ActionScript 3.0 :: Stop A Tiled MovieClip From Scaling?
Nov 5, 2010
I have a movieClip in my metronome you can see here: When I resize the metronome the tiled movie clip I use for the decorative borders resizes as well and I would like it to tile more images when it is resizedI would like more tiles and I want them to be their original size.
I have a movieclip that I want to be scaled to 400.After that I don�t want it to scale anymore.How can I stop it going back to it�s original value and scale again and again.I have the as in "On enter frame",I dont want a button to be pressed to start scaling.
i have a diagonal movieclip that I am trying to scale along with the background video. The background video scales perfect, I am attaching the diagonal movieclip (br in the code as bottomright) with addChild Instead of scaling with the window, it seems to repeat such as the image is displaying. this is the main section of the code that is doing the scaling
var br:mc_bottomright = new mc_bottomright(); addChild(br); //proportional scale if ((stage.stageWidth / stage.stageHeight)> (owidth/oheight))
I am trying to achieve an effect of scaling a movie clip on click...very similar to [URL] When the user clicks on See, Hear, Play and Shop boxes, the boxes expand. I have created a box movieclip that has a bar on top. This bar is a movie clip inside the box movieclip. When i try to scale the main box movieclip, the internal bar movie clip scales as well. How to stop this?
In this code when I MOUSE_DOWN on the upArrow the box scales larger till it's 350 pixels wide I want the scaling to stop on MOUSE_UP. Example [URL] import flash.display.Sprite; import flash.events.MouseEvent; var square:Sprite = new Sprite(); square.graphics.beginFill(0xFFCC00); square.graphics.drawRect(0, 0, 100, 100);addChild(square); [Code] .....
I have a website which im designing exclusively in flash. The project size is 1000x500. The video which im using is 320x150. On the stage ive set the player to 320x150. The stage size is 1000x500 (thats the size and span of the website). When the page works from the internet. It expands to fill the screen of the viewing computer. Which is what i want anyway since Ive set my publish settings to get this. But the video player gets scaled along with the page that scales to occupy the viewing screen. So when the player becomes a little larger than its orginal size the video looks low quality. Is there a way that the player alone could be set to maintain its orginal size of 320x150 and not scale because this is causing the video to get distorted and pixellated ?
I have a movieclip which contains nested movieclip( i mean i contains other movieclip inside it) and the outter moviclip will scale when the stage resizes and fit in the window wich is all right but the nested movieclip should not scale ( i mean i dont want to scale the inner movie clip) how can i do that in action script 3.0.
I have a portion of a project that is similar to a MS paint program and the user can create a picture/poster, etc. When they hit the continue button, I am able to scale down the picture they created (it is in a movieclip) and store it in an array to be returned later on in the project. The only problem is that when it is returned, sometimes the textboxes that they inserted will push the last word to a new line.ex. They type = "This is my poster Yeah!"it returns = "This is my posterYeah!"I was playing with converting it to a bitmap and then displaying that, but I've never used that so I'm unsuccessful
i have read a number of tutorials on the internet trying to find a fix to the problem i am having. Everytime i create a new movieclip using public var mc:MovieClip = new MovieClip(); the movie clip is created after setting the values and drawing a square to show it in the file. However when i add an image to the movie clip i created it scales to be the same size as the movie clip or half the size of the movie clip which isnt what i want.
mc.addChild( GameTile ); // add the square instance into display list GameTile.loadBitmap("stronghold.jpg", 0, 0);
This is the code i use to add an instance of my image class to the movieclip called mc. I was wondering if anyone has a simple way of scaling the image to its original size within the new movieclip instance? I have tried various ways of scaling and it works but when the window is resized the image is not the correct size.
how to make a tiled background in Flash. how to change the tiled background to something different. The scenario for example is each section of the site the background has the same tiled background but just different colors. I've made all 4 different tiled background now all I need to do is make them switch out when a link/button is triggered.
I am creating a space game in AS3. In order to show movement while keeping your space ship in the center of the screen I would like to move the background (in the opposite direction that the space ship is moving). I would like the background to tile so that if you ever reach the end of one background image it will place another one right next to it seamlessly. I have worked out the code to move the tiles to the right place at the right time, however whenever the tile is repositioned due to the ship reaching the edge, there is a brief period of lag.
I am attempting to create a loop that will (as long as 'i' less than or equal to 'howManyX') create an instance variable of 'BgLogo' and add it to the stage...in essence I am trying to tile the instances.Is this even the best approach?If yes, or no, what am I overlooking in my code below.If this isn't the best approach, what would be?
I've tried a couple dozen things to try and stop this movie clip, even down to the bare bones basics and its not working.I have an imported TIFF sequence that i imported onto the stage of a movie clip. Its 73 frames long, i want it to stop on frame 73.So i add the usual stop(); command but it doesn't stop, it keeps looping.On the main layer i put this movieclip in i have an AS layer that also has stop(); and moviclip.stop();But it doesn't stop at all. it just keeps repeating.I put it down to this bare basic setup just to see if i could even stop it. But its not stopping.Layers -> and stuffScene 1Content - movieclipMCActionScript - stop(); movieclipMC.stop();Movieclip - keyframes consisting of image sequence 1-73. frame 73 has stop();
var sjunkBomb:Array = new Array; for (var i:int = 0; i < sjunkBombMaxAntal; i++) { var bomb = new sjunkbomb;[code]....
Each movieclip sjunkBomb contains an animated movieclip. When the bombs reach the bottom I want to stop the inside animation.I guess it's better to stop them so they affect the rest of the game if there are a lot of bombs. I know how to hide them with sjunkBomb[x] .visible = false; but if I want to stop them? sjunkBomb[x].stop(); doesn't work!?
I have a movieclip in the library that contains a RadioButton component and a TextField; it serves as a container. I pull the clip out of the library at runtime and populate the text into the TextField. I don't know what height the TextField within the movieclip will be but I want the movieclip's height to be the same as the height of the text in the TextField so I can position it appropriately. However, the container movieclip always wants to be some other default height (I think 100px) and when I try to change it thru code after the text is set, it scales the whole thing (TextField & RadioButton) and looks like garbage! I need to set the height dynamically without the stupid scaling.
You would think the movieclip would resize based on it's content but it doesn't! I've tried pulling it from the Library, I've tried doing everything thru code, but neither changes the height vs. scaling issue.
I have a doubt regarding scaling a movieclip. I tried this method where I make a movieclip dynamically, add an image to it which I load from my desktop. The image appears fine. But when I scale the movieclip using the mc.scaleX and mc.scaleY properties the mc woudnt budge. There must be some other wat we can accomplish that. Can someone put in some thoughts on it. here's the code..
[Code].....
In the code I have not used the scaling codes since it doesnt work. And when I add the two line code, the image disappears, but the mc is on the stage which is clickable. maybe I should place my mc inside a container?
I have a Movieclip containing five images in a row. I have seven images inside a mc next to eachother like a T (Five across and three down) with one image being the center image. The images are under a mask an then the images tween on the X and Y but obviously only the masked part of the image is visible. The mask is 1280x649 and I was wondering how to proportionally scale only the masked area to full screen. I have the following code which works perfectly on a single image inside a mc but how do I do now?
Essentially I'm building an application in Flash, just for the fun of it really. Upon the initial design it was just a static size, now however I've been working on making it completely resizeable (with the original size as the minimum). I've done this on most of the screens correctly. However on the main screen I have several components. All custom built MovieClips basically, and inside these are more MovieClips, and inside those are even more movieclips.
For my question, I'm going to be using a button as my example. I created a button movieclip with a resize function to call after I change the size of it. So it works like this: ActionScript Code: buttonMC.width = 200; buttonMC.height = 150; buttonMC.resized();
Now this button is inside of another movieclip which is designed to just house a group of similar movieclips. (this structure is not changable; several hundreds of lines are code are specifically designed around it). How to get our button's width from the root timeline, we'd do this: ActionScript Code: trace(housingMC.buttonMC.width);
Now, when this frame gets resized, the resizing script changes the width height of the housingMC. Something like this: (not a working example) ActionScript Code: //resize listener { housingMC.width += stageWidth - oldStageWidth; //width difference housingMC.width += stageHeight - oldStageHeight; //height difference And the housingMC changes to the correct size in the correct position of the screen. [Code] .....
Look at the example: Left sqaure mc1 is cachedAsBitmap right square mc2 is usual MC. Go mouse over the edge for scaling for both mc's. Cached movieclip goes crazy How I can bypass this thing easily?
I am building a flash piece in which I need an object to move across the stage from right to left and scale from 100% just off the right side of the stage, to 70% in the middle of the stage and then 100% again just off the left side of the stage. Giving the illusion that it is moving in a circular pattern around the viewer. My goal is to get the scaling to be relative to the MC's x position on the stage. Moving it across the stage is the easy part, and I can scale the MC from 100% on the right to 0% on the left using an onEnterFrame function containing:
but I can't seem to figure the 100-70-100 deal out. I thought there might be a math function like sin, cos or tan that would really help out, but I can't seem to find anything out there
My question is this: Can I add/modify to this code to make the MC scale proportionately up as I drag the browser window farther open? Right now it stays centered but it stays the same size.
I'm trying to create a repeating tiled background. I've also attached the FLA (tiledBg issue.zip) so you can test it for yourself. The code works well, but it's acting weird when resizing the stage. It looks like new tiles appear on top of the existing one, thus darkening the screen. Just take a look at the screen capture to see what I mean. and here's the code I used:
I am following the tutorial here: [URL]. And all that happens is I get one copy of my image in the bottom right corner, not tiled. I have copied the code exactly. How to create a tiled background image? Using Flash MX.
So I've got problem with some drawing objects inside movieclip in my flash file... Setting width and height of flash to match browser's w&h got my movie clip to get correct values, but unfortunately drawing objects inside of it are not scaled as movieclip. Those object are just random stripes that got some tween on it acting as somekind of preloader... All graphics are pulled from ai file, so no AS was used to manipulate them, just pure tweening in design mode...So if my stage w & h are lets say 720 x 50, graphics inside movieclip are 1600 x 900 which match my monitor's resolution.
Is there any performance difference? I am scaling a 2000 - 4000 wide movieclip, within a 600 wide stage. Does it matter which way I scale it in terms of CPU usage; myMovieClip.scaleX *= 2; or myMovieClip.width *= 2; The movieclip will be scaled multiple times and to varying sizes.
In my movie I have a few products that I resize dynamically based on which one is selected. the selected product is shown full scale while the other are scaled back. However the scaled back ones lose image quality and look pixelated. the products are currently movieclips in my presentation. Is there a way to use scale w/o it distorting the image? I'm currently using TweenLite for my tweening/scaling.
from this tutorials, instead of duplicating both X and Y planes, I want it to only duplicate Xfor example, http://nano3.orgyou can see the grey fading into white, I just want the fade in my flash which is already an image.