ActionScript 3.0 :: Way To Isolate Character / Can Add Other Objects And Animations
Nov 11, 2011
I have this animation I made that I'm trying to import using Flash. It's a pretty simple animation, with a black background and orange for the main character.What I was wondering is this: is there any way to change the color of the character in Flash so that it will subsequently change the color in each of the frames?Also, is there any way to isolate the character so that I can add other objects and animations that move independently from the primary animation?
I have created a stickman that can walk and it's a full 60 frames of him walking and at frame 60 he's the same as he is in frame 1 so it looks good and it loops well.
I want to have this same stickman jump and also duck at some point. Do I create completely new movie clips for those animations or do I put them all in one movie clip and use labels for the frames to jump around?
In my final flash movie output, I want my stick man to walk forward when I press the RIGHT arrow key, jump when I press the UP arrow and I want him to duck when I press the DOWN arrow.
Now I probably also want him to walk backwards as well so I'm thinking I need to also create a walking backwards walk cycle for him also? or is there some trick I can use to play the walk cycle backwards or something?
I have an animation of a blue ball falling from the top of the screen, bouncing off the bottom and exiting through the top. This animation "Bounce" is an action all "Ball" objects can perform. How do I apply this animation to other "Ball" objects? I thought of making a second layer (the skin of the ball object) that follows the first layer animation.
I am asking because I have an animation of a blank character performing actions, i'd like to be able to design and decorate several characters for my animation that can perform the animations of the blank character (template). My game randomly designs different faces/clothing for these character objects, but i'm not sure how to animate them based on an already made animation.
My only accomplishment so far with it was to create a space shooter game which i modified slightly and animated it or at least the enemy spache ships and the players spaceship.
Here is what I want to do, but cant seem to figure out
I want to have a character on screen who is standing stationary normally, but still facing a direction.(left or right)
Now I want to be able to switch to a walking animation towards the right when I press a key and a seperate animation for when he walks left also at the press of a key I want to do down and up to, but I should be able to figure those out once I learn left and right
I also want it so when I lt go of the key they stop the walking animation and return to stationary, but stay facing whatever direction i pointed them
I've defined an array and want all the objects to start playing their animations when the project opens. Here's the relevant code (with only the first object playing the animation so far):
ActionScript Code: var coinArray:Array = [coin1, coin2]; //an array which contains all of the coins var numCoinArray:int = coinArray.length; //how many objects are in the coinArray function init() //Loads assets to the stage and starts animations {for(var i:int = 0; i< numCoinArray; i++)//set i to 0; if i is < numLevelArray perform code below; +1 to i { var o:DisplayObject = coinArray[i]; //gets the object at index i, o.gotoAndPlay(1); //perform operation on that object }}
The error I'm getting at the moment is the line "o.gotoAndPlay(1)" where I get this error in the output section: "Call to a possibly undefined method gotoAndPlay through a reference with static type flash.display: DisplayObject." I'm presuming that the code line above "var o: DisplayObject = coinArray[i];" is the problem and should be changing DisplayObject to something else, I'm just not sure what?
Is it possible to swap an object such as the player character after a certain event? Say, the player absorbs ten circles, her character is now upgraded to a character with a larger radius.
I've added a ProgressEvent listener to an instance of FileReference. At different times in the code I call both upload() and load(). How can I isolate the progression event of only the upload method?
[URL]I am desperately trying to isolate the snowfall to one area of my movie using the width & height controls in the script + X,Y coords, but cannot seem to control it's x,y positioning in the movie. It always starts in the top left (0,0).
I am creating a interactive ad and am having problems getting the onMouseDowns to work properly.I have 4 thumbnail images that, when clicked on, need to enlarge and show a caption. My problem is that when the user clicks, it triggers an onMouseDown for all of the image thumbnail movieclips. What should happen is that only the thumbnail that was clicked on should enlarge.How can I isolate the click so that it just triggers the thumbnail movieclip that was actually clicked on? I have to use Actionscript 2 for this.I'm attaching my FLA (CS3) here as well as SWF file.
I'm trying to isolate words entered by the user into an "Input Text" (command). In a function that executes every time a key is pressed, I set a string, "newTxt", to the text entered.[code]This works fine; I'm able to check the string "newTxt". However, this checks the entire command rather than one word. When I replace line 2 with:[code]it freezes. In theory, it should add every letter until it reaches a space or ends, right? Could anyone find my mistake? Also, how would I go about checking for the second word (after a space)?
I am working on a UI that makes heavy use of the Tweener class, and which also loads an external .swf that I believe also uses the Tweener class.
After tracking down all kinds of buggy behavior, I'm thinking that the problem is that the loaded .swf is making calls to Tweener.removeAllTweens() *(This is just an assumption) and stopping other tweens that are happening in my UI.
Is this possible, and if so, is it possible to isolate the two versions of the Tweener class so that they don't reference the same object?
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 was wondering if any of you out there could tell me how it is possible to make a movieclip of a character and when the character is dragged about the screen by the curser, how do you make the characters arms and legs swing about in a realistic fashion.
anywhoo i have minimal actionscript training tho i know a bit... im trying to make an Item system were i make an object like a key or a helmet... and if i collide with it it disapears. and i get the item, then somewhere put _root.playerMC.standing.gotoAndPlay ("item"); .. maybe in the item i dunno..
so basically i set my characters up like playerMC then in that animation i have a body head arms and legs.. and in those i have different items equipped on each body part on each frame how should i set this up!!!.. i cant call those items deep in the animation the farthest i can go is like Playermc.gotoandplay ("walk") when i try to do like.. playermc.walking.head.gotoandplay ("item") it doesnt work..
I would like my character to move as if he was drunk I am unsure how to do that I am using the keyboard for his movement. I also have a character that moves at random I would like the drunk moving character to be able to catch this character and play a scene from within the drunk characters movie clip but I want this character to try and escape the idea is the drunk character gets points for how long he is able to hang on to this character
I'm not talking about taking the button and fiddling with the way it is. I have an animated glowing effect in both movie clip and graphic and all I want to do is have it play, overlapping the button's over frame. However, everytime I enable simple buttons, neither work. Is a code needed?
Also I need to know how to have my glowing effect to repeat in a specific way. The animation has an intro and a loop. I want it to end by going back to where the loop is to continue looping rather than going back to the intro where it would spantaneously pop up (should I use a generic gotoAndPlay (framenumber); code?)
I am working in Flash CS4 and am having an issue with my animations. I create a simple tween and press the enter key to play the animation but it does not play. Instead the enter key just toggles the timeline scrubber on and off. When I play the SWF file there is no animation either. If I manually scrub through the timeline the animation appears to be playing correctly. I am simply placing a box on the stage and moving it from left to right using a classic tween. I have tried shutting down and restarting my PC but that does not work. This just started today and was working fine up until today. I am unaware of having made any changes to preferences or anything. I have reset the Essentials view but it is still not working. When I hit CTR ENTER I can step through the frames one by one using the . and , keys on one of the animatioins, on a second one when I step forward a frame the box I am using disapears.
I've recently began using Flash, and came across an error which I'm afraid I've yet to resolve.While animating some text with the use of masks, it becomes blurred, like this: URL..As you can see, the first text - videos - has no problems, while the second text appears blurred. In the animation, the same happens.
I'm not only new to the forums, but also rather new to AS 3.0, so this might be something really simple but I can't seem to figure it out Basically, what I'm trying to do it make a photogallery that's essentially a grid of thumbnails. When the user rolls over a thumbnail, I want it to grow in size just a little bit and when they click it would get much larger.Now, that part is simple, but when all of these size changes take place, I'm trying to make the other thumbnails get out of the way, instead of the usual overlapping that would occur. So my question is this:Is there some simple way to change the properties of those thumbnail MCs to avoid overlapping at all costs, while remaining on the stage? Or would I have to animate every possible combination separately on ever possible thumbnail?
I just started to make flash animations using Adobe Flash CS4, but there's something I just don't understand. To create an animated object, I know I have to create a new movie clip symbol, animate it, and then put it in the main scene. But when I drag the symbol from the library to the main scene, only the first frame of the animation is copied! How can I copy the entire animation of a movie clip symbol to the main scene?
If I have a couple of animations in a single folder, it doesn't look like there is a way to animate the folder as a whole, so is it possible to group all the animations somehow and animate that?
I have uploaded my Dreamweaver CS5 web site and the flash/swf files don't appear.What files are suppost to be with exported swf files when uploaded so they appear on the web on my web site
i am totally new to flash and want to ask Is it possible to create complete flash animations in .net platoform with C# by using the flash APIs. Can anyone explain how it is done(which apis tools needed) and provide/link to some of the examples.
I made an animation. I made a seccond animation that was suposed to go right after the first. I made a scene 2 and when I copy the frames over it says: Resolve liprary conflict, One or more library items already exist in the document. Replace existing items or dont replace.
If I replace the one works right but the first doesnt. If I dont replace the first one works but everythings all messed up in the other one. Is there a way to combine the 2 animations together?
I am attempting to make a very simple Final-Fantasy-style fighting game and I am just having a little trouble getting the player (MovieClip) to play different animations while he is doing different things I have the concept down the player has a layer that splits up the different sections of animation, but in my code in an ENTER_FRAME looping function when I say[code]...