ActionScript 3.0 :: Circle Scale Down After X Amount Of Time

May 18, 2011

I got the circle to scale up but need assistance to have the circle scale down after x amount of time.

[Code]...

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when the mouse is idle, dynamically create a circle and scale . the scaling has to depend on the mouse idle time.. so here i couldn't scale the circle, but all other are done. am put the code here.

CODE.................
import flash.display.MovieClip;
import fl.transitions.Tween;
import fl.motion.Tweenables;

[Code].....

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I want to make an editor like this site. [URL] If you browse this link you will find "Button. If you press this button you will navigate to a editor to design your layout. After draw a rectangle or circle or line you can resize that or can rotate that. When you finish if press the "you will back to the previous page where your desinged layout display. If you press the "" again then you will navigate the editor with the previously designed layout. I want to make a site like this. I want to use the flash cs4 to make the editor. Anybody knows how to draw a rectangle or circle shape with mouse and how to scale by setting the point and how to rotate by setting the rotation point also by using flash cs4 and as3?.

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I am using CS3. Here is what I am trying to accomplish:

On my loading page I have the following standard loading code:

Code:
stop();
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[Code].....

Because on some connections this can take quite some time, I want a link to appear after a specififc amount of time, say 10 seconds? Kind of like a, "loading too slow? Click here for whatever."

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{
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[code].....

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Actionscript 3.0 :: After A Specific Amount Of Time Have A Link Appear?

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On my loading page I have the following standard loading code:

Code: Select allstop();
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[code]....

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[Code]....

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Right then I'm sure you guys can sort this out very simply. Basically I have this code that creates duplicate instances of a movie clip and puts them on stage with a few random settings where ever the mouse goes.This is cool but I want the duplicates to disappear after a certain amount of time (2-3 seconds or so) - or disappear when a certain amount of them have been placed on the stage.I have played around with the getTimer() function with no joy but I am not even sure if this is the right thing to use.

var num:Number = 0;
_root.onMouseMove=function() {
var temp = _root.attachMovie("flower","flower"+num++,_root.ge tNextHighestDepth());

[code].....

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[url]...

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[Code]....

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ActionScript 2.0 :: Run A Function Where After An Amount Of Time Of The Mouse Being Idle A Movieclip Plays?

Jan 19, 2012

I'm trying to run a function where after an amount of time of the mouse being idle a movieclip plays, then if the mouse moves another one plays. I have gotten my code to do this, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once. how do I do this?

here is my code,

standstill = 0;
lastmove = 0;
timeout = 3000; // 1000 ticks = 1 sec

[code]....

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ActionScript 2.0 :: Run A Function When After A Specific Amount Of Time Of The Mouse Being Idle A Movieclip Plays?

Jan 20, 2012

I'm trying to run a function when after a specific amount of time of the mouse being idle a movieclip plays, then when the mouse becomes active again a different movieclip plays. I have gotten my code work for the most part, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once.

here is my code:

standstill = 0;
lastmove = 0;
timeout = 3000;

[code]...

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Flash CS5 - Moving Object Around In Circle One Degree At A Time

Aug 2, 2011

I have an object called point that I can move around the screen with my mouse. This object has a vector mapped through it (_v1) using the center of the stage and "point"s x,y location in order to draw the vector (note all of this is working fine). My problem is occurring when I set up was a button that simply sets a value to true if you press it. The idea behind this button is that when pressed, whatever location "point" is at, it will move 1 degree clockwise in a circle around the center of the stage (this is all happening in the frameHandler so I can keep clicking the button to make it continue around the stage).

The code I am using is based in an if statement listed below:
if(clockwisePressed) {
var v1angle:Number = _v1.angle;
v1angle++; //increase the angle by 1 degree
if(v1angle>180) {
v1angle -= 360; }
[Code] .....

So what is happening here is that clockwisePressed has been set to true so this fires off. My vector (_v1) is set up to tell me the angle (already converted from radians to degrees) but it's a read-only value. So I assign it (_v1.angle) to v1angle so I can mess with it and increase it by 1 so I'm moving clockwise around the center of the stage. Then I just check to make sure that it falls into a range between -180 and 180 (if I trace _v1.angle around the stage, 0 degrees is to the left, 90 degrees is straight up, 180 degrees is to the right, and -90 is straight down). Now using the formula I derived from this thread but converted to work with 0 degrees pointing to the left and the value for Y going up the further down the stage you go, I came up with

x = centerX - radius * cos(angle)
y = centerY - radius * sin(angle)

Now when I make a sample chart on paper and use these values on my calculator, this works like a charm. If I plug in an angle, the radius, and center I get a point right on my circle I draw on a sheet of graph paper. However, when I actually try this in flash, the "point" jumps all over the stage. (Note that _v1.m is just the magnitude of the vector between the center of the stage and "point" which is the same as the radius). So I trace everything and the values for cos and sin don't seem to be coming out right. For example, if my angle is -1.9581 and I take the cos of that on my calculator I get something along the lines of 0.9994 but flash traces Math.cos(angle) to be -0.3777. Isn't using Math.cos(-1.9581) the same as putting -1.9581 into your calculator and hitting cos?

Below is the corrected code that works:
if(clockwisePressed) {
var v1RadAngle:Number = Math.atan2(_v1.vy, _v1.vx); //get angle in radians
v1RadAngle += 0.0174; //increase the angle by ~1 degree more or less
//Now just move the crosshair and get it ready to be redrawn
point.x = centerX - _v1.m * Math.cos(v1RadAngle); //_v1.m = radius
point.y = centerY - _v1.m * Math.sin(v1RadAngle);
clockwisePressed = false; //remove button pressed boolean
}

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