ActionScript 3.0 :: Smoothly Increasing Size Of Shape (Block)
Jan 10, 2010
I have a block which I want to increase in size but instead of increasing it in one block movement, I want to make it move up smoothly, (its supposed to be water rising). This is what I have at the moment
ActionScript Code:
Lock_Water.addEventListener(MouseEvent.CLICK, resizeLock_Water);
var Lock_Water_ori_pos = true;
var Narrow_Boat_inst_ori_pos = true;
function resizeLock_Water(event:MouseEvent):void {
if (Lock_Water_ori_pos == true){
[Code] .....
I need to increase my buffer size in FMS. My video is running from RTMP and I faces the problem to load. Video stalled between the running. So I need to increase buffer size for running video smoothly.
I'm widening the stage of a existing FLA, is it possible to widen the stage and to reposition all the layers of the FLA so they move in relation to the widing of the stage. Or do I have to reposition all of the layers individually?
I am creating a platform game that is 800 by 600 dimension where the camera scrolls with the player. The problem i am having is that if i want to draw a map that goes off screen the stage are that i can edit in can only go so far when i am creating the map however i drag an object further than the edge of the editing space i can see it when the camera scrolls over to it in game but when i do this i cannot easily edit the objects that are not in view in the editing window. I can slightly increase the size of the editing window by changing the dimensions of the game to 2880 by 600 editing and then changing back to 800 by 600 but still i can only enlarge it up to 2880 because that is the maximum. Is there any way i can edit very large objects like a map that are way bigger than the stage dimensions?
I have a basic framework for my code, but I am not sure how to just get the icons I have to grow and shrink. Right now I can only get it to snap to +10 width and height.
var grow:Number = 10; var shrink:Number = 10; resiSplash_mc.addEventListener(MouseEvent.CLICK, resiClick) resiSplash_mc.addEventListener(MouseEvent.ROLL_OVE R, resiGrow) resiSplash_mc.addEventListener(MouseEvent.ROLL_OUT , resiShrink) function resiClick(event:MouseEvent):void { [Code] .....
I notice that Flash makes changes to a stage size to the right. Is there a way of making the change so it expands out from a central point, i suppose like photoshop and similar. This has caused me some problems in the past when a client has asked for the site to be increased or reduced in width for example, and it can take a considerable ammount of time to move everything accordinly
I made a small box that is filled with navy blue and has a red line around it, but when I increase the thickness to say 50, it reduces the size of my navy blue box.
PHP Code: public class Box extends MovieClip { public var color:uint = 0x000099; // class property of navy blue public function Box() :void { initialize(); construct(); this.graphics.lineStyle(50, 0xFF0000); this.graphics.beginFill(color); this.graphics.drawRect(0, 0, 100, 100); this.graphics.endFill(); }
I am having an issue with sockets where the data I'm sending is getting truncated on the client side (Flash/Flex). The data that is sent by my server is full and in tact, but flash does not wait the appropriate amount of time before firing an event saying to read the data. This results in the data not getting fully read and (as such) I can't parse the object out of it after that. We are exploring the possibility of stripping the object into smaller chunks, but the idea is for it to be as lightweight as possible so we would much rather get it to work the way it's supposed to than patch in a temporary solution.I'm not entirely sure if referring to it as the receive 'buffer' is correct, as some computers are able to receive all of the data and others are having it truncated (which means the buffer is adequate but flash isn't waiting the appropriate amount of time to dispatch the event for whatever the reason).
I am trying to change the size of a box. Rather than using a shape tween to accomplish this, I want to use actionscript. I really don't know where to begin. I have created an mc of the box and given it an instancename of T2. I want the animation to play as soon as the mc is loaded.
I'm trying to create the following component: Just for information, the blank space will contain a text control, and I'm creating a component that represents the black corner with the (i) icon and the "promotion" text. The part I'm having issues with is this component representing the black corner with the diagonal text. The text has to be able to hold 2 lines. And the black corner has to be able to adjust to the text's size. What's more, the text has a rotation... I'm having some doubts on how to do this:
Should I have different controls for each text line? Should I draw the text in the shape (after doing the rotation) or should I just overlap both components? [When I talk about drawing the text in the shape, I mean in the same way as asked in this question] Is there any way to get the proper size of the triangle shape without doing some extravagant calculations?
This is the third thread I've written for my current project (1st was answered perfectly, 2nd failed [but I still figured it out anyways]) but I'm not sure if there is a solution to this problem. I can't really explain my problem, so once again I've included a helpful animation to show you what I mean. Bear in mind that the pale-blue box represents the movie clip's borders, and those borders are usually changed to include the animation (instead of the borders moving with the animation, the borders get bigger).
For the animation problem, I've already got a solution: create an invisible movie clip that has the exact size and shape of the animated movie clip and make it follow the movie clip as it animates, and make the hitTest check the invisible movie clip instead of the animated one. As for the rotation problem, well, I don't know how to fix it. Is there a way to change that?
ActionScript Code: package { import flash.display.MovieClip; public class Base extends MovieClip { public var baseHP:int = 50; var newRect:Shape = new Shape();
1046: Type was not found or was not a compile-time constant: Shape. 1180: Call to a possibly undefined method Shape. What does it mean by "undefined method"? I am somewhat of a newby, so sorry if there are any stupid errors
Id like to know if there is a way to do a shape hitTest.Not as the normal hitTest would do, but shape colliding another shape, not the rectangleof a movieclip.It can be in a movieclip.
using the shape tool you can draw basic shapesthen using the subselection tool you can re-shape them by relocating certain points
What i want to do is create a tween whereby one of the points is movedthe problem is you have to convert to a symbol first and after you have done that you cant change the shapes shape.so how do i go about using a motion tween to change the shape of a shape?
I'm editing a scoller and have removed a photo from it however as the scroller scrolls a gap slowly appears where the original photo was. I can't seem to stop this happening?
I've been working on a flash animation that has been set to 12frames per second, but now my boss has told me it needs to be 25fps - but when i change the frame rate in 'modify>document' the whole thing just speeds up. Is there a way to increase the fps whilst retaining the original speed?
I have made a rotating images but the images are not moving smoothly. You can see the example at:-URL...Does anyone know why the images not moving smoothly?
I am doing an animation with a movie clip that needs to follow the mouse on the Y axis only smoothly and needs to stay inside a fixed dimension. (e.g. the mc could moves 200px left or 200px right maximum) And I want it to stop smoothly too when it reach the limits.
I am developing a ipad game using flash CS5. When I run it in flash or web browser, it run quite smoothly but when I published it into ipa file and run it on my own ipad, it became very very slow. Since my game has many stages and characters, the amount of symbols may up to more than 50. That makes the flash file more than 100mb (but the ipa is only 11mb) All of the symbols are exported in frame 1.
1)if I used preloader and exports the symbols in frame 2, will my game run more smoothly? is one preloader when the game is loaded enough? or it is need for every game scenes?
2)Is there any other technique that a big game developed in Flash has to follow in order can be run in low configurations devices?
3)Why many other big game can run so smoothly although it contains a lot more characters and background than mine?
I have a MC that follows the mouse. I want to do so the MC will smoothly/softly stop when i stop moving the mouse. Is it hard to code, And it would be very nice if someone could do some code for it
Right I have a movieclip called Menu1 and I currently have a function that when called moves that movie clip to a set of co-ordinates. The function is run on a onEnterFrame. The codes is as follows
Code: function moveMenu(xValue:Number, yValue:Number){ if (this.Menu1._x> xValue) {
[Code].....
So at the moment, the values (x and y) are passed to the function and it moves to that location 45px per frame and when it is within 45px of the target it jumps to the exact point.
1) I want the movieclip to accelerate and deaccelerate as it moves.
2) At the moment it doesn't take the direct route it only goes up down left right and at a 45 degree diagonal. I want it to go to the point in a straight line.
I am working on the following code and I keep getting a cut off at around the 'C' of Dave's computer.I know this is going to be a simple answer but I for the life of me cannot figure out HOW to extend the string visual field. I am pretty sure the secret lies in the variable len.
Code:
import flash.text.TextField; import flash.events.Event; var txtFld:TextField = new TextField();
I'm beginner in Flash CS4 and I'd like to know how to increase the number of image per second of my sequence because I want more smooth morphing. The time will not change.Actually, I have 24 image per second and I'd like to put 48. Is there a way to make it automatically without changing all by hand.for automatically : I mean, I just have to change my number of frame somewhere and flash will adjust my sequence and will use now 48 frame for 1s instead of 24 frame for 1s and regenerate morphing I use.