ActionScript 3.0 :: Change Size Of Image In It Without Decreasing Graphic?
Mar 23, 2012
I have a problem with scaleX and scaleY. When I use them for images created by photoshop their graphic decrease a lot. I use scaleX and scaleY for changing the size of image so scaleX equal with scaleY. Is there another way to change the size of image in actionscript without decreasing graphic?
I was wondering if there's any way to modify the kirupa infinite menu tutorial AS so that the middle button is the largest, and the buttons on either side of it are smaller, and so on for the rest of the infinite menu??? I though I'd try asking this question in the Actionscript forum, since no one answered me in the Flash MX area.
How do I set the image size of an externally loaded image? The external image is 80x80, but when I load the image into my scrollBar I need it to be 1/2 that size. I tried setting the loader width and height but that make the image disappear completely. I suppose I am missing something fundamental?[code]...
I've got a component with a few classes like this:
Code:
[Embed(source='assets/images/Road Works Signs/TW-01_0A.png')] public static var RW0Icon:Class; [Embed(source='assets/images/Road Works Signs/TW-01_0B.png')] public static var RW1Icon:Class;
And I am calling them and adding them to a button in another module like this:
Code:
var a:int = 0; while (a < 6) {
[code]....
I'm just having trouble trying to change the size of the image. I want to be able to change height/width the image embedded in the RW0Icon class, but don't know how to reference it.
I have successfully loaded an external swf file into my own one. now what i want is to change the size of the loaded file.
the loaded file is an image and its height:500 and width:500 but what i want is to resize it to 200x200
How can i do that.
here is my code to load external image var peelawayimage = _root.createEmptyMovieClip("peelawayimage", 7); var mcImage = new MovieClipLoader(); mcImage.loadClip(_root.video_image, peelawayimage);
I have a project where I need to scale a graphic to the exact size as the window at all times. Is thereI have never done anything like this one before.
So lets say I make a chess board in flash that is a top down view. Then if I want it in isometric view I simply go to the transform window and enter the skew properties of 60 and 30.
Now here is my question, is there a way to change from this ISO view back to the normal top down view?
I just pulled together a picture gallery, where the pictures simply scroll across the screen using arrows. I used the template from [URL] The problem is that when I added my own pictures, the graphic symbol was obviously a different size from the original template. So when the images scroll they should stop at a certain point as to not show any empty space. I changed the values that i guessed were the ones setting up where the graphic has to stop at, but it doesnt seem to be doing anything. The code below is the only script of any importance, at least that I know of. The other stuff just points to targets and gotoandplay stuff.
I want to reduce the size of Swf using the size mentioned in the object tag of html. Same swf file size can be different for different request.
The problem is this if we reduce the size all control in swf reduced according to the change in swf size. But we want the buttons and one more graphics remain same size for any change in size of swf file. How can we make it ..
I am building an RPG type game in flash and have hit upon my first problem.I have created a character out of various different body parts (upper arm, lower arm, hand, head, etc..) I would like to make it possible to change the look of each of these body parts (different types of armor / clothing) whilst maintaining the whole body animations.I'm becoming confused about how many things are inside each other! Rather than recreate a whole new set of animations for every conceivable combination of armor and clothing it should be possible to simply change one of the graphics within the movieclip that is the character.
So the structure I have thought of is like this:Whole body > Changeable graphic > Base Body Part (bare arm for instance)What is a sensible way to go about doing this? I'd like to have a solution that is easily scalable and won't require notably more work if there are 10 different types of changeable graphic or 1000.I think that I need use the event that triggers the armor / clothing to change for that body part, to run a script that either somehow changes which graphic it is displaying, possibly inside the Base Body Part movieclip.
so i tried to make an emoticon in chat, it worked actually. but only if you type "/smile", it will turn into "" << colon and closed parenthesis. not if you type "bla bla bla ".
so here's the code i use:
Code: function onSendBtClick(evt:MouseEvent):void { if (ti_message.text == "/smile")
[Code]....
all I wanna do is change the "", "", and ":/" into animated emoticon (for example: "smile.swf", "sad.swf", "frown.swf") anyone know the code to replace the text-emoticon code i used..?
I am creating an image gallery and the images change but change right back to the original image. I had it working yesterday but today it doesn't work.
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 have a blank movie clip that is loaded into my program 40 times. I have several different buttons that when clicked are supposed to change the graphic on these 40 objects to various different things. How do I code a button press to change the graphic in an object like that?
I have a motion tween that adds effect to a Symbol of type Graphic. My question is this:How can I change the graphic dynamically? I want to change the graphic to one inside my xml file. I am reading through my xml file fine, I just need to know how I can take the url to my new image and put it into my symbol.
When a user finishes a drag and drop activity, they get a text that says "Congrats, you're finished". How do I change the congrats text to celebratory image/graphic pop-up that appears after they've finished the activity?
Below is the script I'm using... var startX:Number;var startY:Number;var counter:Number = 0; Cls_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp); Cls_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt); Dbdef_mc.addEventListener(MouseEvent.MOUSE_DOWN, [Code] .....
I have been searching around for help or a link to a tutorial that will have a movie clip that reacts with the server time and changes or moves according to certain times, allowing me to add a couple of tweens on the specific times.
the only thing I found in the documentation was loadBitMapdata and methods of that type. Not sure if that's what I want.
In particular, I have an existing movieclip that is linked in my library. It has a graphic, a timeline, etc. However, I want to dynamically change it to another graphic and timeline.
Do i have to create a new movie clip with the new graphic and timeline? But I still want to keep all the attributes of my original movieclip, I just want the new graphic and timeline.