ActionScript 3.0 :: Drawing A Boundary And Testing It Against Only A Part Of A Movieclip?
Nov 23, 2010
I have a map of isometric buildings that the player walks around. in the image I have 1 and 3 working fine. I find the corner points of the building and test it against the players location and sort out their depths. easy.but 2 and 4 are the trouble makers. the left and right side of the building.because its isometric there is that diagonal line making up the sides.my only idea so far is to draw a line box around the building at test collisions against the "feet" of the player. but to do that I must draw a box and make it invisible but still be testable against only the bottom portion of the player, the players feet.
i want to show filter on part of drawing . and i m working in flash . My problem is i m making a drawing application in which i have to make a airbrush with blur effect . i am using SVG format to save that data to server . But i dont know how to save blur effect in SVG file format . For SVG to Swf how to implement it
I have a MovieClip that can move up, down, left and right. If the MovieClip hits a wall, the MC bounces, and should not move past the wall--but if you continue to press either your up, down, left or right key, and don't let go--the MovieClip will go past the wall. I'm trying to figure out a way, to stop that from happening.link of movement
// function hitWall -------------------------------------------------------------- function hitWall(event:Event):void { if (box.hitTestObject(wall)) {
I have function for moving the movieclip but I would like to add boundary for it. And another thing is that the movieclip contains a textfield for receiving the text input from the user so I have the autoSize=true for the textfield. Then I wonder how to modify the code so that when the movieclip exist the boundary, it couldn't move any more?
how do I stop one movieclip from going outside the boundary of another?
I'm guessing i need to assign maxHeight and minHeight according to the other movieclips dimensions.
What i have is on the main time line a movieclip load which i'm using as a spaceship in my game. But i dont want it to be able to go "off"" the screen so need to set a boundry.
I think i need to set a onClipEvent on the spacesip movie clip to assignthe max/min height.
I have function for moving the movieclip but I would like to add boundary for it. And another thing is that the movieclip contains a textfield for receiving the text input from the user so I have the autoSize=true for the textfield. Then I wonder how to modify the code so that when the movieclip exist the boundary
I've created a drawing tool which allows the user to draw on the canvas, the problem is that if I try to draw over a movieclip nothing happens. Is there a way I can allow for the user to draw over movieclips? For example if I had a background of paper?
Here's the code I'm using for it:
// This code is for drawing the lines on the page //1. var drawingLine:MovieClip = new MovieClip(); addChildAt(drawingLine,0);
I basically need to scale an object up when the user rollsover the button which I have created dynamically already and I need to make sure the object is fully scaled up before I can allow the user to scale it back down again.Ive tried putting 2 tweens (x and yscale) into a function but not sure how to check if the tweens have finished. Im assuming if I check the function is complete it wont take into consideration the tweens may still be running.
I got a hitTestObject() problem. I wonder if anyone know if there is a way of testing collission between two movieClip where the transparent part of the movieClip is not to be tested for collission. For example two balls colliding and not wanting the collission to be detected before the balls itself collide (as in the second picture) and not when the squares collide(as in the first).
Then I test my movie from inside flash 9 (ctrl+enter) the MC I just edited keeps in focus: When I test a game and press UP DOWN etc. The MC inside my fla is moving too, while the compiled swf is playing!
I have a movieclip on stage. Its 500x400. It has many children of diffent sizes added to it. How can I capture the area 300x200 of the movieclip from (0,0). Suppose there was a child at (100,100) of width and height 300 then I should be able to see from this child from 100 to 300 and 100 to 200 respectively. The rest of the area is not needed. I should be able to manipulate the captured image later. So I guess I have to capture it as a Bitmap. But how can this thing be done.
i would like to know if there is a way to hide only a part of a movieclip in flash. (i am not talking about putting a jpeg or a png over it to hide it xD)
I just want to know if it is possible in flash to capture, let's say, a frame then save it as an image file( gif or jpeg ) to my disk. I imagine the case like this: I have an image on a single frame with a button beneath it which says "Save Image". When I click the button, the image is captured then saved to my disk as gif or jpeg.
I posted last week about a bug that has been driving me insane. At the time I assumed that it was either a bug in my GUI framework I was working on or a bug in flash. Since then I've ripped all traces of my GUI framework out of the project and am left scratching my head due to the fact that the bug still exists.
The Bug: Creating a movieclip within the event handler for a button is causing all the children movieclips of the movieclip being created to be automatically set to frame 2. I've attached a zip containing my FLA with this post. Hopefully someone can reveal cause of my insanity.
i have a parent movieclip mcA and i want to add another movieclip mcB (child movieclip) inside mcA such that the extra part of mcB is hidden. The size of movieclip remains same as of mcA
For ex:-
mcA = 300x300 mcB = 400x400
then only 300x300 of mcB movieclip is visible and rest of the part is hidden.
I'm a beginner actionscripter, so I hope you will take that into account when replying. The problem I am having is that a client has asked me to place a call to action button inside a textbox that scrolls. My idea was to create a movieclip containing the text and the button, then place that movieclip inside a scroll pane. I've been monkeying around with it all day and have made minimal headway. I'm not even sure of the best way to accomplish this.
If one of you learned actionscripters out there could point me in the right direction, perhaps I can find my own solution. The client wants me to use custom icons for the scrollbars, and as altering a scrollbar component seems like such a PIA, I'm trying to avoid using components.
I have a MovieClip of an bicycle, and I've attached and event listener for mouse clicks on that movieclip. The mouse clicks events are raised when I click on the bike, but I really want to be able to click somewhere in the entire region of the movieclip's rect (to make it easier for the audience this is for to be able to click).
Take a look at this demo, how do they accomplish the Inline Changes feature? To me it looks like they are floating a movieclip over the textarea. What I can't figure out is how they anchored the movieclip to stay in the correct position. If you type something before the movieclip it moves position along with the text, the movieclips even move to the next line when the text word wraps. Does anyone have an idea?
I'm having a problem with my following situation: I made a class "Scrollbar" which I can use to create a scrollbar for a certain movieclip.This movieclip extended class (Scrollbar) has 3 movieclips (see code below):1 - which has the complete scrollbar1.1 - which has the background for the scrollbar.1.2 - which has the slider for the scrollbarNow, I'm trying to make an onPress handler inside my class, I tried to override the onPress() handler of the MovieClip class but it doesn't work.[code]
I'm creating a platforming game, and I have a fun little water thing set up. My goal is to be able to drag a water object from the library to the scene, and have the water physics kick in when the game starts.
To do this, I made the water object a black line, because width is necessary to know how wide I'd like the pool to be. Within the class I have a heightmap, so then I can connect all the heights together with lines using the drawing API.
The problem is, I can't get the original black line to disappear while still displaying the new lines and points Setting the alpha to 0 will permanently make everything invisible. I'm kind of new to this so maybe it's a dumb question.
I am making a movie clip and want to draw lines from one movie clip to another to make it look like connectors on a flowchart. How do I use the returned values using a getbounds() method to draw a line from movie clip A to movie clip B. how the xMin, xMax, yMin and yMax values translate to finding the 4 corners of a rectangular movieclip. Can I use these values to draw lines from the movieclip using lineto().
I need to draw bounding box surrounding a movieClip with arbitrary registration point with AS3. The movieClip may be of any shape and can have it's registration point anywhere.
I am making a movie clip and want to draw lines from one movie clip to another to make it look like connectors on a flowchart. How do I use the returned values using a getbounds() method to draw a line from movie clip A to movie clip B. Can some one show an illustration explaining how the xMin, xMax, yMin and yMax values translate to finding the 4 corners of a rectangular movieclip. Can I use these values to draw lines from the movieclip using lineto(). If so how do I do that?
I got a europe map designed in flash (1 movieclip, 1 frame, really simple), which contains the map as drawing objects directly inside the scene and in addition some specific countries as clickable buttons. So far it's working fine. What I need now is to make all the other drawing objects clickable without having to edit and script each object. I'm thinking about something like this (pseudo code):
Is it possible to draw a sprite, on a movieclip, on a specific layer? I have a MC I created in the Flash designer, and it has 3 layers on it, background, some layout stuff, and then some text. In actionscript i've created a Sprite object in code, drawn a rectangle on it, and added it to the stage with addChild (called from within the MC). The problem is, the sprite is always being drawn above all the layout stuff I added in the designer. Is there any way to add the sprite to the MC at a specific layer? In this case the background layer. I tried changing the z on the sprite and no effect.
Basically, I have a BitmapData object which is acting as a virtual screen.
I have a MovieClip which I want to render to the bitmap using the same transformation as though the bitmap were the screen. However, the MovieClip is not attached directly to the root
The BitmapData.draw() method takes a Matrix as an optional parameter, which I think I need to set as the MovieClip's localToGlobal transformation matrix. However, I don't know how to obtain or construct this!