I have a problem with scaleX and scaleY. When I use them for images created by photoshop their graphic decrease a lot. I use scaleX and scaleY for changing the size of image so scaleX equal with scaleY. Is there another way to change the size of image in actionscript without decreasing graphic?
I seem to be having problems with rectangles moving from their assigned positions when all I want to do is decrease their width.A game I'm working on simulates an explosive with a fuse. The fuse decreases in size as a clock counts down to 0.I think the problem has to do with local coordinates vs. global coords, but I'm not sure how to rectify the problem. Here is some code:
//fuse _fuse = new Sprite(); _fuse.graphics.beginFill(0x000000);[code]........
Nowhere in my code does the x position of the fuse change.Aside from this one issue, the rect functions exactly how I want it to.
Let's say I have Class Holder linked to a MovieClip holder_mc. holder_mc has a child held_mc that has a Graphic Symbol pic_gr. pic_gr has multiple frames.
From the Class file of Holder, how would I change the frame of pic_gr? I also didn't see a way to name the instance of pic_gr, is that right?
Does anyone know if it's possible to have Graphic-type symbols in a shared library as it won't let you add an identifier to them? It's ok to use Move Clips but they increase the file size.
I'm trying to export my flash animation to quicktime, but because for some odd reason the normal .mov exporter on flash corrupts the images, I'm exporting to .swf, importing to premiere pro, then exporting again to .mov. The problem is that .swf import on premiere pro only captures the first layer of the timeline, so I have to use graphic symbols in order to get all the animations out on the first layer. Now I'm trying to do blur on some of the symbols, but graphic symbols can't have filters, and movie clips won't show up on premiere pro.
Let's say I have Class Holder linked to a MovieClip holder_mc. holder_mc has a child held_mc that has a Graphic Symbol pic_gr. pic_gr has multiple frames.
From the Class file of Holder, how would I change the frame of pic_gr? I also didn't see a way to name the instance of pic_gr, is that right?
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
As the title says, how do you animate the resizing and moving of graphic symbols without making the other objects go invisible? I'm using Flash CS4. Here are the bizarre, unexplainable problems I've had before. First of all, here's my basic scene. It's 6 rectangles and 8 half-circles. [URL]. First thing I tried doing was applying a Classic Tween (since Motion Tween did nothing and Shape Tween was disabled). However, what that did was turn every object in the entire work space into one giant object for no reason at all, which certainly isn't what I wanted. [URL]. What I realized is that in order to avoid having all of the objects merged into one, I had to create a brand new file first. [URL].
Next, I added in a blank keyframe and a Classic Tween while the workspace is still empty. [URL]. Then finally copy/paste the objects into the first frame from the first file: [URL]. Now I paste those shapes again into the target frame and resize one of the diagonal shapes: [URL]. Then I moved that rectangle to a new position: [URL]. However, when I preview the animation, only the animating object shows up... everything else is invisible. [URL]. Also, if I try moving a different object, the rectangle will start spinning for no reason. [URL]. How can I animate this object without making everything else go invisible and keep the object from spinning out of control?
I'm working on my first Flash project, and for my preloader I'd like to do a really simple gradient based on the percentage loaded. The preloader says "77% loaded...", where the number 77 is a dynamic text instance called percentLoaded. I'd like the textColor of percentLoaded to change on a gradient from #000000 to #FFFFFF, in gray-scale.Therefore, I can't simply do:percentLoaded.textColor=(currentValue/100)*0xFFFFFF;This just converts the textColor to a multiple of FFFFFF, but outputs a color since it's not three separate components. Currently, here's what I've got:
I have a ViewStack which is dataProvider for a TabBar. There are two VBoxs as children for this ViewStack. It works fine with absolute values for width and height for these VBoxs, but when specified in percentages, the VBox uses all the available space (100%) for any percentage value. find the code and screen shots below.
how can children of a ViewStack be aligned to center? There is no horizontalAlign property for ViewStack and it is not working with horizontalCenter= "0".
How can I limit the size of a child container with percentage width/height of 100%?
Example:
<mx:HBox id="container" width="100%" height="100%"> <mx:HBox id="scrollContainer" width="100%" height="100%"> <!-- keep this content limited to the size of "container" -->
[Code]....
Apparently I can get the desired behavior if I change HBox to Canvas but I would still like to know how to accomplish this with a HBox and why it differs from Canvas.
I have an ActionScript project set up using the Flash Builder IDE. Using the Flex 4 compiler to compile it. At the top of my application class, I have:
[SWF(width="100%", height="100%")] public class MediaPlayer extends MovieClip {
This is not acceptable to the compiler to do a release (it throws errors saying it can't parse the width/height values). Pretty annoying. I've tried to do things the "right" way, but none of the following work:
[Code]...
So the width and height attributes are being explicitly set to numbers here. I don't know much about the 'scale' attribute; maybe it is coming in to play here? And, to be clear: it will work as expected if I set the [SWF] meta tag to have width "100%" and height "100%"... so it seems like it actually is preferring the compiled arguments over the browser environment. Perhaps there are other settings I am missing?
I am currently working on a flash project which is a online business card designer. Basically there are very basic things that users can do in it. Such as add text, draw simple shapes and add preloaded vector art into the canvas area. At the moment all that works well, apart from making them scale. Can anyone guide me to a good learning resource or may be enlighten me on how do I do this properly? What I'm looking for is when the user clicks on an already added object in the canvas a bounding box should appear around it with handles to scale that object.
If I have a designer make the necessary graphics, what do I need to learn to make a flash based game?
I already understand the backend server work that would need to talk to the 'front end' part of the game i.e. how the flash game will make requests to the backend servers for storing/retrieving data in xml/json etc.
I am thinking about using a single tulip bitmap, but want to convey that the event being publicized has tulips of every hue. I want the tulip to change colors without user intervention.
I know it`s possible to do the following on Button symbols:
btn1.mouseEnabled = false;
to make it so when the user rolls over the button, the mouse icon doesn`t change to a hand.
But it seems that all the Graphic symbols "mouseEnabled" are by default "true". As when using "Convert to Symbol" -> "Graphic" objects cannot be instanced, the following cannot be used:
graphic1.mouseEnabled = false;
What is the solution to turn all graphics "mouseEnabled" to false?
i have a symbol called character and inside that symbol i have a symbol called head and inside that symbol i have a variable called headtype... i want it to set to 5 from the main frame.
I have dynamic text boxes that populate a number from an external .txt like this:
[cODE]...
What I need to do is divide the Net by the Gross and display the % in another dynamic text box with the variable retention . So it should display 53% or 54% if rounded up, in this case. Don't laugh at me, but this is what I've tried so far ..
I'm just learning AS3 with flash cs5 and I utilized the template "preloader for external file" with the big red bar. The bar progresses fine! But then I wanted to add a percentage number so I tried a couple of things with the code. The result: the bar doesn't progress and the percentage number works allright.
var contentLoader:Loader; loadContent("painting1.swf"); function loadContent(url:String):void { contentLoader = new Loader(); contentLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loading); contentLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, contentLoaded); contentLoader.load(new URLRequest(url)); [Code] .....
Basically, I adapted the design totally, but chose to display a percentage along with the animated "loading..." thing there.
One difference is that my buttons are located in the Transition movie clip and the loadText dynamic text field(where the percentage is displayed) is also in the Transition movie clip.
Anybody finished Claudio's preloader tutorial?? Great tutorial... preloader works fine for me. However, I tried tweaking it a bit and cant get a part to work. Maybe someone can suggest a fix. I'm pretty sure its a simple thing I'm not seeing. Basically, I adapted the design totally, but chose to display a percentage along with the animated "loading..." thing there. One difference is that my buttons are located in the Transition movie clip and the loadText dynamic text field(where the percentage is displayed) is also in the Transition movie clip.
I've been searching to find a simple answer to external preloaders, but it seems there are many ways to accomplish this with ac3. I am new to as3 and this is what I've come up with so far:
green_mc.scaleX = 0; black_mc.scaleX = 0; var loader = new Loader(); loader.load(new URLRequest("zibapistachiointeractivesmfilesize03.swf")); [Code] .....
Everything else is working except my dynamic text that should also be calculating the % of loading.
I want to load an external text file, and display loading percentage in flash,so I could show user how far loading is completed.And the problem is I can see progress in trace window,no progross message displays in the textfield,only when my text is completly loaded,the whole text shows in flash.
Does anyone know the formula to determine what the width of a Sprite would be based on changes to the z-axis? I know the width property is updated after the change, I'm hoping to know what the width will be pre-change.
However, I can't just state this in the fx:Script tags, so what is the best way to implement this? enterFrame="application1_enterFrameHandler(event)" works
I have some dynamic text with a background box that needs to widen to match the width of the text, this is how I am doing it at the moment, by multiplying by the average pixel width of arial. However it doesnt seem to be that accurate