ActionScript 3.0 :: Retaining Steady Angle While Rotating Parent?
Aug 18, 2009
I am trying to rotate one movieclip while retaining the angle on the movieclips that are inside the first mc. In AS2 I can put this code one the movieclips:
I have a rectangle A which does not rotate / move. I place movieclips having image B in A. Now I rotate this movie clip B.When the width / height of movieclip B with image is equal to width / height of A, then on rotating B some of the part come out of the A. hit test will not work in my case.solution to stop rotating B when it crosses A.
I have a set of links (movie clips) arranged in a circle. When one of the links is clicked, I would like the circle of links to rotate until the selected link is in a certain position - straight down (90 degrees) in this case - and the others to maintain their positions relative to the clicked link (ie: they all move, but the distance between them is maintained). The behavior is intended to be like a bullet rotating into a chamber on a revolver, or - more accurately - like that of a Ferris Wheel. [URL] Here is my mangled version of the AS from the site linked above:
ActionScript Code: // setting variables var centerX = Stage.width/2; // Stage Center X var centerY = Stage.height/2; // Stage Center Y
I have a slider which I want to use to rotate an image around it's center. This normally is easy but my problem is the clip is made dynamically and the size changes so I can't use the default registration point and I need to assign the center point before I rotate it. I found the rotateAroundExternalPoint function which rotates around a center point fine. How to get it to rotate to a certain angle and then have it stop at that angle. The rotateAroundExternalPoint increments the rotation rather then allowing me to set the angle to rotate to. Is there anyway that I can set what angle to rotate my clip to? It right now increments the rotation by the x coordinate of my slider bar (slider_position.x).
Code: import flash.geom.Matrix; import fl.motion.*; var mat:Matrix = clip.transform.matrix; addEventListener(Event.ENTER_FRAME,EnterFrame3); function EnterFrame3(event:Event) { var center_point_x = clip.height / 2 var center_point_y = clip.width / 2 // MatrixTransformer.rotateAroundExternalPoint(mat,center_point_x,center_point_y,slider_position.x); clip.transform.matrix = mat; }
How to do a Farris Wheel rotating animation in an angle? I tried frame by frame and it doesn't look that good and smooth. Something like this angle: [URL]
Does anyone know the code for finding the global positioning of X & Y co-ordinates of a click of a button which is constantly rotating, and then secondly the code for when you click on the button it displays a movie clip on top of it -(position of x & y when clicked) at the angle that you clicked it (so underneath the buttons are still rotating so other people can click them where they are)to explain the context, I'm trying to design a mock up of a circular interactive table when someone comes up to it and clicks on one of the buttons that are moving, it reads where the person clicked it and opens up a new box (movie clip) where they clicked it (at the angle) so its not upside down if you are at the topI've included my .fla file which shows the four buttons moving and a little diagramexplaining what I'm trying to do.
I've created a video that starts off with 20 layers and ends with 100, so the video starts moving at a decent speed in the beginning then slows down tremendously from the middle to the end. How can I make the video run at a steady speed? Also how can I make the file size smaller without ruining the quality and changing the image size?
However, there is one issue that plagues a lot of viewers, their players not being able to rend the frames in time.Flash rends each frame on the spot where it is needed, this is obviously needed for actionscripting and similar. But this also means that if a frame takes too long to rend, the player has to do something about it.
The player actually does one of two things, depending on if there is any streaming sounds going on or not.If there is a streaming sound, Flash drops frames to keep in sync. Otherwise, Flash just ignores the issue and draws the next frame as if it didn't have any lag detection.Obviously, neither of these is desirable. What can you do about it? Well, the obvious thing is to not do crazy graphics that takes forever to rend. But what if you can't change the graphics?
There is one thing that you can always do, change the antialiasing level the player is using to do the rending. It's 4x4 (High), 2x2 (Medium) or none at all (Low). This makes the rendering go faster, since it is rendering to less pixels.You can also do other things that are movie dependent to reduce the work load. Things like spawning less particles in a particle effect or outright not having some effects. But those are all movie specific and difficult to work with in a general way.
One idea that I had was to draw everything to a bitmapdata of a smaller size and showing that instead, however, that has it's own issues. For one thing, I do not believe that the player can do it's "changed only" redrawing when you do this. Second, there is the issue if you want the corresponding bitmap instance to be smoothed or not. And of course, if you do this, zooming in will not have the infinite resolution that Flash is known for.Obviously, you need to know when the movie is lagging in order to know when to do this. However, the best I can think of is timing the enterframe events and checking if it has been too long since the last one. This works to show if you are having issues reaching the target framerate or not, but it does not show the load if you are not having trouble reaching the target framerate.
Now, assuming that we have a metric for how well the playback is working, the big question remains: when do you change the rendering settings? And how do you do it?Yes, it is just a simple property of the Stage class for the antialiasing, but that is not what I mean here. I mean, how do you say if it should be changed or not? When it's even lagging one frame? When it's not lagging for one frame? The same, but for 20 frames? This is something I don't know what to pick.
I have a menu made in flash and I have mouse-over animations and whenever I create an invisible button to make a link, the links work, but the mouseover animation disappears. Anyone know how I can create links while retaining the animations?My FLA is located here: here
I have a .doc file. I want to load the text from that file into Flash. So I convert it into a .txt using a website like this one: http:[url]..... I add in the little code at the beginning (myTextField=) and then Flash loads it fine. The only problem is any marked up text (italics, bold, underline) is lost. Is there any way to prevent this from happening? Or for Flash to load text from something other than a .txt? Or to manually reinsert html tags to the .txt and get Flash to understand them? Or something else I'm not considering?
I have a .doc file. I want to load the text from that file into Flash. So I convert it into a .txt using a website like this one: [URL] I add in the little code at the beginning (myTextField=) and then Flash loads it fine. The only problem is any marked up text (italics, bold, underline) is lost. Is there any way to prevent this from happening? Or for Flash to load text from something other than a .txt? Or to manually reinsert html tags to the .txt and get Flash to understand them? Or something else I'm not considering?
My text field correctly displays the text in the "PrimaryText.txt" file. The first line of the text shows like this: <b>Testing this text</b> instead of just showing up bold. And the "Render text as HTML" is checked.
I have a movie where the user is able to type text into an input text field. The textfield itself is set to be left-aligned, but I provide the users with 2 buttons for alignment... left-align and center-align buttons. I have it so that if they click on one of the buttons, it sets a variable that stores the alignment with the one desired, and then calls a function that contains all of the textFormat code to display the text with this latest change. That works fine, to an extent....
When the movie is first started, the text is left aligned (as it shoudl be since the text field is set that way)... and then if I type in some text and then hit the 'center' button, it centers it like it should. Now here is where the problem is: If I go to add in more text before what is already there, or select some of the text and begin typing, it immediately left-aligns the text again. It would be annoying for the user to have to hit re-center the text again..and to make things worse, I have it so that when each button is pushed, it shows an 'on-state' ... so when it automatically left-aligns the text, the 'center' button is still active.
I have two panels and a button nested within an hbox. I want the panels to appear side-by-side and the button to appear under both panels equi-distant from the sides of the hbox (i.e. in the center).Getting the panels side-by-side was easy, but how do I get the button below both panels and in the center. Currently, the button show up to the right of the second panel.
When I run it, I get my input text between "before" and "after", but the input text is still blue, and there's a line break between my input text and "after".
How do I stop it from saving the formatting of the input text and inserting a line break? I've done this in previous versions of Flash just fine, so I don't know what's going on here.
I've got it set up for Flash Player 10, ActionScript 2.
I have a menu made in flash and I have mouse-over animations and whenever I create an invisible button to make a link, the links work, but the mouseover animation disappears. Anyone know how I can create links while retaining the animations?
I have a menu made in flash and I have mouse-over animations and whenever I create an invisible button to make a link, the links work, but the mouseover animation disappears.
[code]All clips are squared.Ok, on the PlayerPlane, there are little soldiers, which have hotkeys. The effect I'm trying to create is I want to position the GameStage so that the currently selected soldier appears in the center of the GameClicker clip.The GameStage is movable by the player (to scan other areas of the map)by holding the CTRL key, so it's easy to kinda lose track of where your players are.I have tried using localTo Global and globalToLocal techniques, but I think I'm lost on the actual math of getting the GameStage to move the correct distance so that the selected soldier is centered to the GameClicker.[code]
is it possible to embed flash movies into mac versions of powerpoint, while retaining interactivity?so far i have only been able to import them as linked quicktime files.
I have a combobox and when selected i would like to show the data in an input text box. The text box appears on another frame and i was advised to make the combo box invisible after i used it and retain its presence on the timeline. I thought i would be able to duplicate the combobox i needed and place it on the frame with the input text box, but this didnt work, neither did duplicating the actions. Been trying for the last couple of hours and have hit a brick wall, hoping someone can point me in the general direction.
Ever needed to create an object hash, yet wanted to retain some array functionality such as .length, and getItemAt()? Well I wrote a handy little utility class, using Proxy, that does so. Simply use it in place of a generic Object, and it will maintain a count of it's properties, as well as allow you to reference any index you need [URL].
I have a rotating menu that sets the selected button to the 3:00 position once clicked. I need the labels for the buttons to stay in the upright position as they rotate with the button. I have attached an image. Anyone know of an action script that would keep the labels upright?
I got a "preloader" that creates an movieclip and loads an SWF. Now in the loaded SWF i want a close button to go back to the "preloader". The preloader isn't an actuall preloader but some sort of mainclip.Now i tried this:removeChild(MovieClip(e.currentTarget).parent.pare nt.parent)But i get error:ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.at flash.display::DisplayObjectContainer/removeChild()at MethodInfo-6()
I'm currently making a platform game and when the player shoots i want to add the bullets to the stage. The players gun class is in charge of adding bullets. The "players gun" is a child of "players gun holder" which is a child of "player" which is a child of the stage. is there a better or more dynamic way for the "players gun" to add bullets to the stage rather than using parent.parent.parent.addChild (bullet);
I was messing around with some old examples, and I ran into an unfinished example where several 30k-100k XML files are loaded and stored as a string into an Array. The code looks basically like:[code]Basically, when I trace the 'this', the order of the files that are loaded is off. Out of about 10 tries, about 3 times the order is perfect. The remaining 7 times, the order is a bit off. Does anybody have a suggestion on how to ensure the files are loaded prior to the next file being loaded? I tried placing a while loop that basically delays the clock for a few milliseconds, and that didn't work either. Besides, that is not really a good solution to arbitrarily waste clock cycles.
if I add a clip to the stage as a child and remove the parent and set the parent equal to null, does the child get collected and removed from memory? What if the child has an image loaded into it as its child?
In my application I'm loading a series of png images as overlays that can be tinted for customizing in this app. When I trace my memory, the basic app idles at 64,000 k. The exact second I load those overlay images it goes up to 205,000k. If I remove those clips and "clear" the stage I should go back down to 64,000 k if everything is removed and collected correctly, right? It's not, it's hanging at 215,000 k. Are my images being cached and that is the reason for the memory staying up? If so, how do I prevent that. Or upon removing the parent of the image how can I un-cache the image.
If a user switches between models and loads several different items then the application actually crashes the Flash environment because of too much memory usage. It also does the same to browsers.
I am trying to access a function that is on my document class for my AS3 project, from a nested class. That is, the Document Class calls Class A which then calls Class B. So I am trying to access a function from Class B, I am trying to use MovieClip(parent).function(); but I am getting error 1120. The MovieClip(parent) (fixed to reflect my document class, etc) works when I try it from other classes but not from this nested class.
Simple drag and drop application where mc is dragged out of one parent mc and dropped into another parent mc.All works OK until I added 2 text boxes to the mc's -- one is a non-selectable dynamic text box (a label) which is set by the code, the other is selectable input text that the user can amend.
Finger cursor disappears when user hovers over the section of the mc that contains the text fields (even non-selectable text??) When the user trys to drag the mc by inadvertantly click-dragging anywhere within both text areas it causes this error: TypeError: Error #1034: Type Coercion failed: cannot convert flash.text::TextField@2374a381 to flash.display. MovieClip (same error appears for both text boxes)
The input text box may confuse the user - how do they sometimes click to drag and sometimes click to amend? I need to create an overlay area within the mc that is click-detected for the drag? Here's the relevant bits of code:
var itemArray:Array = [ {iname:"police",ititle:"POLICE OFFICER"}, {iname:"insurance_assessor",ititle:"INSURANCE ASSESSOR"},[code].............