ActionScript 3.0 :: Flash With A Grid Snap Function - Positioning Of Movie Clips
Aug 12, 2010
This is my first action script project and I'm having trouble with some positioning of movie clips that I can't work out. I'll post in the parts of the code that I think are relevant in hopes that someone may be able to see what I am missing. The problem is that according to my traces my gridSnap function should be working. The trace shows mc.y to have the correct value while the movie is running yet the mc's in question are appearing in the wrong spot (they appear at GRIDSIZE*gridNumber) in the movie. The problem only manifests itself in case one and case three, both of which should have the same code but I was only testing different approaches in case one. On with the code:
Code: //This function uses loops to generate the grid from the array below. function drawIt(theMap) {
[Code]....
Basically, it generates a grid from two movie clips which are just different coloured squares. It reads in generateMap function to decide whether it will be a red square or a white square. 0 = white 1 = red. (the reds are going to prevent a sprite from travelling on them)
Anyway, at the moment the starting point for generating this grid is at 0,0 of the movie clip. I want it to generate at say 150,0 so i can add a console on the left which can control a sprite around this grid.
I am using Flash CS3 with AS2 and I have made a drag and drop. Everything works fine, but I don't know how to make my movie clips snap to their targets.[code]
I have five rectangle shaped movie clips....I need to change their _y position randomly by clciking a button..but there must be 10px space between them... so how do I modify the code to do it ?
I have movie clips loading in dynamically using an XML file, and the duplicate movie clip function. I need to be able to select one of those movie clips, drag it to a desired position and have it snap to place. As for right now, I'm using :
I've looked in many places and still haven't found a solution to my problem... how his content stays positioned even after you resize your browser window?
I'm trying to code the snap to grid functionality. The dragged object should snap to the grid if the distance between the object bounds and a grid line is less than 5px. I found a way to do it if the object's rotation is 0 but it doesn't work if I rotate the object. I need a different approach. Can you point me into the right direction with the algorythm or any source code?
I am trying to create a puzzle like game (a chinese puzzle game called tangram). I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ?[URL] What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesnt seems to be working.
I am a newbie in flash and I am trying to create a puzzle like game. I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ? [url]... What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesn't seems to be working.
I am working on my very first flash application and have found these forums very helpful so I have decided to post here since I'm stuck. I have taken the thumbnail gallery ikim posted on this thread and im trying to tweak it to my needs. When the thumbnails are loaded i would like to implement an onrelease function to tween the image to the middle of the screen, then slide to the right and increase the size. I have written the actionscript that will move the image. However, my problem is, i need to have the thumbnail slide from its original position to the middle of the screen. I thought i could do this by passing the parameters of _x, _y in the function and setting the motion accordingly. Being a newbie to AS, I am having trouble with getting ikim's gallery to accomodate this functionality. I tried using getproperty to get the _x, _y coordinates but this only returns the coordinates for the beginning position of the image and i need the ending position coordinates. I assumed I need to call getproperty at a later time, but I am not sure how to reference the thumbnails since it appears to me that they are being dynamically named and created the same.
I'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){ _root.gotoAndStop(1); }
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
I have this code that will do one row of movie clipsI need to have a 5x5 grid of movie clipswhen i try to add an outer loop it won't work for me so i was wondering if someone can tell me how can i have a 5x5grid insted of a 1x5
Code: var clipArray = new Array(); var posArray = new Array();
I have this code that will do one row of movie clips.I need to have a 5x5 grid of movie clips when i try to add an outer loop it won't work for me so i was wondering if someone can tell me how can i have a 5x5 grid insted of a 1x5.[code]
I've been looking for a Snap To Grid effect like this one [URL]. It's the best one I've found so far. It's what I want to create but I want my grid to be on a 45 degree angle and I have no idea how to do that...
How to snap a shape to an isometric grid? The grey piece is draggable and when you release it it should snap to the grid. I know how to snap it to a regular grid but to a isometric grid is imposible I think.
I've been staring at the screen too long and I'm sure the answer is simple but this has been bugging me for a bit now. I've created a grid with over 200 movie clips dynamically using a for loop. I was wondering if there was a way to assign rollovers and such to each new clip using the same loop.
I've been poking around with it a bit but can't seem to get it working and sure don't want to write over 200 rollover functions so any help would be great.
The app allows the user to drag images from a libray onto a grid and position the elements within the grid. The user can also drag textfields which can be edited and resized.The grid needs to have some sort of snap-to, to make it easier for the user to line up the elements. And then I need to create resize handles around both the editable text fields and the other mc's. Has anyone seen a tutorial or can anyone help me with?
1. Drag and drop with a snap to grid
2. Resize handles for mc's, and inparticular textfields
In the end, I need to be able to track all of the x and y's of the elements on stage and then be able to rebuild their layout when it is loaded in a subsequent session. I'm sure this is going to be difficult.
I've set up a simple enter frame loop to adjust the alpha on a grid of movie clips ("bubbles") using a distance formula from the mouse pointer.I've got a hunch that while this works fine, there's a more efficient or processor friendly way to do it.
grid of mc's created here....and pushed into an array stage.addEventListener(Event.ENTER_FRAME, loop); function loop(e:Event):void{ for each (var j in bubbArray)[code].....
I place a group of movie clips with random types (different shapes on a square) in a grid formation The code for placing the movie clips is this (this is in two for loops):
[Code]...
this goes up a single column in the grid and should remove the tiles from the stage depending on each type and it does this (sort of) until it tries to remove more than one of the same type. So if it finds and removes an lShapes it doesn't error until it tries to remove another lShapes and then it gives this error in the output: Error #2025: The supplied DisplayObject must be a child of the caller. So I am assuming that this means it thinks all lShapes have been removed and thinks I'm trying to remove something that doesn't exist but there are other lShapes on the stage. I am at a loss as to what to do about this.
I am currently building a chinese puzzle game called tangram. I am wondering is there any method that I could do to make the movie clips to perform the "snap to grid" effect? i.e. the tangram puzzles being snapped to the pattern. I have tried to draw my own and used the "cacheAsBitmap" function to implement it, however it doesn't seems to be working. I have just written the code for building the grid, but what should I do next to make the snapping action?
I'm having an issue with getting external .swf's to load and position properly in my full browser flash site. I used a template I created for an XML slideshow which worked perfectly, but now the positioning and stage listener doesn't seem to work properly.
Here is the AS in frame one of the stage. Content is to be externally loaded into an MC called "container". The problem is, the container is not showing up initially until I resize the browser or .swf window, and when it does show up, the registration point is all wrong. I put the loadMovie script on a button since it was not loading at all with a simple loadMovie script on a keyframe. This seems to load the movie properly, but once it's loaded, not only is it positioned to the bottom right of the screen, it doesn't move at all when I resize the browser!
[AS] /////////////// Full Browser Control //no scale stop(); Stage.scaleMode = "noScale";
I'm using a Movie Clip (mc1) as a button and for it to be able to function with a mouse click, I placed a Button symbol (b1) inside of the Movie Clip and put some ActionScript onto the nested Button symbol:
Code: on (release) { _parent.attachMovie("mc2_id", "dot", 100); dot._x=150; dot._y=100; }
As you can see, I'm trying to get another Movie Clip (mc2) onto the stage and that part works fine, but for some reason it keeps ending up at the top-left corner of the stage even though my code says otherwise. What am I missing? I'm including the .fla if anyone would be kind enough to look at it.
Also, when I was setting the linkage properties for the clip to be attached, I had to enable the "Export in first frame" function just so it would work (I normally don't since I was told it would kill a preloader if I had one); how would you export things without having this box checked if you normally don't do that sort of thing because of a preloader?
In the FLA file i have two animations of a turbine and a fan turning one is controlled via a button the other is a loop action that is not controlled.The button control is simple telling the movie clips to got frame 2 and play,and on the fan and turbine movie clips I have a goto and play frame 2 action the end of their time line. By doing this I get a rotation effect .
The problem is that when I call play function from the start button the movie clip does not play properly and just shudders between frames,rather than way it should run as a looped animation.
How do I apply one variable and one function to many movieclips?[code]The reuseFade function works if I target the movieclip by name on the stage,ex: var T1:Tween = new Tween(mc_black1, "alpha", Strong.easeIn, 0, 100, 5, true);using "this" doesn't work.The only way I know how to make this work is creating four functions to handle the event