ActionScript 3.0 :: Flash - Snapping Images In A Sliding Array?
Nov 5, 2011
I'm trying to make a gallery where the user can move the cursor to the left and right to have the images slide in that direction. I also want to have the image that's in focus snap to the screen after about 2-3 seconds of the cursor staying around the center.
I have a flash movie with about 350 frames, each frame is a mixture of text and between 1 and 10 images, later on I might add some download file links, website links and videos to some of the frames. I have a menu at the top of the movie which lets you flick between each frame, so by clicking the menu button "image 20" you are taken to frame 20, click menu button "image 135" and you are taken to frame 135 and so on, very simple. I also have 2 buttons at the bottom of my movie, these buttons let you go backwards and forwards through the frames. If you are on frame 50 and click "forward" button, then you go to frame 51, click the "back" button on frame 50 and you would go to frame 49.
At the moment I simply use Actionscript Code: on(release) { gotoAndPlay(4);} Which of course would take you to frame 4.
My movie has nothing else, that's it, very simply and very little action-scripting on each button. At the moment my movie just flicks between each frame which doesn't always look very nice, so I want to change it so that the frames do a slide effect. So if you are on frame 15 and click the "forward" button, it would slide from frame 15 to frame 16, so as frame 15 slides to the left hand side, frame 16 would slide in from the right hand side. Or, if you were on frame 21 and clicked the top menu button "image 320", then frame 21 would slide to the left hand side and frame 320 would slide in from the right hand side.
And it would do the slide animation seamlessly and smoothly, I saw some examples online which didn't look very smooth when doing a slide, so it would be good if I could make it as smooth as possible during animation. I have search around online and the only examples I can find are image galleries, which seems to have action-scripting far beyond my capabilities at the moment, or they work in a way that is not any good for what I want to do. I use action-scripting 2, but I could change this to action-scripting 3, I am also using CS4.
I have build a gallery but its very simple. It takes images from xml file. I have attached all files in zip. First when I press next button it goes to next image but with no effect. It just displays next image. I want to incorporate a sliding effect when the image is changed to another. And second I want to use autoplay feature. As soon as swf starts the images came one by one with difference of few seconds. Attachments: slideshow.zip (752.0 K)
How I could make a sliding/scrolling menu of images(sideways) with links and those images should dynamically loads from lets say a directory or something like that and can easily control/change image and url in a simple external text file( heres a sample of what it should look like: [URL] the bottom part. How to achieve the sliding menu image that loads dynamically.
All I want is to create multiple animated textboxes to slide horizontally from one side of the screen to the other and repeat indefinitely in a loop. Now the 'trick' is that I need the textbox contents to be selected at random from an array and for the speed, size and opacity to vary as well (to give a sense of depth, like the 'Parallax' effect).So, the final effect is multiple random strings of text sliding horizontally across the screen at the same time, some appearing closer than others.I'm positive I've seen this effect explained online before, but for the life of me I can't summon the right keywords to bring up a relevant article in my searches (keep getting lots of text scroller tutorials).If anyone knows of any tutorials out there to accomplish something like the above
I do have a set of images (lets say 1,2,3,4 and 5) in an html page. what I want is once the html page is reloaded, the order of the sliding should change randomly (from 1,2,3,4 and 5) to (4,5,3,4,5...)for example.
I have an array with 20 elements and a shuffle function applied. Now i need to screen only 4 elements from that, which then should be deleted from the array in order to avoid repetition (next play will pick other 4 images and so on) Anyone knows if there a class i can use?
ActionScript Code: function processXML(e:Event):void { var my_xml:XML=new XML(e.target.data); my_speed=my_xml.@SPEED;
So I've got an array of images, Code: pixArray = ["Images/Architecture/Hospitality/01.jpg", "Images/Architecture/Mixed/01.jpg", "Images/Architecture/Office/01.jpg", "Images/Architecture/Performing/01.jpg"];
It's part of a slideshow, loading one image, waiting 4 seconds, then it loads another, etc etc. The problem is, between each image, it has to load. I'm trying to find a way to get flash to keep loading all the images in the array until they're all loaded, something to the effect of: On the completion of the loading of the first image, start loading the second image in the array. On completion of loading that, load the third image, etc, until there are no more.
I already have a variable that tells it how many items there are as well: Code: var total:Number = 4;
I am trying to take ten images, load them into an array, and then show them one at a time,fading out each one in turn. I keep getting this error.
ReferenceError: Error #1056: Cannot create property alpha on String. at fl.transitions::Tween/setPosition() at fl.transitions::Tween/set position() at fl.transitions::Tween()
instead of cycling through the images in the array, it jumps right to the last one. import fl.transitions.Tween; import fl.transitions.easing.*; play_btn.addEventListener(MouseEvent.CLICK, goPlay)
It's part of a slide show, loading one image, waiting 4 seconds, then it loads another, etc etc. The problem is, between each image, it has to load.I'm trying to find a way to get flash to keep loading all the images in the array until they're all loaded, something to the effect of:
on the completion of the loading of the first image, start loading the second image in the array. On completion of loading that, load the third image, etc, until there are no more. I already have a variable that tells it how many items there are as well:
There's not that I can't do this, I just want the best way on how to. I want to create a grid in as3 and draggable items that snap to the grid. I guess you all know what I mean. The best way seems to create small boxes like explained in URL... Then add an addeventlistener to it that when the draggable item hits it, the x and y need to be set. Or is there an easier way?
So I'm displaying data with a tilelist and a scrollbar. I want the use of the scrollbar, but I don't want totally free scrolling. For the rows I'm displaying vertically, I don't want to be showing like half a row, I want it to snap. I know this can be achieved with the up / down buttons of the scrollbar, but that's not the way I want it to work How would I be able to ensure that only a full row can be shown when scrolling?I've taken a look at the event you get when you subscribe to ScrollEvent from <TileList>.verticalScrollbar and they run through fl.controls::ScrollBar/handleThumbDrag and l.controls::Scrollbar/setScrollPosition before getting there, which obviously sets how the tilelist should be displayed.
I have a simple character rigging system that I'm working on and I'm running into a bit of a snag. I am trying out the system with a new character animation which has more subtle movements which flash appears to be using pixel snapping on. The result is that, since the eyes, nose, and mouth are all separate pieces and children of the head, their pixel positions are all being snapped a little differently and it looks like the pieces are just floating around on the face.
More background: The assets are SWF files loaded in at run time, they are not cached as bitmap, the issues only appear with small movements that make single pixel differences noticeable, the same animation loaded in as one swf and not rigged looks fine, but this is likely because that swf's x and y position is not changing, just the assets in it. It seems to me like flash is treating the loaded in facial assets as bitmaps with pixel snapping turned on.
i have a made adrag and drop situation where someone is cooking a steak. the pan has the instance name of triangle_mc and and the food has an instance name of triangle_mc the script below works fine.
Is there a way to have the startDrag command not lock to the centre of a MC but to have it snap and drag from a set location, ie _x and _y positions, on a MC.
I'm outputting some dynamic text, and I'm in desperate need of figuring out a way to display an image beneath it, and to dynamically display so it's always at the bottom of the text. The image is another line of text that is styled so I can't simply write it into the box.
I've got a movie clip that's basically a grid with small little boxes that total 84 rows, and 20 columns...I'm trying to get the user to be able to snap to the y position of one of the small little boxes.You click on a square, and position it over one of the small boxes in the grid, but it always snaps "wrong". I've tried --square_on_grid.y = Math.round(square_y/g_gridSpacing) * g_gridSpacing;
Trying to pick 4 images randomly and load them into and array and then show them using a timer when all 4 images are shown 4 more images will be loaded again. here is the code:
var images : Array = new Array(); var rndNumbers : Array = new Array(); var imageLoader : Loader;
var filePaths:Array=["thmb1.swf","thmb2.swf","thmb3.swf","thmb4.swf", "thmb5.swf", "thmb6.swf", "thmb7.swf","thmb8.swf", "thmb9.swf", "thmb10.swf", "thmb11.swf" ]; function loadImages3(event:MouseEvent):void {
[code]....
My problem is that I can't figure out how to decouple the loader from this loadNewRow function. Ideally, I'd like to figure out how to load all the swf's give them dynamic names... like thmb1loaded, thmb2loaded, thmb3loaded.. push into an a ("loaded") array and then have that be used to build the grid.Right now, its loading them every time the loadnewrow function fires. I'm sure its a simple matter of iterating a .name within a contentloaderinfo .onComplete when each swf is loaded...
I've googled out a lot of different stuff on this matter but nothing seems to work. I have a Sprite object which is used as a main container for other objects.The lowermost child of this sprite is a Bitmap which represents a background, the upper ones are MovieClips. These movie clips contain bitmaps. There are also DropShadow filters applied to these movie clipsThe problem is that when the main container moves, e.g. 1.3 pixels to to the right or to the left (doesn't matter) all those objects (movie clips contained inside of it) move like they snap to pixels. Well,it's obvious, they do. But is it possible to avoid pixel snapping for movie clips and sprites?I tried to set pixelSnapping of the bitmaps inside those MovieClips to "never", but it doesn't work. Removing all filters or drawing movie clip to bitmapdata doesn't help either.
I am trying to snap 2 vector points together but for some reason its moving the entire object instead of the point. I am trying to follow instructions in a book and the book shows that it is using the solid (filled) selection tool and it has the magnet turned on for snap options. It shows I am suppose to click where the (right triangle) appears beside the mouse arrow and then snap. but it keeps moving the entire Object even with the (right triangle) appear beside the mouse arrow. what could I be doing wrong ??
SO, it's been a while since I've done actionscript 3 again, been mostly busy with iOS programming..Anyway, what I'm trying to create is a sliding panels.So far they work but I'm having some troubles, And everything I try does not do what I want hehe.
The panels work, I generate 5 of them in a for loop, they slide open and close when clicked using greensock.But, They all have a label, which needs to slide with it instead of staying on the same position.Plus, I have a if/else to check if a panel is open, but I want to check this individually instead of overall.