (I'm new at flash!)Is there an actionscript I can add to the buttons or movieclip to make it do this?
So i have two graphics one on top of the other inside a movieclip . I am tweening there alphas and i want the graphic on top to cover the one underneath . I also need to seperately tween them on the timeline so merging them isn't an option .
I've got two SWF files where one control what happens in the other using LocalConnect and would like to use opacity changes to make a nice transition between two movieclips in the receiving file. I want the two movieclips to fade nicely so I can't animate it because that would make a brake just as i hit the button.
This is the code in the SWF that sends the information.
Code: btn01.onRelease = function() { var sending_lc:LocalConnection = new LocalConnection(); sending_lc.send("lc_name", "methodToExecute", {targetName:"mc01", action:"play01"}); };
I have looked around for this but haven't found any that seemed close to what I am planning on doing. My question is: Is it possible to have movieclips move from one swf to another?
My problem: I have two swf's next to each other that are in an html page that simulate the look of one swf. I need to animate text here and it won't be user generated. I have looked at the local connection on Adobe but it seems as though it's user initiated. i would like to animate using tweener.