ActionScript 3.0 :: Move 40 MClips One At A Time With Loops
Nov 9, 2009
I am making a banner for my web which consists of jigsaw puzzle pieces (40pieces) moving and positioning until they cover the whole banner.I have stored all final positions (x and y) into 2 separate arrays and created 40 instances (i have 20Mclips and i repeat each one twice to get those 40). What i wanted is make each intance move separatly like with a timer and for loop to pick each piece, do the moves with tweenings and wait around 1sec and then do the next loop with and then move the next piece and so on and so forth.My problem is that I dunno how to cycle through each piece (named and in an array) and make the specific move without doing it all at once.
I have the following 'for' loop runningit animates squares so they fall down the page and land in rows.Once a row has landed I need to fade up an image on some of the squares. But I can't seem to run anything till the entire for loop is ended... any suggestions? I think I really need to run another routine at the same time, but how do you run 2 'for' loops at the same time?
ActionScript Code: var testArray:Array=new Array("34","103","172","242","311","380","449","518","587","656","725","794","863");
On mouse move i have a line drawn using lineTo method. This works like in Paint or most drawing programs: the mouse drawing like a pencil. What i need now, and dont know how to accomplish, is to add a number of mclips over that line. And this mclips should be over the line but separated to each other (different x and y of the drawn line). So in the end when moving the mouse the user should get a line and, every certain distance, a number of mclips over it.
How I can make the particle properties refresh every time it loops. In other words, the rotations will be random every time I test the movie, but every time it loops, they remain in their same random positions it chose at the beginning. [code]...
I'm a newbie to Flash. I have created a basic screensaver which has 8 different layers. 7 are hidden and 1 plays through as it is now. I was wondering if there is any way that on completing the timeline, it starts the timeline again and then shows the second layer and masks the 1st one. It would then do the same, masking the 2nd layer and showing the 3rd and so on.
I have no idea how to use AS3 and I was needing to make my project looping 3 times from the start to the end but stopping on the last frame after the 3rd time it loops. I have no idea how to do this without copying all the frames.
Any way of moving everything off the stage taht is of two types of movie clip.. see I have a couple of entities on my stage, one is a menu which has a series of buttons each of which have a number of event listeners etc. Then I also have two types of movie clip, and at any one time I will never know how many of each I will have.. Is there a way of calling all movie clips on the stage and setting their coordinates? But only movie clips of a certain type?
I have a movieclip called bar_mc that I would like to move when it gets to a certain time, I'm trying to use this code but need to move the clip the same time everyday but cant seem to work out how to change the code so that it works on just the time not the day. reason I dont want to use the day is because I need to move the movieclip 24 times a day rather than 168
ActionScript Code: var my_date:Date; var my_timer:Timer=new Timer(1000); my_timer.addEventListener(TimerEvent.TIMER, onTimer);
I have a bunch of MCs that when you click each individual one it will start to move up and down with a yoyo-ing tween. I would like all of the MCs to move up and down at the same time rather than start exactly when you click on them so they are moving at different times.
The stage is separated into 4 sections, and I will be moving the camera around the stage. So at each particular section the camera will have an area of constrain it can move. I mange to constrain its X & Y, but it could only navigate either X or Y. How to move in X+Y at the same time?
if (mouseX>sec2maxX) { TweenLite.to(vC, 1, {x:sec2maxX}); } else if (mouseX<sec2minX) {
[Code].....
if i were to put X & Y in a same line of code it would be a lot of possibilities when the mouse is on top left or right bottom kind of situation, so I need to have it running seperately, but how can I combine it so that it could move X+Y?
I'm loading external font swf's, when using the textFormat class, the fonts come through perfectly and I am able to style them as I need. However I would like in time to move over to an external stylesheet, mainly because I would like to use both methods depending on the type of projects im doing at the time.
When I try to use the stylesheet and call the font that is needed nothing comes through, I have done a trace on the fontClass and get undefined for the fontName, fontStyle and fontType. I am only using a simple example at the moment as below
[Code]...
I know the stylesheet is working because I can manipulate the colour and size when embed fonts is not on the textfield. But im unable to use the desired externally loaded font.
Ive tried searching, but i have no clue what keyword i could use. Here's my case: I'm trying to get a MovieClip to move 20px at a time. Not like "this._x += 20;" or whatever. cause then it would just go fast. I want it to move 20px that one time you hit the button. And 20px further the next time. Or 20px each half second or something.
I thought i solved it when i figured this out: What if i nudge the picture inside the MovieClip 20px each frame, and code it this way:
I have been using a tutorial to simply animate the 'get fast' text. I simply would like to have the text move onto the image one letter at a time ..coming in from the right. I've attached a file. Can someone please help me move from this point forward? Also, when I do get it to do something, the preview doesn't show the text coming in to sit on the 'car' graphic.
I'm working on a project with AS3. On timeline I have a movie clip which contains a timer (only one frame). The timer for testing purposes has been set to six seconds. In timeline are two labels (page1 and page2). Timer is on page1. PROBLEM: I would like timer move to page 2 on scene1 when time is zero (0). how to do that. Here is my script:
This may be a big ask, and I am just a beginner in coding - but can someone tell me what is wrong with this code? (it is fairly short. The intentions of this code is to make the predefined object hero to move with acceleration and to slowly decelerate over time.
I wish to move multiple items at the same time with tween.
I'm currently using a loop that calls for the same tween for each item.
I then want to do something when the tween has finished using the tween listener. The problem is that it is being called each time for every item that is being moved. I know I could do some variable that changes from true to flase if its been called once, but is there a better way of doing this?
If I have several items that move across the screen but the user can click any of them at any time, how do I record the current position of the item in order to use that data to change the position of the item?
Flash Builder has a nice feature that will allow you to have it move files such as images, fonts, xml files and so forth into the bin-debug directory an compile time. The reason for doing this would be to mock up some data or test pulling in assets dynamically but having them in source directory so you can version control the assets during development. Typically we don't add the bin directory to version control so being able to have the IDE move files over to bin for you is very helpful if you are on a large team.
Is there a feature within FDT5 that will do this like Flash Builder?
I have a button that every time we press it it moves one unity down (button._y++) However how to make move it faster or moves more than an unity at a time?
My film works ok. But if you move between the color buttons, the first time they react ok, just like i want, but the second time they get a life o they're own, driving me crazy... what am i doing worng? why doesn't the code do what it should?
my aim is to get the movie clip (bar shapes) to move up and down randomly over time. this is the actionscript ive done so far. by the way im using flash 8 so i beleive that its actionscript 2.
how to animate a piston like the one above in flash cs5? Should I use bones? if so how? At the moment the only way I can see to do it is to step through one frame at a time and move the linkage rod and piston into the correct posistion.
Baisically I've created a button using symbol and I want the button to move a movie clip up the y axis by 4 every time it is clicked (move the movie.) I really don't know how to do this. This is what I currently have but its not ActionScript:
i want to duplicate a line 4 times, and move each line on Yaxis, with a delay of 1sec each time. I know i must use setinterval+duplicateMovieClip, but i've got pbs :-( actually, i've got my AS code on my line :
tutorial where when you click on a movie clip it moves to a certain location on the page and then zoom in and makes it a certain size. Also i want it to move back to its original location if you click it again.I want the move and zoom to be smooth so the users can see it move across the screen then gradually get bigger.