I tried using the search function, but to no avail. I'm a novice at flash, and a beginner at AS. I'm also an artist, and I'm wondering if there is any sort of script that could dynamicly draw (just like a recording of the brush input I put in, but played back in a frame) what I input.
Heres an example, I write, the AS saves the pathing input (in order too) then calculates with a variable number the time too take per stroke (aka, 1 stroke = 0.5/s, or vector point 0.1/s or 0.2/s).
I got some problems for drawing animation. Suppose I have a dot object. I want to have an animation which moves the dot to a position, and I want to do this for 100 times.
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The running result is also wrong. how should I make this animation in the loop?
i am wondering if it is possible to draw a path with the Graphics class, and then let an object follow that path as it's animation. example to make it more understandable: i have a movieclip on the screen, and as soon as a user cliks it and moves the mouse a path will be drawn. as soon as the user lifts its mouse the ball will follow te path at a certain speed that the user just made. i searched through the API and this board, but couldn't find any as3 solution.
My game moves small pieces slowly. I am trying to bitmap blit with either CopyPixels() or Draw() but because the end result always blits to a whole pixel value, the animation looks choppy. Have a look at my test swf where I use a small helicopter, which shows 60fps with very choppy movement. I thought the bitmapData's draw() method would allow me to smooth, but it apparently only smooths changes made by it's matrix argument. My only other resort is to go back to using movieClips with hundreds of frames that represent the various poses.
I have a 9 frames image of a character.In other language generally i used to make character animation by looping the array consisting of different frames and drawing each frame when pressing key.What i want to do is when i press left or right key, i want to draw each frame that makes character movement and update x coordinates of frames, and it will appear as character is moving.
i have a prob i have a class called Button wich it the base for my created buttons. my prob is that i want to create 3 btns on a y of 546. and 3 btns at y 576. would i have to create another array to hold them or can i do it it one array.
I am making a frame by frame animation, where I draw a character, make a new frame and use the onion skin to slightly move my character. Is there a way to make a certain part faster than others? I made a character prepare to kick someone, but since i was doing it frame by frame it looks slow. So instead of taking out frames and making it look choppy, how do I make a certain part faster or increase its FPS? I tried making a new scene and changing its FPS, but that still changes the overall FPS.
i have 20 cubes and i like to know how to dynamicly declare them
Code: public class Dia01 extends BasicView { for (var i:int = 0; i < 20; i++ ) { private var cube:Cube = this["cube" + i ]; } //private var cube0:Cube;
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2/ furthermore, i have 4 different color states for each cube and i am thinking of using a matrix to color the cubes.
I am working on a script for a thumbnail gallery. This is a script i found on the net. Now i want to add a mirror effect.The .fla uses several frames. and has a few action frames. And because i don't really know where the problems starts and why.You should know that the images are dynamicly loaded trough a xml file.
I'm trying to add images from an XML and making them clickable. It's been a while since I did some actionscripting, som I'm a little rusty. Thought this would work but they won't let me click them
Code: var xmlData = new XML(); xmlData.ignoreWhite = true;
I'm trying to do the tutorial on scrolling dynamicly loading text- easy enough...I don't have a scrollBar component in the UI's and when using the one from the open source tutroial it doesn't snap to/resize to text box.[code]
I want to create a dialog popup when hero moves to next popup using the Script that will change dynamicly on mouse click at the text field.The idea is to store the dialog at txt files and call it by variable using URLLoader.I have followed tutorial at here: URL...and try to create my own version.[code]The code above will call dialogScene1 and when user click on the text field of dialog2,it will load onDataLoad2.Let say i want to load 10 dialog, I must create the dialogScene1 till dialogScene10 which is rediculous.
How do I embed fonts for dynamic text fields using actionscript without adding the font to the library? The text fields are created using actionscript, with a user-defined text format, whereas one of the properties the user defines is the font, hence the need for embedding the font without adding it to the library first.
I'm creating a 3D "spinaround" 360 model, from 40 images of the model. I want the 360 "spin" to run as smooth as possible with the dynamicly loaded images. I'm loading the images with a MovieClipLoader object, and afterward placing them on a timeline in another movieclip. I've created a layer for each image, because I couldn't get it to work when all placed in one layer. Now I've tried a million different setups, but can't get it to work with more than 23 images??? Can't Flash handle more than the 23 images in a movieclip??? Or is it perhaps the number of movieclips in the main movieclip, with an image placed in each that is screwing things up...??
Here's a link to the flashmovie I've createt so far... The first couple of turns to the right should run pretty smooth, but then it goes wrong...? [URL]
How do I embed fonts for dynamic text fields using actionscript without adding the font to the library? The text fields are created using actionscript, with a user-defined text format, whereas one of the properties the user defines is the font, hence the need for embedding the font without adding it to the library first..
The movie I'm creating will have many movie clips on each frame and each will have a mouseover tooltip.I have the code set so that I can mouseover a defined movie clip and I properly get the tooltip.[code]This works, where n1 is the instanced name of the movie clip.What I want is to be able to define a variable "whichNav" that will dynamically change to a movie clip instanced name when I mouse over that movie clip, then I can replace "n1" in the above code with "whichNav" and not have to remake the above code for every movie clip in the frame.For example, I could have movie clips instanced as n1, n2, n3, n4... ect. I want a variable that will track which movie clip I have my mouse over, and input that variable into the above code to create the tool tip for each movie clip.
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )