ActionScript 3.0 :: Drag And Rotate Function On Mousedown
Mar 15, 2010
I'm trying to create a script that would imitate an old rotary phone dial. I have this script, but need it to function on MOUSE_DOWN:
Code:
handle.addEventListener(MouseEvent.ENTER_FRAME, startRotate);
function startRotate(e:Event):void {
var dx:Number=mouseX-handle.x;
var dy:Number=mouseY-handle.y;
// presupposes position of object to be facing to the right.
var radians:Number=Math.atan2(dy,dx);
handle.rotation=radians*180/Math.PI;
var hR:Number = Math.round(handle.rotation);
rotationA.text = String(hR);
}
Changing the event handler doesn't work. Somehow the MouseDown function should be working like an EnterFrame event, I guess. The condition I want to check is whether or not the handle is at a certain degree angle to stop the dial from rotating.
if (handle.rotation >= 30) {
handle.rotation = ?;
}
Not sure what I need to put in there to stop it from rotating.
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I have an object I need to rotate by clicking and dragging. Following some AS2 code I got the object to rotate a bit every time the mouse is clicked, but can't get it to work with drag.
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[Code].....
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I want functionality of Drag and Rotate to my MovieClip just like this example [URL] Or
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Code:
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[Code] .....
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ActionScript Code:
import flash.events.MouseEvent;
import flash.events.Event;
[code].....
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i have some script that creates a rotating video wall/carousel effect that rotates left and right depending on where the mouse is.I want the carousel to only rotate when the mouse is down and dragging - but just can't seem to work out what i need to change.how do I define the drag action instead of the current +x & -x co-ordinates?here is the full script for the entire carousel
Code:
*/
import org.papervision3d.scenes.*;
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[code]....
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http:[url].....
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I'm trying to create a navigation system that relies on the user dragging on a wheel in order to rotate it into a specific position: [URL]. The problem I have is that whenever a drag is initiated, the wheel jumps to a position where it points the zero-rotation point (indicated in the example by the red dashline) at the mouse direction. Whenever the drag is ended, the wheel stays at the position where the mouse has left it, which is correct.
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Code:
onClipEvent (enterFrame){
this.onPress = function(){
// when the mouse presses on the wheel
this.onMouseMove = function(){
// get an angle to the mouse using atan2 (gets radians)
var angle = Math.atan2(this._parent._ymouse-this._y,this._parent._xmouse-this._x);
[Code] .....
How to implement it so that the wheel rotation is independent from the position of mouse, while it is dragged.
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Jul 19, 2009
I'm trying to create a navigation system that relies on the user dragging on a wheel in order to rotate it into a specific position:
[URL]
The problem I have is that whenever a drag is initiated, the wheel jumps to a position where it points the zero-rotation point (indicated in the example by the red dashline) at the mouse direction. Whenever the drag is ended, the wheel stays at the position where the mouse has left it, which is correct. However, when another drag is initiated, the same thing reoccurs - the dashed red line jumps to point towards the direction of the mouse. In short, I need the wheel to drag/rotate directly from the position where it was previously left or where it is by default. It shouldn't matter from which position the user drags the wheel.
The code is located in the script of the wheel-movieClip, and is as follows:
ActionScript Code:
onClipEvent (enterFrame){
this.onPress = function(){
// when the mouse presses on the wheel
[code]....
I can see how lacking the code is, and I can see why it does what it does. I just can't figure out how to implement it so that the wheel rotation is independent from the position of mouse, while it is dragged.
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[Code]......
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I have a round movieclip ( like a ring or clock ) and i want to press and drag it to rotate it around it's center ( AS3 ). I tried hundreds of ways but none of them works perfectly. I think i miss something in trigonometry and flash's rotation concept.
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I have this problem...no worries it is only about ActionScript! I have created two movieclips: one is called "sun_mc" (with a nice smile) and a ring of sunrays (short and long ones) called "ring_mc".the ring is situated around the sun.
The user clicks the sun and drags to rotate it.The user can click the ring to rotate that too.When the sun is rotating...the ring should not be...and vice versa.
I have three problems...
1) I can't get the two mc's to move independently 2) When rotating the mouse position always jumps to a certain point on the movieclip...not the point where you clicked it first 3) The ring is also rotating when the mouse is outside the ring...
What should I do?I tried to obscure a part of the ring_mc with some masking...That didn't work.Should I try hitTest? And how should I do that? That only works with squares doesn't it?
[Code]...
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Dec 7, 2005
okay, so i have a prototype for drag and rotate:
Code:
MovieClip.prototype.drag = function() {
this.i = 0;
this.ease = 10;
this.onPress = function() {
[Code...
now my problems. 1) without the doubleclicking, i need to click once on the movie clip to "activate" it or something, and then click again to drag it. shouldn't it work right away on the onPress event? and 2) i would like to add some doubleclick functionality, but when i try and add a double click, i can trace it, but if i try to do anything with it, the doubleclick functionality seems to be overridden by two single clicks ... logically, because i didn't check for the doubleclick at all in the drag script. i'm not sure where i should add the doubleclick stuff... i've tried putting it a few different places and either i get two single clicks, or my scope is way wrong and i wreck the drag stuff.
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Is it possible to rotate movieclip, while dragging, according to mouse direction and mouse x, y on that clip.
on the picture the 0, 0 of the mc containing red box is where the lines cross, the mouse point is indicated with cursor and around it is the circle where clip's x and y should be constrained and movieclip should rotate according to mouse movement direction for example: when mouse is moving straight down then the clip's x, y rotates up and stops when its 12 o'clock...
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I need to rotate a drag and drop object 360 degrees. I've got the drag and drop working fine, but I could only figure out how to rotate it 4 times using the set property and arrow keys on the key board. Is there another action I can use to rotate it 8 times at 45 degree angles, or will I have to use the go to action and make 8 frames for the object? I would like to be able to rotate it by pressing just one key on the key board.
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I am learning AS3 and trying to get an object to be able to move / rotate / scale and drag and drop. I found 2 seperate tutorials one does button clicks to move and rotate code.[code]When I add the second lot of code to the first app (ie add a layer and insert the script ) change myPoint to rocket . I get the following errors:'{' expected
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Oct 29, 2010
My project is to allow web visitors drag furniture onto a floor plan. I need the items to all be independent of each other with the drag and drop and then be able to rotate each item with a keyboard arrow.
The code I have allows all to drag and drop but I can only get the code to rotate one item. My Action Script 3 code follows:
[Code].....
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Apr 27, 2011
I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function.[code]
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Aug 25, 2007
I have a project which will allow the user to upload an image, drag it within a certain area, and rotate it.The trouble is, that the user is allowed to rotate the image. When they do, then because the area is defined by the width of the rotated image, then the image will not go as far as it's boundary,or it will cross over it's boundary.I have searched the web for a solution, and have found nothing.I am currently thinking it has something to do with Math.cos() or Math.sin()Here is my current code(which doesn't work):
r = mc._rotation;
mc._rotation = 0;
w = mc.clip._width;
h = mc.clip._height;
[code]....
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