I have a clip that I want to rotate 90deg every 12 seconds. The duration of the tween is 4 secs. I've noticed that after a while the clip doesn't rotate a full 90 degrees, and the whole thing gradually drifts out of the correct angle. If I trace the clip's rotation it shows 0, 90, 180, -90, etc. for a while then may start throwing out e.g. -106.22701125.my initial code just added 90deg to the clip's current rotation value:
Code:
var timer:Timer=new Timer(12000);
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start();
[code]....
...however the sticking still occurs, and may be related to other events happening on the stage, albeit these are pretty simple mouseOver events and shouldn't hammer resources.
I have a file with tweens created in the code. The file worked fine most of the time. But sometimes for no apparent reason the tween would stick at some random point through its execution. It was a small problem at first. But the more content my file has, the more it's happening and now I'm lucky if it doesn't stick! I'm loading a lot of images in externally (not with xml just with the loader class for now). I thought this would ease the problem but if anything it's becoming worse with the extra content that's added.
It looks to me like the easiest route in AS3 is to use a Shape/Sprite's Graphics property to draw these lines, clearing and re-drawing each time the stickman changes. But some of the newer Flash 10 stuff seems to suggest a closer functionality to 3D graphics where you can define points and lines/triangles and then move the points rather than recreating all from scratch each render. Is this the case?
i know how to make an animated mask to have an image on top of another to have them transition as the mask passes thru..but this time instead of animating the mask i was wondering how to make the mask be sort of a brush on the tip of the mouse pointer..
I've been experimenting with shape tweens using the line tool to make stick figures, and using shape tweens to make the figures move around. It's great fun, but I've been running into a particularly disruptive problem. For example, I'll have a stick figure in one spot at frame 1. I move it across the screen using a shape tween, and bend one of his arms over the course of 10 or so frames. The problem is, Flash seems to be misinterpreting what ought to happen during the tween. Instead of just bending the arm, Flash makes the arm rotate in a full circle. It still ends up where it ought to at Frame 10, but it takes the wrong path to get there. I've attached a video to illustrate what I mean. Look at the upper body piece right at the end. Is there any way I can fix this without having to animate frame by frame?[code]...
I've got a group of buttons that don't navigate but show a tool tip. I have some of the functions working fine but can't seem to get my current button to stick. What am i overlooking here? fla: [URL]
I have a bat and ball game and was wondering what eventlistener I would use to include a hand that would hold the bat instead of the mouse using the bat.I have made a new class called hand and addChild (aHand) and I want the x and y to stick to the bat I already have that is pinned at the bottom of the stage.
i have a stick id like to drag and rotate. ive followed a nice tutorial for it, and it works fine but i only want to rotate my stick 45 degrees when i click it. the tutorial i followed only alows my to rotate 180 degrees ??this is the code ive used
I know that trying to model character movement in Box2D is always hard/impossible, but I'm trying to see if there's any way to make an user-controlled object that cleanly slides against other objects, going up or down, that makes it look like the character is climbing/walking up or a down. The character could be modelled as a circle if that simplifies matters, but I don't see how I could get this effect using just a circle with a joint motor.
There's a "wheel joint" in the C++ version of Box2d, which I suppose I could port to Flash, but I don't know if that would give the correct effect either. Another idea I had was to have the character do little jumps, based on the normal of the object that it is touching. But I suspect that at corners, or at contacts with multiple objects, this will give weird results.
I have made this little flash game that is almost done, There is just one thing that I need to know.Is it possible to make a movieClip stick to another Movieclip in some easy way?You see there is this tower in the game, that shoots arrows at an enemie.Now I want that arrow to stay on the enemie that is moving along the axis until it dies, where the arrow should just drop and dissapear after a while.I have tried alot of different things to get this to work, But with no success.the enemies and arrows are saved in two separate arrays, and the arrow have a random rotation.
I am creating a media player that is supposed to run in the background and thus not obscure any other applications that the user runs.The playe is essentially a lot of AS3 with a minimum of graphics � just enough to set volume and toggle some parameters.uestion:How can I make my graphics so that it can be minimized and only appear on the tastbar?As it is now it can be maximized to cover the full screen and made small so tha it shrivels up down in the left corner of the screen.
I'm making a jigsaw puzzle in flash and there's something I just can't figure out. I want it so that if you pick up a piece, drop it next to another piece, and the two pieces are supposed to go together, the two pieces will snap together so that if you move one piece the other will move with it. I've seen some games where they somehow get movie clips to stick together when they come into contact with each other, but I haven't been able to figure out how they did it.
I'm a bit newbie to Flash, and I'm experiencing strange problem. I have a simple flash application, which when run in Flash player looks like this
the thing is, when i resize the Flash player window, a black frame becomes visible to the left and top of the stage. is it possible that these black areas start appearing on the right side, and the stage to be fixed on the left? The strange thing is that these black areas are not part of the stage, the (0,0) coordinate is there where white area starts and not in the corner of the window, and that's causing me problems.
I was wondering if there was a way of making your mouse cursor stick to an object for a period of time when clicked?
eg. If i clicked "about" then the mouse would stick to that button while it slid to a new location on the stage. Once the tweening stops, you can move the mouse again.
I have bug in an actionscript 3.0 mp3 player i've written where all of the graphics (ui) are generated by actionscript at run-time but occasionally they all get stuck on the zero x and y coordinate making the program difficult to interface with. I set the coordinates of the sprites with some math: stage.stageWidth/2 and stage.stageHeight/2 for instance.
I don't know in which particular browsers this tends to be a problem but it has happened in Firefox and IE, though not consistently, which is really confusing. Has anything similar happened to anyone and might they please share their insight? Is it my fault or someone else's (i.e. - adobe, ms, mozilla, etc.)?
I want stick my flash file to the left-bottom corners of browser window. I used below html code for this purpose but when I change the size of my browser flash file goes down.[code]
I've got a dynamic text box on a movie clip that I'm using as a button (for a slider). To be specific, it's a movie clip on the stage that has a MOUSE_DOWN event listener applied to it. There's a circle in the movie clip and a dynamic text box in the movie clip right in the middle of the circle
The text field is set to NOT be selectable, the font is embedded, buttonMode and useHandCursor are set to true. I get a hand cursor when my cursor hits the outside of the circle, but once it hits the text field in the middle, the hand cursor goes away. how I can make the hand cursor stick? I've considered replacing the dynamic text field with a movie clip that has a timeline full of numbers, but that would be giving up.
I have been starting to code in ActionScript, and tried to do this program. It draws a shape into the stage, and you can move it using the arrow keys. I added a "edge sticking" feature that sticks half of the shape to the edge.[code]...
I have been trawling around forums for hours now and the only was to save information LOCALLY in Flash seems to be using the SharedObject stuff. which is fine. BUT I am making a project which is meant to be entirely run from a memory stick i.e. portable. So, I was thinking it would be good to save the information from the flash to a SharedObject .sol file and then to copy the .sol file to the memory stick, then load the information back into the flash file from the copy of the .sol file on the memory stick!
Dont know if this is possible, but I need to some how save information created in the flash file stored on a memory stick (which will be text and possibly an image which would be loaded from the users pc) to a file on the memory stick and then next time the flash file is run, load all of the information back in!
I know all this stuff is possibly using PHP etc. but as I am running it from a memory stick on a pc which probable wont have internet access.
Here's my situation, I'm making a stick fighting game, where this stick figure fights others. I have the basic moves done inside a mc. I just tried to use Kirupa's tutorial on how to animate that bug with the keyboard arrow keys, but it didn't work. It moved the whole screen. All I want to do, is when you press the left or right arrow keys, the movements (the mc's name) move to the left/right. I attached the .fla. The basic controls are the left arrow animates it left, the right animates it right, and the enter key makes him punch.
Im trying to get the sprite overlay to stick to the edges of the stage when I resize the swf window. It works when you resize the width, but not the height.
I have to use the old drag and drop code on my movie clips, but the problem is when I drag the movieclip to the area on my .swf file once i release it, it sticks to the hand mover.I am encloseing the action script I am using could someone or kglad tell me what is missing from the code so that once it is released it will not stick, see code belowcircle.onPress = function(){ startDrag(this);}circle.onRelease = function(){ stopDrag();}
I need to build a flash learn game to my students. It is to explain the angles and phisics over the billiard/snooker Table. Something similar to this: [URL] The only thing I can do until now is drag the ball! My doubts are:
- How to make the stick move with the center in the point near the ball; - How to draw the yellow line; - How to calculate the corners; - And in the last, how to move the ball with accelerated motion when press a button.
I'm having a panel which shows an image and control bar with buttons in the form of thumbnail image of right mark. When a user clicks on the thumbnail of right mark I want to stick the thumbnail image of that right mark to the mouse pointer and when he clicks on the image, the thumbnail related image should be paste on the image. Same concept of drag and drop with click event.
I have two movieclips. "A" is generated with this code in the first frame: ____________________________________________ for (i = 0; i < 1; i++){ _root.attachMovie("A","A_" + i, i + 10); }
[Code]...
This code works as a hitTest, but it seems like "A" doesn't know to stay with the "strandT" that it collided with. How can I tell "A" to stay with the "strandT" movieclip that it hits, and not the others on the screen (there will be many "strandT" movieclips on the screen at once). Does each "strandT" have a unique name or level that I can use to identify it specifically?
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
If i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!