ActionScript 3.0 :: Add Different Images To Correspond To The Correct Veribage?
Jul 27, 2009
I have a flash drag and drop quiz that i would like to add different images to correspond to the correct veribage when the users have dropped the folder. I have the text working ok when the user drops the folder (i.e. "yes, that is correct!", I'm sorry, that's not correct.", "Congrats, you're finished!")
I don't know where to start and I was wondering if it was possible to add an image from the library to the stage when the corresponding text is displayed on the stage?
I'm creating a portfolio which has tiny square buttons (one for each image) and arrows buttons to navigate through the portfolio. Everything is working just great, but I need the square buttons, when pushed, to change alpha or turn to dk grey instead of lt grey, and remain this way until the next image is shown. They should act as indicators as to where you are in the portfolio. The code I'm using is as follows:
picture._x=24; picture._y=31; function loadXML(loaded) {
I'm having a problem with my images not showing up in the correct order. package { import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.*; [Code] .....
Again some questions I feel a decent as3coder should know...I created a class to load image files. It works nice and all, but I have some questions... ok here goes ...This is my class :
Currently, I use loadmovie to load a jpg into a movieclip. However, when the jpg is loaded, I believe that the top left hand corner of the jpg is in the middle of the clip and does not line up with the top left hand corner of the clip.
I'm using a For loop to program the buttons on my website. The first time I use i to associate the thumbNail functions it works well. However when I actually do click the button, the second i always refers to 12 - the final number in that loop. How do I get the second i to correspond to the first i? I know its an easy fix, but I'm stumped!
I am working on a simple flash project that has 4 movie clips that animate on their own in the main timeline with a tween, changing every 20sec. to the next clip. I have flags set up so that you can also use the buttons to go to a specific frame.[code]...
Isn't there a better way to accomplish this?[code]...
All I want to do is make sure that when I update the item that the comboBox is pointing to internally, that it's selectedIndex also update so that the label within the ComboBox reflects the new value.
I have 6 radio buttons spilt into two groups of 3 and one normal button.The first group of radio buttons correspond to colour and the second to texture.My aim is for the user to be able to chose a colour, then chose a texture by use of the radio buttons, click on the normal button named 'create' which loads a corresponding jpg onto another part of the stage according to the colour & texture selection.I am totally stuck on how to code the buttons so this can happen.I'm sure there is an easy (ish) way for this to happen, but i'm no expert and haven't been able to find it or work it out.I've named each radio button individually, grouped the two sets of radio buttons for colour & texture and named the normal button.
I'm trying to get the depths of all the blocks to be at the correct levels at the correct times so that the 3d effect is maintained. I've tried many things, but have had little success. All the instances of the blocks are stored in an array, but since it's adding them in accordance with when they're added to the stage, it doesn't help me locate them to swap depths. Is there a way to arrange them by location on the board?
I'm running into an issue with a Library class not being able to get the correct getQualifiedClassName. Here is my setup. I have a lot of MovieClips on the stage with instances names like item0, item1, item2 and so on. What I need to do is extend some of those items and give them extra functionality so I opened the items Symbol properties dialog box that I wanted to add a custom Base class to and Checked Export For Actionscript. Kept the Class name the same as the stage instance name. as it needs a unique class name. Then for the BaseClass I added a path to my class that I wanted each item to have extra functionality. The base class was called StageItem which extends MovieClip
Using CS4. I made a little 300x250 animated ad to place into online newspapers and published a swf movie. At work, they opened it in safari and it shows the whole safari screen and objects outside of the 300x250 boundary show up. Can I assume that when it goes into the 300x250 slot in the newspaper only the ad will show with it's true boundaries? They think at work that the newspaper will shrink down the whole thing. And sending a swf movie is correct? Not some other file type? And is it correct to save the movie for Flash Player 10 or would 9 be a safer bet?
I have read all kinds of posts on this, most are old from back in the early 00's. I have some flash banners that I made that need .gif back ups and I find myself pretty screwed if I can't do this. I tried exporting an .swf thru the publishing settings in Flash and no matter which setting I choose the gifs are pixelated and very bad quality. I just finished reading a post where it said to use the file - export from the menu which I did use and the quality is much better but nothing near acceptable for the client.
I also read to export the swf to Quicktime and QT can convert to animated gif so while I look at that option is there someone that can point me in the right direction as this could spell trouble for me if I cannot come up with a solution as I have multiple swfs that need to go through Google analyctics and need the gif back ups.
On my website I go to "movie explorer" and go through all the ActionScript and on the bar tab it does open upa moving vertical options (it shows up when I have it in swf or preview it) but while I am in Flash CS4 I can't find it....there are extra componentsin separate files inside the folders (mx) and (tm). It is not live on my site yet but what I am trying to do is have certain tabs go directly to a different webpage (not all of them to the flash tabs as specified) as you will see by visiting my site: [URL]
All the program does is you click a button and it tells you how many times you clicked the button in a textfield. Document Class: This is the entry point of the code.
I'm trying to make a file that creates an empty MC, then another MC is attached. Here is what I have, but it isn't working:[code]In the linkage properties for logoMC, I have the identifier set as "logoMC" and I left everything else blank.
I'm translating a script AS2 to AS3 ... I'm actually rebuilding because I noticed that it is almost impossible to translate I need to just get the ID [i] of a MC duplicated, only this.My structure is like this:
When I make a MC and I put another MC inside of it, whenever I write code in the frame of the main stage to use the child MC's x and y coordinates, I get the child MC's coordinates in respect to the _parent MC. If what I wrote didnt make any sense, what I mean is that if I make a tank MC named tankBody and a turret MC named tankTurret, and I stick them both in a MC called tank, if I write code that moves the tank MC's y the tankTurret and tankBody's y will stay the same. How can I make it so that I can read tankTurret's y & x coordinates in repect to the main stage?
I have a background image at 720x576px. My flash document is also set to the same. When I import my graphic and drag it onto the stage it is a completely different size?
This means I have to re-size using the free transform tool, and as I have to re-size many images for different movies that have to be exact, what is the best way to re-size them? Should my imported image not fit the stage size exactly without re-sizing at all?
I understand the developer has no control over flash player's garbage collection routine, but whats the best way to ensure you've deleted a movie clip and done pretty much everything you can? I want to make absolutely sure there are no memory leaks or resource management problems.Here's what I've got so far in my document class:
I am tring to create a "find and destroy" game..I have 20 ball shaped movie clips..they move around randomly..I want to click(destroy) only the ones having certain names (enemy1,enemy2...enemy8)or having certain color....how can I write a function so that I can explode them clicking with my mouse .
I'm brand new to AS 3.0, and I'm having a lot of trouble with it. Basically, all I want to do is load in an external swf when a button is clicked. The swf to be loaded would be defined by a variable, rather than hardcoded. Sounds pretty simple, no?[code]....
I'm new to Actionscript 3.0 and flash and I'm trying to make a simple drag and drop project that using externalinterfacecall will have javascript check or uncheck a value on a webpage when an image is dropped into a certain box. I'm trying to give myself a solid string to pass through to the javascript however when I do this one way, I get a stack overflow that is as follows :
So I'm working on a portfolio and I'm trying to load an image with a submenu on top of it that will let you click through a couple different related images. However, right now the submenu keeps loading underneath the image, so the buttons are there and you can see it a split second before the other image loads over the top. I tried manually putting in levels for the image and submenu and no luck.