ActionScript 3.0 :: Dot Class, Which Draws A Dot With A Color Of 0x00FF00?
Jun 3, 2010
I have a Dot class, which draws a dot with a color of 0x00FF00. When I click on the dot, I would like it to change to a random color from an array of colors I have pre-specified.How can I replace the current color with the new color? Do I have to re-draw the circle (dot)? or can I just replace the color?
I'm intermediate in AS2, and I'm starting work on custom classes. I am making a class called VolcanicIsland and I want it to make a movieclip on the stage when it is called. I do NOT want to make a variable MC that gets put into the arguments when it is called, however. Here is the external AS file (trimmed to the problem area):
ActionScript Code: class VolcanicIsland extends MovieClip { //position private var x:Number;
I opened up the NY Times homepage, and they have this giant Apple addvertisement that has animations over the entire top half of the page, outside the area occupied by the swf.
There's something I'm trying to make but I just can't seem to figure it out. I want to make something that allows a person to build a deck of cards from multiple sets of cards. I also want a button that can be clicked to randomly choose a card from the created deck. For example: lets say there are four sets of thirteen cards (hearts, diamonds, spades, and clubs). The user can select which of the four sets will be included in the deck. Once the sets are chosen the user can click a button and one card will be chosen from the selected sets. What is the best way to handle something like this? Is there a tutorial that explains how to do something like this?
I'm having an issue with Flash CS4. I'm not sure what I toggled, but when I draw a line or shape it automatically converts it into a symbol. How do I disable this? It's very annoying to have to break apart each line as I draw it.
The effect I would like to create is as follows: I have an image movieclip named "myImage_mc", and I want to create a spray paint effect, where the user "paints" whatever myImage_mc is using the lineTo and lineStyle commands. I have the lineTo stuff all done, the problem i have is trying to make whatever the user draws a mask that shows the image.Here's my code so far:
I want to write a program that draws a Pythagoras tree. The only programming language I know is C but I tried it in that language and it was horrible. Someone recommended Flash (AS3) to me so I am trying it in that now, but I only started learning it yesterday. Anyway, I got to the point where I can draw the leftturning branch of the Pythagoras tree, but I don't know how to draw the other branches. The number of "houseshapes" a square with a rectangular triangle on top increases with every step according to the formula 1 x 2^(n-1) (First step is n=1). I created a function that draw this houseshape, called drawHouse() and it takes as its arguments the co-ordinate of the lower left corner of the square part of the house, the length of the side of the square part of the house and the current rotation angle. Rotation angles are always multiples of 45 for now, but I might try to expand it to other values later, but for now I hardcoded a lot of stuff that assumes the 'roof' of the house is a rectangular triangle.
The orange square is the currently selected selected sprite. The sprites are all draws from coordinates that i receive from XML. var sprObject:Sprite = new Sprite();
[Code]...
What I want to do is the following. If I'm currently on the orange square and I use my keyboard direction buttons (up/down/left/right). I want to deselect the current sprite and select the next sprite in the appropriate direction. The problem I'm having is that I cannot get the x and y coordinates of the drawn sprites. If I look in the array, the x and y coordinates of the sprites are all 0. If I can retrieve that I can write an algorithm to determine the next sprite to select.
I am working with a flex project with a main mxml file and two actionscript classes that draw graphics. From reading tons of articles and posts I discovered that they must extend UIComponent, which they do. The first actionscript class draws the image fine. The first class then makes the call to create a new object. The second object does not display. In the pure actionscript version I had to pass the stage as a reference for the second class to draw.
I also found a similar question here at stackoverflow:UIComponent extended class isn't showing UIComponent extended class. But I was not sure how to apply it to my example.Which, if any UIComponent methods should be overrided for the second object to display? How specifically should I implement them in this example?
// First class "Ball" draws a circle successfully then creates a second object "MyRect" package dr { import flash.display.*; import flash.display.Sprite;
I'm trying to make an Etch-a-Sketch kind of game for fun. I think it's a simple problem, but I tend to type a lot of stuff for some reason. I found this code to build upon:
ACTIONSCRIPT Code: createEmptyMovieClip("Line",1);Line.lineStyle(1,0x000000,100);onMouseDown = function (){ Line.moveTo(_xmouse, _ymouse); onMouseMove = function () {
i created my own Button which simply extends from Sprite.Its able to show 3 different text fading in and out using a timer.In my draw function i first draw a rectangle with the Sprites graphics object representing the background of the button.I added a function to set the button width. This property is used to draw the rectangle. I know that the sprites's size is updated after the rectangle drawing. But for some reason the sprite's width is always more than what i have set via my "setButtonWidth" function.Now i have a simple sprite acting as a button having a graphics.drawRectangle part drawing a simple rect. with lets say 500px width. But when i trace the width of that button it is always about 10% more. Where are these 10% coming from?I read about calling validateNow(). But this is only for Labels, or Checkboxes. For some reason i cannot access the library for Label. This must work somehow with TextFields. But how?
// this function is part of MyButtonClass.as file function drawButton() {
how I can create a movie that draws a shape on screen.
I understand how to draw a line, etc but can not work out how to see the shape build. I do not want something likes Kirupas' drawing demo as I do not want the viewer to create the shape.
For example I want to see the lines being drawn and control the speed, rather than the shape simply appearing in the movie.
I realise I need to change the lineTo value
An example is the way the TV is drawn in [URL] although I am not sure if this uses actionscript or is something else.
I am drawing a flash sprite on a BitmapData using its draw() method. This sprite has some nested objects with 0 alpha, yet the draw() method draws them on the bitmap data.
I think it has to do with the color transform I am using, but I have no idea how to change it to achieve the effect I want.
The color transform is the following:
Code: new ColorTransform(1, 1, 1, 1, 255, 255, 255, 255);
I am using these values in order for the Bitmap to have white pixels wherever the object was, and black where there is nothing. The draw() also draws my alpha = 0 objects in white as well.
I have wrtitten some code that draws a couple of lines with changing alpha and width whenever the mouse is moved. I need to convert this code to AS3 so that I can use it in conjunction with some video tracking.
Code:
var speed:Number = 100; var myNumber:Number; var myMax:Number = 50;[code]...
I have made a class for handling colors with decimals.It's not really impressive i think, but i made it because i needed something like this in my game: in the normal interpolateColor function of Color if you do: color1: 0xFFFFFE color2 0xFFFFFF and progress = 0.8, then the tint will be 0xFFFFFF, whereas with my class it will be 0xFFFFFE, and store a value of 0.8 for blue, so that the next time it is interpolated, that 0.8 will be taken into account.it then only needs a 0.2 to jump to 0xFFFFFF.Look especially at the last function, thats what the class is about.[code]....
i have a button, with instance name lightblue_color. I am assigning a color to its color field like this: lightblue_color.transform.colorTransform.color = 0x65ffff; then i am adding an eventlistener to the button like this: lightblue_color.addEventListener(MouseEvent.CLICK, ChangeColor); Then, in the function: public function ChangeColor(evnt:MouseEvent):void {trace(evnt.target.transform.colorTransform.color);} It prints 0. Why is that? Shouldn't it print 0x65ffff or do i need to do some type conversions?
I'm trying to simulate the coriolis effect and have managed to create a drawing application that lets the user draw on a rotating movie clip. However, I would like to now create an animation that automatically draws a line onto the movie clip which ends up being curved, but I can't figure out how to convert the x, y coordinates of the pixels on the stage to the corresponding x, y values of the movie clip. Here's what I have so far:
I'm making a website by using the document class. As far as now everything went as planned but when I made a preloader and loaded the site swf in an html page, the site was background-less.I tried to change the site background color, the preloaders' background color, the index.html background color but nothing.
I'm currently working on a project where people can drag different symbols (man, woman, house, building, etc) onto a stage to create a graphical representation of a scenario.
I have been able to make draggable classes with different symbols. What I'm finding difficult is the ability to dynamically change these instanced classes using the color picker.
Example: Let's say the user has added two "man" symbols (being external classes) onto the stage. How would I code the ability for the user to change the color of one man symbol to red and the other to blue. I'm finding it quite difficult to achieve this since both man symbols are from the same class.
does anyone know of a simple to use color class that takes 0xRRGGBBAA (hex)? basically a tint class, really, since i'd like to keep the details of the movie clips i'm 'tinting' instead of blow them all into the same !@#$ color.
...cuz colorTransform is so straightforward (pfffft!)... and Adobe screwed up not adding a simple _tint...
I am trying to make a class that will allow me to manipulate the color of a series of objects and I�ve gotten this far with ColorMod.as which does this manually. I would like to be able to somehow generate a series of ColorTransform objects such that I can manipulate their parameters (particularly redOffset, greenOffset and blueOffset) while I am generating them, and then push them into an array that can be accessed by another class. I can do this manually as per the code below, but I would like to be able to do it using a for loop as per the pseudocode I put in the constructor below.
my current idea is that I'll have a sprite as a swf. This sprite has 2 dynamic colors (if you don't know what that is, imagine a sprite that has a color depending on which team he is in, something like that). So I'll have 3 clips on 3 layers.
- non colour - colour 1 - colour 2
thing is, I don't want it to be solid colours. (and i'm not the artist.) Am I heading in the right direction?
I have a Color class where all the data is stored in a single uint named "_value". However, the constructor for Color looks like this: public function Color(r:uint = 0, g:uint = 0, b:uint = 0):void { _value = (makeChar(r) << 16 | makeChar(g) << 8 | makeChar(b)); }
If I want to create a clone() method, I have to first convert the "_value" variable to an RGB object, then, the constructor automatically converts the object back into a hexadecimal value. Blatent waste of efficiency! However, I would rather have the constructor be user friendly and allow them to type in each color value instead of one hex value (they can use the Color.fromHex() if they really want to, but it does the same as the clone() method and converts back and forth).
Is there any way to instantiate a class without going through the one single constructor function? Any way to set up a private constructor in addition to the public one? Most Visual Studio languages allowed you to have multiple constructors, and the chosen constructor is determined by the passed in arguments. This was really convenient, but sadly, AS3 only allows one constructor, right?
I wrote earlier about this InterpolateColor class that I have just written... now I am wondering about why I seem to only be able to use it on one object at a time and not on two objects at the same time.I want to use it to increase the brightness on my background image, while at the same time decrease the brightness on my navigation link text. It works on either one if done alone but when they are done at the same time, only one executes.