ActionScript 3.0 :: Create Dynamically Animated Objects In A Flash Application?
Jun 12, 2009
I'm relatively new to flash, and just upgraded from Flash 6 to Flash 10. This is a HUGE jump for me, but strangely, I already feel more at home in Fl10 than Fl6, as it is more object oriented, and as a hardened programmer, I like.I'm attempting to create dynamically animated objects in a flash application. I can't think of a way to approach the issue without either a: converting each keyframe into a bitmap, or b: brute-force generating each frame every step of the way.Seeing as my application will have hundreds of the little bastards on the screen at any time, option b is out of the question, I presume.
So, essentially, I have a few questions about AS3:
1) Can a curve be modified after it has been drawn, or must it be cleared, then redrawn each frame?
2) Can a IK chain modify curves, or is it only per-symbol?
3) How fast can flash render complex objects in 3D? (I.E. would drawing hundreds of 400+ poly objects be too much?)
4) How fast can flash draw vector objects? (I.E. would drawing hundreds of creatures made up of dozens of curves be too cumbersome?)
I'm trying to create 49 total objects, each 50x50 px. And position them in 7 rows and 7 columns. I think I must use nested for loops but this is all Ive come up with.
Just have a Flash MX question. Is it possible to pipe in XML and dynamically create objects using actionscript? In the instance sense. Can I have a library object and create many instances of it dynamically using actionscript that reads incoming XML?Also, I know it is possible to drive animation with actionscript. Once the object is created, can I give it complex behavior? Does actionscript have classes or is it much simpler than that?
I'm in the process of creating an application in AS3 where the user can arrange a number of display objects (move/rotate/scale/...) in a container.When the objects are added and arranged in the manner the user prefers I would love to have a button that 'captures' a part of the screen and returns an imagefile (JPEG?, BMP?) that can be used for example in MS Word.
is there a logic explanation why my flash projects when exported as an avi or quicktime etc etc the objects that were masked are not animated? and what do i have to do in order for project to be as i see it when i test the movie and it appears fine.
I've got a movieclip with two layers - a background movieclip, and above that, a mask movieclip (as you might guess, this layer is masking the first). Due to design necessity, the mask is animated on the timeline across 60 frames.The problem arises when I use an Event.RESIZE listener to change the width of the parent movieclip when the browser window is resized. Any code to reference the mask, i.e
I am using Flash profassional cs5 and want to create an iPad application but it only allow to make iphone application. It allows to install on iPad but the resolution is very small.
I need to make my Flash application create a connection to a remote application and have the remote application send periodic updates to my Flash animation. The remote app is written in VB 6, and does not support XML sockets. However, I don't need the ability to send or receive XML since I am going to be overriding the onLoad() event anyway.
Or maybe I do need that ability... I'm having trouble getting my onLoad() event to trigger. Right now I'm just testing the onLoad event like this:
[code]...
So, basically I'm trying to find out how I can format the data I'm sending it so that the onLoad() event triggers. I've read that the XMLSocket object listens for the Null byte, so perhaps the data I'm sending it doesn't terminate properly. I need a persistent connection from Flash to the VB app because the VB app will be the one initiating the updates to the Flash application. Is the XMLSocket the way to go here, or is there another class of objects that I'm missing?
For a project I wanted to create something, that resembles something like this:- a very detailed waterdrop- some kind of ooze- some kind of amoebaSomething like that. A roughly round organically animated thing, with a darker outline. Now I wondered how to realize this. I basically had three ideas so far.a) I draw the outline with actionscript, using drawing function to create dynamically a shape out of curves, fill it with a fitting color and make the outline more distinct using the linestyle. The problem: I'm not sure if there is any realistic chance to also animate this without using thousands of lines of code.
b) I create several round shapes that are close to each other. All of them have the same color, and I move them slowly around, so that they look like a single shape with a curved border slowly animated. Then I add an outline by creating a thin but very strong glow effect. Problem: These filters take up a lot of processing power, and the Glowfilter will be slightly blurry (beeing a glow filter after all), which is not the effect I want.c) I draw the shapes by hand, give them manually an outline and animate the thing using tweens and stuff. Problem: I don't think I can animate them fluently enough that way.
I need to create a flash banner that has an animated Northern lights or aurora borealis. Does anyone know how to make this kinda thing? Are there tutorials for something like this? I would assume that this would entail creating fractals.
I am expirimenting with Flash Web Sites, and I would like suggestions as to a starting point for my project, and I am assuming a Flash website is where I would start.Basically, If I were to open up a web page, I would like to see multiple animated objects. For example, if I were to simulate an Emergency Room, I would have an EKG displaying a heart rate, then perhaps see a breathing maching apparatus moving up and down, a Drip bag (sorry, don't know the real term), dripping into a patient's tube. And of course, if I were to roll over an object it would animate, and if clicked on more animation or on to another page.
I tried creating the animated objects in Fireworks, and I thought I could combine various Firworks files into one, but it didn't work (too many frames), either becasue I lack the knowlege of how to do this or simply it cannot be done that way in Fireworks. I had a background with one animated flashing object (that was easy), but combining multiple independent objects, I could not figure it out.
Someone suggested that I would have to use Action Scripts, which made me realize, I don't know the best way to accomplish my example above, and although I know I may be over my head, I would just like to get direction as to where I should begin.
Should it all be in Flash in the first place? To continue on with the example above, after a user clicks on the rollover image, a girney comes rolling in and we are giving choices on a monitor with what our next actions should be, which would take us into another page. (this is just to give you perpective of what I am trying to accomplish).
Should I create independent animated objects (files) in Fireworks, then somehow import them into their specified location in Flash.
I'm building a game with two main objects on screen.
1) An animated MovieClip with 144 frames inside.
2) A ball that will be moving around the screen.
I've animated both objects with two different timers. One has a delay of 0.0333 seconds (30 fps) and the other has a speed of 0.0222.
Now there is something I do not understand. If both objects start moving/animating at the same time... When my ball reaches certain point on the stage, I check the currentframe property of the other animated moviclip but it's never on the same frame at that point. It varies...
If they are both at a constant speed, even though they are different speeds, why would the animated movieclip be on a different frame each time? It varies a few frames each time I output it to check.[code]...
I'm working on a physics program with 2 bodies orbiting around each other using basic newtonian mechanics.y problem is I notice my objects are drifting towards the origin.In my codes I run my equations and then I add a value to the x and y of the objects to move them.like so:
Code: Some code using x and y to calculate new xvelocities ...
I've tried to loadClip an animated GIF only find the first frame being displayed.
How should I go about dynamically loading an animated GIF? I'm working on a tile based game (editor right now) and would like to have some tiles to be animated to add some flare.
The following code ist a very simple animation. I added an object to the stage by dragging it from the library. Then I applied code generated by "Copy motion as AS 3" and the animation works fine.However, if i add another object by instating it in AS, add it to the stage by stage.addChild(...), and try to animate it by adding it as a target to the AnimatorFactory nothing happens.(Probably I made a simple newbi mistake.)[code]...
Canvas.addChild() insists any DisplayObject added implements IUIComponent. But I don't want my core graphics engine dependent on Flex. Is there an obvious/common way around this, to have simple graphical objects like Sprites & Shapes in a Flex application? The individual DisplayObject children I want to add as children represent objects in a game world, like a spaceship or a missile or a horse...
Not sure if Canvas is the most appropriate container, perhaps Group or another class is optimal for a game-engine... example MXML & AS3 code showing a skeleton setup is most welcome. I'm targeting Flex4 & Flash 10, but Flex3/Flash9 solutions are still of interest.
I have a world map on which I display some data. I read long and lat coordinates for two countries from an XML file which is updated with different coordinates everytime. I then map the coordinates to X-Y axis using some projection method.
So, I have x-y coordinates for two countries. I wanna draw a curved line between those countries but curveTo method draws the curve in one shot. I want to animate the curve drawing part so it looks like it is being drawn real time.
How can I Create an animated Bar Chart or Line Chart type of component in flash programmatically, which should depends upon an incoming XML data, the chart should have the basic criteria like, Chart Label, Item Tooltips, background grids (without using any image). There also needs an ability to change the data which should reflect the chart as well.
I m new to actionscript 2.0 and flash cs3 (on which the team was working before). I have managed to learn basics (though not completely) of flash and AS2. Our project is about creating an e-learning tool that will enable the students to improve their english grammar skills through different lessons e.g noun, adjective verb etc.
i m trying to write a generic code that, after completion, should work for around 40 lessons in the entire tool. making 1 main.fla that should work for all lessons, seems interesting but a challenging job. i can not find any thread or blog that wud tell me CAN I COUNT THE NUMBER OF SCREENS IN MY LESSON AND THEN AT RUN TIME MY main.fla SHOULD HAVE THAT MANY FRAMES. i will try to explain this through an example: in noun.xml, i calculated 30 screens, so i need 30 frames for noun.xml....whereas if in adjective.xml, i have 50 screens, i should have 50 frames......therefore, i need to calculate the number of screens in my lesson, and then dynamically insert that many frams in my application, can i do that...
iam in a situation to convert the dynamically created objects( just movieclips which contains boxes,texts etc) in flash using AS3 to .DWG format. i tried converting the flash objects in to SVG format , then tried to open it in Auto Cad , but the texts are not editable in auto Cad;
Code: if (! initialized) { for (var c = 1; c < 1000; c++)
[Code].....
The error given is "1120: Access of undefined property particle4." However, everything traces correctly, but the individual particles cannot be accessed outside of the loop. Eventually I want to add the next particle at the mouse position on every click, but obviously I can't do that without being able to access the individual particles. I also read about having to use getChildByName() to access names set in AS3, but I haven't been able to get that to work either.
I'm trying to create a flash application where the user can add points (I call them draggers) and he can move those points around an image. What needs to happen is that I will use these points and their coordinates to change the image.
What I need help on is how to accomlish the rotation. Let's say the user has added three points on the stage, and they want to rotate the three points along the center of whatever triangle they form.
I have a parent SWF (Parent) that handles user navigation between multiple children SWFs (Child_1, Child_2, Child_3). How do I add event listeners to the navigation buttons on the children SWFs so that the user can move laterally between Child_1, Child_2 and Child_3? I can think of two options but can't get either one to work:
1) The parent SWF sets up the event listeners when it loads a child. So, I use a loader on Parent to load Child_1 and in Parent add eventlisteners to Child_1.myNavigationform.myButton.
The problem here is that the Parent is only handing the loader instance and I can't think of how it would drill down to the individual objects within Child_1.
2) Child_1 adds the event listeners to its own objects. This just reverses the problem. Child_1 has no problem accessing its own buttons but when a user clicks them it has no way of accessing methods on parent so that Child_2 can be loaded.
i'm trying to create a animated button, when I roll over the button the movie plays and when i roll out of the button the movie continues playing animating back to its first position.The problem is it only works one time,if you roll over a second time over the movieclip the animation doesn't work again.