ActionScript 3.0 :: Make A Mouse-drawing Function Which Is Frame Independent?
Sep 8, 2010
i am trying to make a mouse-drawing function which is frame independent (for collision detection).somehow my trigonometry brain part seems to be out of order. fill in the blanks?here is my code so far (simplified):
Then of course both event are captured no matter where i click.Is it possible to capture independent mouse clicks on both of these two movie clips and if so, how can i do that?
Then of course both event are captured no matter where i click.Is it possible to capture independent mouse clicks on both of these two movie clips and if so, how can i do that?
i am trying to make a drawing board(like colouring book) where when i click and MOVE THE MOUSE it colours the object(more like a brush and not as a paint bucket)i would like to know how to colour objects individually(without coloring background) and the most IMPORTANT is there any way to detect what percentage of object had been colored(like if 100% of object coloured something happens!)
Currently i m working on a loader.... i want to use this loader on different-different project but every fla file have different frame rate.In that case the animation of the loader is not looking so good.
So I understand that, to get frame rate independent movement I have to multiply the base speed by (1000/delta). It works on values that represent speed, but when I try this with an acceleration variable, e.g. gravity, it won't work, it isn't even frame rate independent. Is there a different formula for acceleration variables, or am I forgetting something else?
I have a 2D side scrolling game (made with ActionScript 3) that runs at 60 frames per second. I'm trying to make it frame rate independent so it will run on slower devices.
To do this I create a var called timeElapsed by calculating how many milliseconds have passed between each frame and dividing that by 16 (60 fps is about 16ms, I think.) So that at 60 fps the result would be about 1. Then I times any time related vars by this number (e.g player.x = speed * timeElapsed;) This is the code:
private var oldTime :Number; private var defaultFrameRate :uint = 16; // the default frame rate in milliseconds private var timeElapsed :Number;
[Code]....
As you can see, at 30 frames per second the player is moved further in the same amount of real time. What seems to be the issue is that, at 30fps in frame one, my current code doesn't account for the slight difference in speed between frame one and two at 60fps. I thought of getting the average value of speed between any two frames at 60fps and using that to calculate a more accurate value when the frame rate changes but I got the feeling wouldn't work correctly in some other situations since at 60fps for example, it would move the player by 115 and not 110 pixels.
Is their any way to accurately simulate an object accelerating in a way that is frame rate independent?
Is it possible to call an independent function from a switch case?
I'm using an instance of the slider component to trigger a variable function via the switch statement.. The compiler throws an error, incorrect number or arguments.[code]...
Now, my problem is that when I move my mouse over one of the object, the other object also reacts. Say I roll my mouse over text2, text1 reacts as if the object too has a mouse over it. Another problem is that only text2 is showing the tween class.
I want these two instances to be independent from each other while at the same time not having to create actionscripts that is exclusively dedicated to each instances (if possible). I want to make sure that if I have the mouse over one of the instance, it will be the only instance to react.
Is there a way in AS2 to stop a child movie clip taking on the parents alpha value? I want the parent movie clip's alpha to change on rollover but not the movieclip I am attaching from library via linkage.
Is there a command out there that stops this parent/child inheritance?
With the Flash IDE, I must create an AIR project for Android mobile devices (NOT tablets): my problem is that I would like to make it resolution-independent. Android-equipped mobile devices are many and they may have different screen dimensions.
So, first of all, I would like to know if I must choose a particular stage dimension in my Flash project. Secondly, I would like to know how to adapt the content to the screen resolution and if it has any drawbacks (stretching, etc.) that can damage the appearance of the app.
On my Flash site, I'm trying to make my my navagation bar run on a independent timeline from the rest of the content on my site. I built my navagation bar in a movie clip, because they use independent timelines. However I can't seem to figgure out how to make the buttons in the movie clip effect the timeline of the main file. Is there something I'm missing? Or am I just going about this the wrong way?
I have tried using gotoAndStop(nextFrame) and gotoAndStop(currentFrame+1) in my code and neither of those work right. How would I get it to work the way I want it to?
Well, basically what I want to do is, if the mouse is on the left side of the movie clip.. the movie clip will then play ( "A" animation inside the movie clip) vice cersa, if the mouse cursor is on the right side of the movie clip, the movie clip will then play ("B" animation inside the movie clip)
To put it simply, I would like to make a character in a game which faces the mouse cursor and chasing (with a runnning animation) after the mouse cursor but not rotating. I've got the movie clip slides along with the mouse working well, now I just need the mc to face the mouse cursor.
I'm making a drawing application, everythings looks and works ok, except for one thing...My mouse cursor is hidden and a paintbrush like cursor follows it. This cursor is a movieclip, because the user chooses a color, and the tip of this paintbrush changes to the selected color.But there's one problem... when I draw to the left the line is drawed with no problem, but when I draw to the right, the line is interrupted, and I don't understand why.I made one experiment, and with no movieclip "attached" to the mouse cursor, the line is drawed with no problem, both to the right and left.
I have an instance of a movie clip on the stage that jumps to different labels (within the movieclip) when the large buttons at the top of the scene are in rollover state. The problem is that it stays there when the mouse leaves the button.
How do I make that symbol go back to frame one (not there) within the movie clip so that it disappears when there is no activity on the buttons?
Is there a button parameter like MOUSE_OFF (I know that's not one)?
i have a function which when the space bar is pressed it goes to a different frame. However the function can still be performed on different frames, how can i make the code only apply to that frame?
ActionScript Code: function spacebarGoto(event:Event){ if(pressSpacebar){ gotoAndStop("start"); } }
What i want to do, is, make it wait before it the timeline goes to the certain frame#, so the image_loader1 loads its image1. I'm making it wait, not because it takes time loading (which it would not, since image1 is already on the stage, loaded up in image_loader2) but the image still takes time to show on the image_loader1 (half a second).So, I want my_btn to be functioned like this that it performs its first action which is
'image_loader1.loadMovie("imagepath");' and then 'gotoAndPlay(frame#);'..
I want to make a function that's only executable if the right frame is active in the animation.In this case, the frame 1 (and make all the rest frames have it's cursor normal):
ActionScript Code: Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE,follow); function follow(evt:MouseEvent){
I have 4 buttons with instance names: 'alfa', 'bravo', 'charlie' and 'delta'. I want to make a function that runs on mouse click on either of the buttons. I tried this, but could remember exactly how it should look:
I'm trying to find a FLASH 5 tutorial that shows how to draw with the mouse. By that I mean the end user could draw pretty pictures in my movie. I found one at [url]...., but it seems to be a FlashMX tute.
I'm trying to draw a rectangle with my mouse using actionscript. I found a script online for elispes. I used that and it worked just fine. But when I change it to a rectangle, it doesn't work.
Code: var color:Number; stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing); stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
I was wondering if I can draw a straight line along the edge of a ruler that I make that students can manipulate (drag,rotate, etc.) Let's say that I ask students to draw a line on a grid that has a slope of 4 and a y-intercept of -2. In a Flash file, they would manipulate the ruler to where the line would be drawn. Let's say the ruler is where it should be. They then press a button to initiate the drawing function. Can the edge of the ruler be used to help them draw a nice, straight line ... the mouse not drawing over or under the ruler???
What I'm trying to build is what you could call a scrolling drawing board - just like a drawing board but when the mouse comes close to the edge of the window, it scrolls and lets you continue your drawing. I have no problem creating a drawing board with API, but i can't make it scroll. Usually when i want to scroll a background image i make it move along with the mouse when the cursor is near the edge of the window (for example, if the mouse's coordinates are above a certain number, the background image starts moving in one direction so it "scrolls" in the other direction). So i wanted to do this with the movieclip of the drawing in a drawing board (make it move according to mouse's coordinates near the edge of the window), but when i scroll i have to stop the mouse at the edge of the window because i cant go any further :p so the drawing moves but it stops drawing. Or maybe what i need is some way to draw even when the mouse is not moving.
I wanna draw lines, without using the mousse at all. Straight lines or Sinusoids, it doesn't really matter. I've found a relevant tutorial here: [URL] but I didn't manage to make it work. Basically didn't fully understand it.
Wondering if any of you have any experience with the title. I just want a dot or an object to follow the path drawn by my mouse at a predetermined length.