But for some reason, which I don't get is that when I do no_scale, the .swf window resized to 760x620, and I have these 20 pixels at the top, which are less than zero in Y, if I leave that line out, my graphics on the screen (isometric tiles) look distorted but the screen stays at 600 px in height.
What do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
I'm about 99% done with a site I'm working on and the client just hit me with a low blow.The designs that I got from their designer were a certain dimension, so I built the site with the assets based on those dimensions and now that I'm nearing the end of the project, the client seen the site on their 13 inch macbook and freaked out "everything looks too big!" is what they said. Is there a way to resize assets based on browser size without having to go in and do too much modifying? I tried looking this up, but I got a bunch of Event.RESIZE responses which I don't think I'm looking for that.
I have a bttn in my swf (which is embedded into my html page) and i want to be able to control the parameters of the pop up window the bttn generates. I have found a code generator at- this generator works when i input all my parameters and URL and test it, but when i place the code it provides onto the bttn in flash it fails to produce the same result me
on (release) {getURL ("javascript:NewWindow=window.open('https://secure.bellerockgaming.com/webchat/go_Max_New.asp?siteID=14&qu eueID=29&folder=BRE','Live
how I could re-size my stage?As well as, I would like to know how I could pan my moving animation horizontally/vertically? And is it possible to make an image fade to the next scene without a whiteout or blackout? How can I do this?
I would like to know how to resize flash to fit in browser/monitor sizes. This site http:[url]....is a perfect example. Notice how it opens with no scroll and fits to a window that matches your screen size.
How can I add a set of dynamic images and then add event handlers to each that trigger a different event? My scenario is that I have a remote service that grabs a set of data (ArrayCollection) that has a className, classID and classDescription. I would like the images to have event handlers that trigger a new panel display that would show the "classDescription" for the particular class that is clicked. My problem is figuring out how to retrieve the proper set of data and adding the images properly to the panel.
I just got my MacBook and am trying out the Flash BUilder on said platform. I've installed Firefox and Google Chrome on my MacBook but I can't seem to find a way to set which browser would launch my Flex apps whenever I hit the Run button inside Flash Builder. As far as I know, I can locate the Browser property on the Project Properties on my Windows copy of Flash Builder but I couldn't over here at my Mac. Any thoughts?
I am loading the SWF just fine, but I want the SWF to fit the root stage exactly. What happens instead is that the external SWF seems to include white space from around itself.
For example, the author-set width of the Tanks game (an example file I was using) is 550px, but when I set the width of loadEvent.currentTarget.content.width to 550px, the game is resized to maybe 350px width. I have to set the value of loadEvent.currentTarget.content.width to something like 640 in order to get the game itself to make full use of those 550 pixels.
I have CS4 with AS3. I hard-coded values for cWidth and cHeight instead of getting them from flashvars because I am just testing in the IDE right now. Normally I would get those vars from flashvars.
Just want to find out something... I have a .swf video file which I open with the normal Adobe Flash player 10. What happens is that when I open that file in a smaller screen resolution there's some parts missing (cuts it off around the edges).
How can I resize the content to fit in any screen resolution?
Then I load an external swf into a mc, and it goes full screen as expected. BUT the main swf that loaded that external one, at the time of load, suddenly gets scaled back down to its normal size: 960x600, on the top left corner of the Player Window (or the full screen), so somehow at 0,0. Whn I unload the external swf, I can put the code stage.scaleMode = StageScaleMode.SHOW_ALL; to get it back to where it was. But unfortunately I have some buttons from the Main swf that are supposed to be on top of the loaded one, and should stay where they are. But now they all move because of this scaling down.
the mc that is being used as a container for the loaded external swf is an empty mc located at 0,0. The external swf has the same size as the main one: 960x600
I searched and tried things but could not get it to stay in show-all mode when loading this external swf...
I am Developing a flash site, I made it full screen and centered the content my flash contains a jpg photo with a certain size. My question is I want my site to be full screen and fit the window dimensions and the content will be scaled depending on the screen dimensions without the content being bad quality whatever the screen resolution (1042*786 or 800*600) or any dimensions. I want to make my site looks the same for all screens. I reached to make the flash full screen with no margin but with no scale means that it will be fixed at certain dimensions i choose it inside the swf dimensions. I want to know how to make my content full screen and scalled at any screen dimensions. How to make this without the quality is affected and if there is a certain dimensions that the flash must be of.
I was editing a very basic mobile Flex project, and after I debugged the master (application) mxml file, Design View stopped working (blank screen displayed, no Design View errors) for all files. Creating new projects, either mobile or else, or testing old, working projects, doesn't work either. Out of the related issues I've found info on, most concern earlier versions of the IDE, and deal with either Design View errors (got none), use of certain functions or custom components (I get the error even on a new project), or are solved by changing styles back-and-forth (tried already, to no avail).
I can't drag and drop components to the design area, either (a "prohibited" symbol appears and nothing happens when I drop); so I'm pretty sure it's not code-related or a bug, but probably something stupid, like a configuration issue, so I definitely need someone to take a fresh look at it.
I have been given the seemingly simply task of resizing a Group container by setting width and height explicitly in response to user interaction. However, changing these values have no effect on the size of the container at all. Changing scaleX and/or scaleY will change the size of the container just fine, but this is not the behavior I am after.I have tried overriding updateDisplayList() to set a specific width and height, but this has not yielded the desired results.
I am having a slight issue, i have created a flash file 800 x 600,But i need to split it into half... i already have animations on both halfs which overflow to the off screen,Is there a way of cutting the content in half via width (400x600)? (im uploading the content into a system which requires it in 2 halfs and also if i have any content off screen is messes up...)
I'm working on a flash site, but I want the site to resize to the user's screen resolution...I'm new at actionscript and flash, but what is the most efficient way to accomplish this?
I am using % values for height and width properties of my components, so they would look some what similar in different screen resolutions. But when the aspect ratio changes or on Wide Screen monitors, my components are looking very badly as in not consistent and somewhat stretched.
In AS3, I have a Sprite that has a Z axis rotation applied.How do I calculate that Sprite's dimensions (it's original size) from Sprite.rotationZ and Sprite.getRect(...)?
I posted this in the Flash MX2004 forum, but I hope I have better luck here.[URL] In that website, how do they keep some of the movieclip items locked on the edge of the screen? When you resize your screen, the items on the edges are the ones that moves correspondingly. And the fillers are near the middle part. Someone mentioned about adding a listener and act to a onResize command?
I have the following code which simply loads an external swf, puts it in the right place and should all be hunky dory.This works:
Code: var myLoader:Loader = new Loader(); addChild(myLoader); var url:URLRequest=new URLRequest("foobar.swf");[code].....
to set the dimensions of the loader so the external swf doesn't 'spill over', the result is a blank screen. No matter how high I set those dimensions it just doesn't display anything.
How do you prevent all of your text automatically changing the font size when a browser is made full screen? I have a number of fixed field sizes I want my text to stay within but when the browser is expanded to full screen it changes the fonts so the text no longer fits in the text boxes and it forces scrolling.
I have a button control set up to switch my program from windowed mode to fullscreen, and back again.
This is just 2 buttons that alternate frames in a movieclip.
I was wondering if there was a way to keep the movieclip locked to the upper right corner of the program when the user switches between windowed and fullscreen modes.
I keep gettting the above error when setting my StageDisplayState to full screen. I can't seem to figure out why. All the locations in my index.html to allow full screen are set to full (at least that i can find in the index.template.html file) e.g.
<param name="allowFullScreen" value="true" /> From what I have read, it seems I should be able to fix it with Security.allowDomain();
However not sure what to inject into the allowDomain() method as it is a local file. This also make me think, I should not need this.
If this is possible to detect if a user's display resolution is less than 1024 x 768 as a flash projector file is launched - then depending on the result I want to select one of the following commands to ensure that no cropping occurs of my final file: fscommand("allowscale", "false"); fscommand("allowscale", "true");
I'm trying to build a little tile editor for a game I'm about to make, but in setting up the tiles on the screen something goes wrong. Here's the code:
[Code]...
the trace just spits a whole bunch of 'undefined's at me. I double checked the variables once again just to be sure, and they're all right.