ActionScript 3.0 :: Allows The User To Move A Stickman Into Various Positions And Then Play Back The Sequence Of Moves
Feb 21, 2010
I'm trying to make an application in cs4 that allows the user to move a stickman into various positions and then play back the sequence of moves. Despite the fact that I haven't even gotten that far yet I also would need an undo and redo button. I have a few ideas regarding this i.e. logging each body part's coordinates as the user moves them and editing the timeline through some sort of 'record' button and undoing by having some sort of array...none of which I know how to implement into actionscript yet.
I have MC masked with TEXT,when the user moves his mouse down more text appears from the bottom and when he moves it goes bakc to the original position...I do not want the mouse wheel .. I woudl like to do it by mouse hovering...
I am having some dificulty making a path for this enemy i'm trying to create... cause i want him to rotate + move, then stop, then shoot, then rotate back and move off screen... Its easier if you see it.. you can download the swf file in the zipped archive to demonstrate what i mean. I did it there with tweens. Anyway.. i tried and make it but i'm a little stuck on the stopping part... you can also see what i did in the fla file attatched...
I have a presentation which is split into several different movies which are linked together by buttons, all I am trying to do is add a sound which will play when the user moves over the button, and then another that will play when they click on the button; I got this to work once but it cut off the sound because it loaded a new movie, so I found the onSoundComplete command, which I've tried in a load of different ways but nothing works... here's the code i've got at the moment:
on (rollOver) { mySound = new Sound(this); mySound.attachSound("twisted1"); mySound.start(0, 0); } on (release) { mySound = new Sound(this); mySound.attachSound("twisted2"); mySound.start(0, 0); twisted2.onSoundComplete = function(loadMovie("history.swf", "this")); }
And this is the error that I am getting: **Error** Scene=home, layer=links, frame=1:Line 12: ')' or ',' expected twisted2.onSoundComplete = function(loadMovie("history.swf", "this")); I've tried a few things but i just seem to get more errors...
I have an animation that I want the user to be able to move back and forth by clicking Next_btn or Back_btn buttons. Here's what I've done.
[Code]...
I can navigate through the movie correctly, until I navigate back to frame 1 ("start"). After this, when I click on the Next button, the movie goes to the last frame without stopping at "KMT2".
I have the strangest issue in Flex!Consider an <mx:TextInput /> with text. This textbox has focus and a nice little caret blinking inside. Now when you press the -> or <- button, the caret moves two positions instead of one! Also when you press the delete button, it removes two characters instead of one.This only occurs in Firefox, but it's not a FF bug because it only happens in my application.
I have 3 movie clips that are acting like buttons appearing on the top of the stage from left to right,
when you click on one of them, they ease to the left of the stage from top to bottom, my next trick, and my problem, say the middle movie clip gets clicked on, I want it to move to the top of the stack on the left, the other movie clips should cycle like a wheel and go down into the other positions.
I just cant figure out how to make the script do what I need, Im missing statements and other stuff...
Code goes like this...
// DESIGNATION THE POSTITIONS OF THE LEFT SIDE STACKED BUTTONS.. var topXstack = 30; //left position of stacked icons var top1Ystack = 180; //top most var top2Ystack = 345; //middle
How can i reset a frame so everything starts again instead of manually coding for everything to go back to normal positions because i have lots of objects and it makes it real hard.
instead of moving to 'distance' and staying there, the MC moves back and forth once it reaches it's destination. this is because even when _x = distance, the first if statement (_x<distance) keeps executing. At first I thought this didn't make any sense, and there has to be a reasonable explanation. I've managed to isolate and even solve the problem, but the mystery remains:
well i want to make buttons that on rollover move to left, on rollout move back to their initial position, and if clicked, they but stay this time at the final rollover place, and be there until something else is clicked. When something else is clicked, the previous button , returns to its initial place. So i ve got it all figured out except for the freeze and move part when the buttons are clicked. All it does now , is when they are clicked they freeze at the position i want, but i havent got a clue how to update them, after so they start moving back, and reacting on rollover and rollout, when the next button is clicked.
Using Tween class maybe? I tried the easeOut. But if will write 2 Tween, the 2nd one will overwrite the 1st one, so I only see the obj moving in the 2nd Tween direction, not the 1st Tween direction. I know the coordinates for the 2nd Tween below is not correct (cos all coordinates shld follow the defined reference point), so I need to find out the logo's width and height. But is alright now cos it is for testing purpose.
This probably will be very easy for some, but I am stuck on this. I have a map in a movieclip(mc_map) on stage and a small square which acts as a mask to the really bigger size of the same map. What I am want to do is that when I move the mouse on the mc_map(eg: say my cursor is on New York), the small sqaure window will unhide the same area, or will move that bigger image such that the same area is shown under the square mask. I also want to add another cursor(or crosshair) to the stage which is live only in the area of the square and replicates the position of mouse on map.
I am trying to make a flash game for a website. In the game, there is a large interactive map which I created. The map is supposed to scroll just by moving the mouse.
As a placeholder for the map, an ex-coworker created a gradient background, which moves along with the mouse. Here is the AS.
// Width and height of image var w = Stage.width * 2; var h = Stage.height * 2; // Mock up graphic that will be the image
[Code].....
how to make the MC move and pan along with the mouse? Even if it is a completely different code?
I am building a sliding image movie. It takes two photos and compares them by using "startDrag" to slide a "setMask" MC horizontally to reveal one photo under another. The idea here is to compare two photos taken 50 years apart.
[Code]....
As you can see I have two MCs here one is a mask and the other is a handle of sort. They work fine separately but I would like to have the two function in unison or as one MC. The handle MC is just that a handle that appears on the left edge of the masked image. So when user drags the handle the masked image moves as well. (or vice versa)
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?
I have a movie clip on the root timeline with 2 frames contained within it. I need the script to move the timeline to a different frame within this movie when a mouse moves over it. I pretty certain v2.0 action script would go something like:
I've searched for almost a whole week to get this thing converted,I found a great tutorial for a scrollbar that was exactly what I was looking for. I wanted something that didn't have up or down buttons, had a thin line for the track, and a circular dragger. However, it was written in AS2. I've tried to convert it myself, but I'm a complete beginner, and I know nothing about AS3 code, or AS2 for that matter. So, I've managed to get the scroller icon to move, but it moves all over the screen & doesn't stay put
var scrollUpper:Number = 31.5; var scrollLower:Number = 381.5; var textLower:Number = 40;
I was wondering if it was possible to store the order of objects being played and then later call up that sequence to be played back.For example:[code]so if the order that was played was movie clip a,c,b,b,b,d,a - is there an array or var I can use to store this order and then once the user puts in a comman to play it back, flash does play it back in the correct order?
I am trying to get when a user mouses over the button some content shows up and moves with the mouse until that user moves off the button..does anyone know how i can acheive this...
i am creating a simple set of a few rectangles stacked on top of eachother (going to be like a stack of postcards) and i want to have the user click on the top rectangle and it moves to reveal the one underneath it. i have it all set up to work except i can't think of a way to stop it from being clickable after it's been moved to the side and the 2nd rectangle is revealed. does this make any sense? here is my code:
So imagine the scene. I have A Rubik cube visual that I have animated (nice 3d flv sequences that i have imported into the swf). I have a loop that i want to use as a base...and 4 movies that act as transitions each to a different screen containing copy (A sill of the last frame of my transition movie and some copy that I want to add in flash text - think dvd menu style) ( Also with 4 transitions that return the cube back to its default set up and loop).
How would one go about coding these interactive elements. I think of it in terms of DVD menus. I would build in encore and export as flash but Idon't want the 720 resolution. The code cannot be that complicate can it? Its just going to be about controlling how the movie plays, stops (using certain movies as transitions) and coding the button. I suppose i am proposing building an interactive movie style set up?
I have just finished a word puzzle using Flash8.It works ok , but I wanted to add a sequence at the end congratulating the user after succeeding to solve the puzzle , something like : " Congratulations , you've won" , but I didn't succeeed to do that . I need somebody to give me a hand on what script I should write.
I need to realize something like a multiple track player. The users can upload multiple tracks and start to play them together. My problem is to allow the user to define a start position of each track to allow a synchronization between them, something like this:
Track 1: start at [x] sec. Track 2: start at [y] sec. play/stop
where the user can input the x and y. I've tried with AS2 (using netstream and SetIntervall) and AS3 (using netstream or sound and timer). If I set the same x and y both tracks are playing simultaneously. But not if the x and y are different.
I have thumbs placed on the stage. I create an empty mc to load swf. But my thumbs disappear from the stage when I test the movie ( html or swf) if I settle the _ and _y position of the empty mc.why the emptymovieclip positions affect the positions of my thumbnails?
the problem is that it works fine when I export it to swf but when i export it exe format It does not play the first swf and instead directly plays the second swf.