ActionScript 3.0 :: Calculating Pixel Size Of Text
Feb 5, 2009
I have a text, e.g. "hello world". I want to know, what's exactly the textwidth and textheight in pixels depending on a certain font, e.g. Arial, 12, bold. Is there a possibility to calculate the exact size?
I have a list of fonts obtained via Font.enumerateFonts() and I want to display them all as 12 pixels tall. The problem is that I cannot simply set the point size because this can vary in actual pixel size for each font. So basically I want to determine what the correct point size is for a font in order to make it exactly 12 pixels tall. Because I'm doing this with a potentially large list I'm looking for an efficient method to do this.
trying to calculate the size of a progress bar.Here is the thing I have a movie with X scenes and I want the progress bar to fill up according to the porcentage of my timeline that has passed.here is the code I'm using
var parcialSeek var completeSeek this.addEventListener(Event.ENTER_FRAME, tamanhoBarra) function [code]...
with this code every new scene the bar starts again and since I don't have exacts 100 frames on my movie the bar size dosen't match?
Here is the thing I have a movie with X scenes and I want the progress bar to fill up according to the porcentage of my timeline that has passed.here is the code I'm using
How to preload this: I've made buttons which loads external txt files into textBox (HTML render); Those txt files contains text and pictures, like <img src="..."> (HTML tags); Also, there are some links like <a href="asfunction:...> I've made preloader and it displays bytes total for txt files only. Is it possible to make preloader which will calculate the size of a txt file, and the size of image from image tags inside that txt file?
I am developing a game for mobile in AIR (as3). I have created some bots for this game that initially just wander around. But when a bonus enters the stage, they have to move to the bonus.The detection of a new bonus and moving of the bots works fine, but there is something wrong with the manipulation when a new bonus enters the stage.Basically, this is how it works (or I try to make it work):My bot moves along with his rotation as a parameter. (works fine)
private function moveToNextLocation():void { var angle:Number = _rotation * 0.0174532925; // 1 degree = 0.0174532925 radians var speedX:Number = Math.sin(angle) * _speed;
I have a client that would like a Flash animation that's 5440 pixels wide, to span 3 widescreen monitors for a tradeshow presentation. Flash won't let me make the stage any bigger than 2880 - does anyone know any ways around that limit?I Googled it and found out that you used to be able to scale the SWF beyond 2880 in an HTML file, and it would show well using Flash Player 7, but apparently that trick no longer works in Players 8+.Any other ways to make a single SWF that can span 3 large monitors?
I'm trying to create a credits screen for a movie that's 1440x1080, anamorphic. Flash CS5, on the other hand, only allows square pixels, which throws off the pictures/text when I put it into Premiere Pro CS5. So, is there any way to change the pixels from square, to 1.33?
Here is what I have. I made a box that is 3x3px and it fades in, now I want it to change size from 3x3 to 300x300px. Now how would this be done?
Here is my code so far: // create the box _root.createEmptyMovieClip("Box", 100); //starting alpha Box._alpha = 0; //box [Code] .....
I want the box to change size while it is fading in. So far I've tried scale and width but those change the border size too, which is really annoying because I end up with a 100px border and a 100px box, not exactly what I was going for.
I am new to Flash and was trying to start a website for my photography business. I have an up and running version of Flash Pro CS4 with all updates. I purchased a full flash template from [URL] hoping to just open the .fla file and go to work editing. No such luck. When I click on the main.fla file, all the components seem to load in the library, however in the timeline, I only show like 9 random layers. When I run the timeline, all I get is a bunch of lines, squares, etc running on and off the stage. When I click "publish" the layers and components run fine with all the default content. The template came in a ZIP file and after extracting, I get the usual files, .fla, .html, .XML, .SWA, etc. All the components seem to be in the .fla file. What am I missing? I know there should be more layers in the timeline, but I cant find them. My troubleshooting has been to confirm that the template is good with CS4 and ActionScript 3.0. I've tried different settings to include changing the pixel size, but nothing.
I have a situation wherein I have to keep the size of my flash swf smaller than 215X130 pixel. However, I want to use Microphone, so the permission dialog needs an area at least 215X130.
I have some dynamic text with a background box that needs to widen to match the width of the text, this is how I am doing it at the moment, by multiplying by the average pixel width of arial. However it doesnt seem to be that accurate
what I want to do is publish my flash file so that it scales down but not up!So if a browser window happens to be smaller than the pixel height, the movie is scaled down but if the browser window is bigger than the pixel size, the movie is not resized and just centered.
I have one that's almost done and the stage size is 700x800 px. But I'm starting to worry if that's going to look too small? To change it, will be a lot of work - there's animation, imported Jpegs etc. As far as I can tell, in order for it to look correct in larger dimensions I will need to basically create it again from the ground up. So, I'd really like to get an idea of what the optimal pixel dimensions would be for ecards to run on multiple platforms.
I really want to do this and I don't feel like I can move ahead until I get the viewing size correct. I don't even mind redoing the card. I just want my future cards to be the correct size. I don't want to have to come back and redo them all. By the way, the cards are being made in Flash. The site itself will be created in DreamWeaver.
i have created a dynamic text box ( instance name = scrollTextBox var = scrollText )
i use the script -
var textLength= scrollText.length;
to try and obtain the amount of characters / pixel length of the scrollText var / text file
however, regardless of whats contained within the scrollText document i keep getting the textLength return of 20 ?
my code so Far is -
Code: Select all// Load Text and adjust the DynamicText Box size to match the content loadVariables("scrollText.txt",""); scrollTextBox.autoSize = "left";
I'm trying to calculate how WIDE to make my button, based on the text that it will contain, and when I try to google for how to calcuate something as simplistic as the WIDTH OF SOME TEXT, I go cross-eyed just trying to wade through apparently nonsensical esoteric counter-intuitive voodoo. how I would write a function like this:
public function HowWideWouldThisTextBeIfItWereInThisButton(Text:String,Container:Button):int { ... }
I've been searching to find a simple answer to external preloaders, but it seems there are many ways to accomplish this with ac3. I am new to as3 and this is what I've come up with so far:
green_mc.scaleX = 0; black_mc.scaleX = 0; var loader = new Loader(); loader.load(new URLRequest("zibapistachiointeractivesmfilesize03.swf")); [Code] .....
Everything else is working except my dynamic text that should also be calculating the % of loading.
I am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32()
I have a label and I need the pixel value of the end of the text of the label. I will later later need to set a icon in fronto f the end of the text. I tried label id.x and y but it seems not working. Also for some reason when I do something like <label id>.x+5 it gives me a implicit coercion error...not sure why?
I'm trying to do that exploding text effect when it gets converted into pixels and the pixels wander around and recombine to form another word.Themovieclip of a square 5pixels wide and high has instance name of 'a'. What I'm doing right now is to create an array of points and duplicate the movieclip of the pixel and make it move to those points.[code]
Problem: I am trying to get a very simple text resize going, for my main content area in a flash website. My aim is to get a button, that on click, increases the text size of a dynamic text field.
[Code]....
This is what I tried, I am very new to Action Script, so excuse the futility of my code.
Why do the dynamic text font size appears smaller than what I specified in the flash dynamic text properties? I used a font size of 50 for the dynamic text and when I test movie, it appears to be only a font size of 12. Why is it so?
how do i keep text in a text field from being stretched? when i say text i also mean pics cuz i loaded from a html file.the thing is, i have a container thatresizes to display different content and the text field is in it.. i dont want to alter it
While creating one photo gallery I am facing one problem in controlling the Font Color, Font Size and other characteristics of a text loaded into a text field from an XML File. The name of the text field in question is �my_txt� it loads the title from the xml file attached herewith. how I can control the behavior of the text loaded in that text field.