ActionScript 3.0 :: Sprite.graphics And Setting Sprite.width?
Jun 19, 2009It has been a great resource of the years. No my problem. I am trying to dynamically resize a sprite that has a line drawn into it. Here is my code:
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It has been a great resource of the years. No my problem. I am trying to dynamically resize a sprite that has a line drawn into it. Here is my code:
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I know this might seem like such an easy issue and I can't understand why I cant figure it out but none the less I can't and I've just about given up. Here's the issue:
I have a sprite container which is supposed to hold a bunch of thumbnails to videos. I am able to populate the container with all the videos and the whole works but obviously if I add a bunch of videos its going to exceed the size of the flash document so I need to add a UIScrollBar (which I did) now the scrollbars target is set to the container but isnt allowing me to scroll and if im correct this is because the container doesnt have a set height. So Im trying to set the height of this container but the second I try setting the height or even width all my thumbnails I used to be able to see are gone! It's as if the size is being set to 0 when its not I've even tried to set it to a specified size just to test and nothing.
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I've a slider class (SliderUI) and I'm passing slider and track images to that class as sprites.
What I'm trying to do is, passing one more image as sprite and changing its width for doing masking in slider. (It will expand or collapse as you move volume slider)
When I try to change width of sprite, it doesn't show up and I guess sprite is just container and resizing it makes it disappeared.
So how can I resize sprite with its child image (it's loaded by a Loader object by the way)?
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package {
import flash.display.*;
public class ScrollBar extends Sprite {[code].....
Both of sprite.width and sprite.scaleX can be used for scale a sprite. Is possible sprite.scaleX depends on screen size?
View 2 RepliesI have a MovieClip with pictures on all its frames. How can I copy the contents of MC's current frame (picture) to a Sprite?
View 1 RepliesI am using a third party flash as3 code to load graphics using sprite. There is a class (load) that takes care of the loading of the graphics.In a new class(getname), I want to be able to1. Load the graphics (done)2. On mouseover change the color of graphics(done)3. Display name of rolled over graphic (not working). I have tried the following in
getname:var feature : load;feature.name;
I get a null object error. Now I have used the mousevent routine(e.target.name) and can display the instance #(instance149). But what I really want is the name of the graphics that the load function loads (graphics and the dbf with all the attributes including the name).
Where does the .x and .y property of a movieclip in actionscript 3.0 measured from? from the centre of the object? or..
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I"m new to AS3 and I would like to know how can I get to graphics of a Sprite so I could draw it directly from it. I mean I don"t want to use Sprite class as my concrete objects I just want Sprite to hold graphics so if my own object needs to be drawn it asks for graphics to SpriteManager which returns Sprite with required graphics and draws it exactly where I want to not where Sprite's coordinates points to.
View 1 RepliesIf I have a sprite, with which I have drawn some stuff, how do I erase part of what I have drawn? Preferably I could use drawRect with some "alpha=0" paint. However, I don't believe beginFill lets you set an rgba color (like you can in bitmapdata). Setting alpha = 0 in beginFill doesn't really do anything -- it just draws nothing. In my particular use case, masking isn't an option. Also, calling clear() isn't a good solution since it clears away everything.
View 3 RepliesI have a program that dynamically draws a polygon wherever the user clicks on the screen. (using lineto, moveto) However this polygon is always behind the other symbol objects on the screen even though its added last in the childlist. Is there an issue with depth when drawing symbols vs. drawing with lines? How can I ensure my dynamic object will display in front?
View 3 RepliesI have created a sprite as below:
var arrowHeadRight:Sprite = new Sprite();
with(arrowHeadRight.graphics){
beginFill(0xDDDDDD, 1);
moveTo(50,0);
lineTo(0,50);
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On Mouse Over, I wish to change the color of the fill on this shape? Can this be done or do I have to re-draw the graphics with an updated beginFill line?
Is there a neat minimal way of doing this? (this produces an error):
var freeSpace = shape.freeSpace() // returns Rectangle
var s:Sprite = new Sprite();
s.graphics.drawRect(freeSpace);
Just looking for a more cleaner way other than something like .drawRect(freeSpace.x, freeSpace.y, freeSpace.w, freeSpace.h) I know you can do it with bitmapData.fillRect(rectangle), but need sprites in this case.
I wrote this code and it doesn't work:
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Did I miss a class that I have to load? What's wrong with it?
I'm coding games that come with the graphics done. Unfortunately the designer has some bad practices, such as not using Sprite symbols - never. And the files have dozens (even hundreds) of symbols in the library, very few of them with any animation. I would like to re-brand such symbols as Sprite to save some CPU (and maybe even kB), but my graphics-related skills are very low. Where should I start? Check and convert the symbols at authoring time or it's possible to do this at runtime? Can I effectively convert a MovieClip to Sprite (I'm guessing casting to sprite won't help much) or another light image type?
View 3 RepliesWhen I'm disposing a sprite which has drawings on its graphics object, Do I need to use "graphics.clear()" or is "mySprite = null" is enough?
View 3 RepliesSo I'm playing with a project where I want my class to be able to use the functionality of the Graphics class without needing to extend Sprite/Shape. My goal aside, I guess I'm confused as to how it works at all? It's methods don't seem to return anything, and since it's added as a child property of the Sprite/Shape classes , I can't seem to figure out what it's actually doing? It's also one of those classes that can't be instantiated.
At this point, I'm just plain curious. EDIT: I should provide more clear distinction of what I'm looking for as answer. I have read the documentation, but the documentation doesn't account for what AS3 is actually doing. I'm looking for educated guesses about the programatic relationship between Graphics and the the classes that use it.
I've got a sprite which I want to temporarily hide... But changing the .visible property doesn't do what I expect. The code looks roughly like this:
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I created a new AS3 document (550px by 400px) and added the following code to the first frame.
However, when I run this, I see nothing painted on the screen at all, the screen remains completely white.[code]...
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package
{
import flash.display.Sprite;
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I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
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Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
I need tp set the y coordinate on a sprite's rightmost coordinate. That is, usually when we set the y coordinate that's the lefttmost side of the sprite, and the sprite starts there and goes to the right of that point. I need to reverse that. The reason is because I'm putting text into it and it's going to the rightmost side of a box, so it can't overflow to the right.
View 2 RepliesSo i have this sprite that is say arbitrarily 100 x 100 which is added to the stage. Now when content is added to this sprite the sprite expands automatically as it should. I dont want this to happen, what i want is to set a defined boundary i.e. 100 x 100, if too much content is added i can be able to scroll it. My problem is i cannot add a mask to the stage like the conventional way because i have many other boxes like this that vary in dimensions and number. I found a way i can do this but its very inefficient, what i did is i created a movieclip filled it say 100x100 with some color then instantiated it. Next i added the sprite and if content overlaps it wont be visible, only 100x100. I sort of stumbled on this and dont know exactly why this works. Any help is well appreciated, thank you.
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I am having trouble setting the instance name of my Sprites that get created through a for loop. What I am doing is loading an external gif into a 16 Sprites that gets created in a foor loop...but it seems like it ignores my box.name parameter setter.
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I have a sprite in as3 code, I want to enter its height to resize it, how can I scale the width accordingly?
sprite.height = 200;
sprite.width = ??
I create a simple .As file with following score code:
Code:
package{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.net.URLRequest;
public class AS3_Project1 extends Sprite{
private var sprite:Sprite;
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And the image wont appear but if i remove the sprite.width = 500; line and I can view the image? what going on?
For example, if I say:
ActionScript Code:
public class Chart extends Sprite {
public function Chart(myHeight:Number, myWidth:Number) {
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What is the maximum height and width of a sprite.
View 7 RepliesI am generating sprites programatically like this:
this.food = new Sprite();
this.food.graphics.beginFill(0xFFFFFF);
this.food.graphics.drawRect(0, 0, 10, 10);
this.food.filters = [new GlowFilter(0xFF6699, .80, 5, 5, 2, 2, false, false)];
this.food.graphics.endFill();
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I basically want the food sprite to spin slowly about its center, not its x and y value which is the top left corner of the sprite. How can I make the anchor the center of the sprite?
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
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The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.