ActionScript 3.0 :: Edit A Primitive Oval Object Thats On Stage
Dec 7, 2007
I code other languages, Javascript,PHP, XHTML, CSS etc. I hope to get into this. I was just wondering how I can edit a primitive oval object thats on the stage in actionscript.
Is there a way to tween the oval primitive from within flash? I would like to do a tween where I move the start angle, but I can't seem to be able to tween the oval. Is this possible?
I do know how to use the oval / rectangle and oval / rectangle primitive tools in the tool bar and find them quite useful, but one thing I find confusing is. A oval / rectangle primitive object can be edited later but the oval / rectangle can't. So the point is,how do we use them properly ? when to use ? Why does Adobe Flash still keep the oval / rectangle tool in their product instead of removing them with the oval / rectangle primitive tool ?
my understanding is that primitive types (uint, string, Number, etc.) of a class do not need to be set to null for garbage collection.
for example, i am not required to write this dispose() method in the following class:
package { //Imports import flash.display.Shape;
[Code]....
if this is true, which i believe it is, what is the difference between objects of primitive types and objects of non primitive types concerning memory allocation?
I'm using Flash CS5's common library to put some buttons on the stage. I've gone into the classic buttons folder and dragged and dropped a blue oval button onto the stage, and it appears in the library, but the button looks totally different to the one in the library. Where the one in the library has shading and a glow effect, the one on stage looks flat, with just a primary colour and no shading or glow. This occurs whether I drag straight from the common library tab to the stage, or from the library panel on the right to the stage.
Sorry for lack of terminology but I want to create movie clips with moving graphics or objects and so want to see the boundaries of the stage. At present the whole area is filled with my stage colour. A setting somehwere?
If I call watch("Cam Y", _camera.y) I get "0" traced out all the time - I assume because the y position of the camera is being passed in as a value.I want to pass it in as a reference so that this little class will keep an eye on the y position of the camera.
I've searched around the web trying to find out how to set the primitive Plane backside material in papervision. Unfortunately without luck. That is why I'm turning to you,My question is simple (as written above):How do I set the background material of a Plane primitive in Papversion 2.0?
I have a Plane and I try tweening a MovieClipSprite on it. I run into trouble when I try to tween near the points where both segment triangles meet (I have kept both segments as 1), While moving near these points the Sprite disappears. I can tell it goes beneath the Plane because when it reappears it does so gradually and I can see it's lower half appearing as it moves away from these points. Increasing the segments obviously deteriorates the performance further as this begins to happen at other points as well. I am pasting some relevant code var planeMaterial:BitmapMaterial = new BitmapMaterial(texture.bitmapData, {smooth: true, precision: 4});
Primitive Data Types (Boolean, int, Null, Number, String, uint, and void) are treated as "values" rather than Objects, so when you pass one of them into a function, instead of passing a reference, it basically clones the information, and creates a new instance. It does the same thing when when you use "primitive1 = primitive2", and instead of passing on a reference, clones it.I thought there might be a slim possibility Flash allows me to reference primitives if I treat them as objects instead of (in this case) ints.
I'm actually relatively new to flash and actionscript but I could say I have fair knowledge about them. So anyway, I usually build flash websites the traditional way using timeline animation and scripting. Today I had a job interview and they said they're looking for someone who can develop any web design into a Flash CMS with a back-end office for the client to edit the content without having to edit the FLA file or any code.
Accordingly, I'd like to know where and how to start. What are the main concepts I should follow/adapt?
i have an circle shape, and what i would like to achieve is that it gets masked and thenon enter frame it zhould get unmasked like a clock, so you get to see from 0 to 1, then from 0 to 2, 0 to 3, etc, i know it has to be done with radiants etc but math isnt really my cup of tea.
I am looking at the Kirupa code for random movement (Random movement in Flash MX), and I am trying to figure out if I can limit the movement to the shape of an oval.
I want to do an overhead shot of a bunch of little people swiming in an oval swimming pool.
Just a quick question today, is there any way to quickly and simply fit a string of text into a circular shape? Almost as if the text field was circular instead of rectangular. I have been working on a game where the text is presented in a series of speech bubble shapes, and previously I've had to manually insert " " around the text to get it to fit. This was a bit of a hassle but overall not too much extra work. Now, however, the game has been translated into 14 different languages and I sure as hell am not going through all that text to sort it out again haha
If there's no quick and easy way to do it (I don't really want to go down the route of using a loop to search for the last space in the first X characters and inserting a new line, etc) I'm just going to contact the artist and ask him to make the speech bubbles rectangular lol I did a google search to see if I could find anything but most of the stuff I found either wasn't relevant or said "there isn't an easy way to do it yet" but I just wanted to check here first.
I have an array of items, and would like to position them from left to right, along the under part of an oval path, and space them evenly. (with actionscript).So, going from 180 degrees from the left, and ending up at 0 degrees on the right, while also increasing the y form 0 to 70, and then back to 0. The oval having a width of 1000px, and a height 0f 140px.
A) I have had a hard time getting the correct angle to start at (I figured it would be 180, because Flash's coordinate system is backwards).
B) How do I divide the space between the start angle and end angle evenly with the length of the arrray? It should be decreasing the angle to get back to 0, no?I have been using this structure:
Code: Select allvar angle:Number = 0; var centerX:Number = 500; var centerY:Number = 0; var radiusX:Number = 500;
I was in an AS3 course last year and the instructor mentioned that the Oval Options of an Oval Primitive -- start angle, end angle, inner radius -- could be animated in AS3.Does anyone know if this is true, and if so, what are the Classes involved? I've been through everything I know and I can't find a reference to it.
I have a drawing thats made up of (closed) ovals, which i have imported into flash from Illustrator. The ovals are simple "drawing objects", 0.1 thick with no fill. I need to find a way to animate these ovals "drawing" themselves.
I draw a circle in authoring flash or in as3 and when i test it in flash ;it looks ok but when i doubleclik the swf in flashplayer i get an oval instaed of a circle!!!
Attempting to move from AS2 to AS3 and become OOPed! I've come to a sudden halt over the last few days with some basics.I will use a simply example to describe my query.3 movieclips, a square, circle and oval, drawn in Flash, dragged to the stage and given instance names of square, circle and oval! The square and circle sit on the main timeline, the oval movieclip sits within the circle movieclip. How can I alter the .alpha property of the square from within the oval?Each movieclip has its own class .as file (and linked to the instance on stage) but I have not been able to generate a path in the ovals AS3 class script to access outside it and up to the square on the main timeline to change the squares .alpha property.
I have a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
how to make a simple ball follow an oval motion path? Think of a molecule spinning (and looping) around a nucleus. This was five seconds work in previous versions where you could draw the motion guide then simply attach an object to it and say "orient to path" but I can't seem to find how to do it in CS4.
figure out why the movie i just made is off stage. I just I don't want to start from scratch or move every object that is off stage onto stage. What did i do to get it here to begin with???
I have a stage bigger than the size of a browser, and I have a camera to navigate around the area.Now when I click on a button, I will have something pop up blocking the whole browser, like a lightbox effect with another box on top of the blocker.The problem now is, when the blocker pops up, its position is not on the TOP LEFT corner of the browser. I've tried stage.align, but it would makes the camera or other object on stage position run.So is there any other way I could get the blocker to position according to the browser, not the stage?[code]
Ok. So heres what I am trying to do. I want one movie clip to follow another one that I move around with actions on the main timeline.The problem is that the follower clip is linked to a class file and I cannot find a way to find the players position.
I want to know the difference between [object main timeline], [object Stage] and root in as3? I have read from the topic How stage, root, and MainTimeline Fit Together. But I didn't get clearly.
I'm trying to create a boundary for a player object, controlled with arrow keys, in my game using the main stage's height and width. For example, one test point is at the top edge of the player object's bounding box so that when the player object's head touches the stage's top edge, the player can't move anymore to the north. The player object is manually instantiated to the center of the stage by using the Flash stage editor so it will start at the center before the program starts.The problem is that right at the start of the program, I can no longer move the player object up or down with the arrow keys but I can still move it left or right. The intention is to allow the player to move north until the player object's head touches the top edge of the main stage.[code]