I have the following problema: I have an audio file that makes a line move using the computeSpectrum method in as3 like this:
Code: Select allprivate function moverSound(e:Event):void {
///
SoundMixer.computeSpectrum(arrayMixer, false, 0);
[code]....
The thing is that I have 16 objects at the same time doing this, and it gets too slow. So I came up with an idea to solve this, and my idea is to instead of calculating the spectrum every frame that I would have a defined movement that looped, like the movement of a flag repeting.
My problem is to animate a line, a line starting from a point and progressively increasing in length over time. I cannot achieve this using the draw methods in flash. Because when using these methods to draw the line the results occur in a "Flash".
I need to animate an electrical one-line drawing to illustrate "current flow". The path will take several 90-degree turns. I'd like this animation to mimic PhotoShop's selection marquee or "marching ants". Does anyone know where I can find a script to program this type of animation?
I want to create a organically moving background for an application I'm building by creating a line that animates in a wave and changes in thickness. This is the background the designer made and that I want to animate martijnreintjes.com/docs/lines.jpg <= darn I don't have enough right to post a picture. I tried to use the Hype framework but couldn't get it working properly. I think I need to work with some Math functions but I don't know exactly how to tackle such a thing.
I want to draw then animate a line using Tweener. The problem with my code is it does not just tween the width it tweens the dot I create in the x and y directions. giving me big blobs rather than long thin lines.
I want to give a cool abstract art feel to my program so I am trying to animate a line waving... the only problem is that this is day 2 searching for a tutorial and I can't find one in AS3... they're all in flash.I can easily find how to draw a wavy line programmatically, but not animate.If you've ever seen the PS3 Intro, that's kind of what I'm going for, except lines instead of ribbons.
I am trying to dispatch an event but not sure when I should do it to get the right results. The first event "submitClicked" is in the right spot and works great. However, the second event "dataReady" seems like it might be a problem. I need it to be dispatched after this.compiledFormData is set.Does AS3 wait for each line of code in a function to be executed before moving on to the next line?
// -------------------------------------------------------------------- public function submitForm() {
Got to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
I've been playing with the random motion code from the vibrate tutorial.I like the effect I'm getting but I'm wondering if it's possible to write some code to animate the movement between the random jumps the objects make.I'm trying to create random motion with smooth transitions.
if (_root.Limits.Border.hitTest(this._x + xspeed, this._y + yspeed, true))Beginning with (this._x), I do not understand what effect that has on the hit test itself. I understand that the_root.Limits.Border.hitTestcalls a hit test on Border, which resides within the movie clip Limits. What effect is had on the outcome of the hit test by adding in those specific variables, along with the "true" at the end? I'm making a game that of course uses extensive hit test collision detection, and this code is from a sample I've been working on to get my collision detection down pat.
We all know that you can make a frame lable in a movie clip and call it on press,rollOver ect...
_root.some_mc.gotoAndPlay("scene1") - won't play on (press){ _root.some_mc.gotoAndPlay("scene1") - will play }
My question is how to get the line of code to run without and buttons. I have made a few sites and never had to do this. I have tried making a function. But to no avail. I just want it to load when the frame reads the code..
for (var i = 0 ; i < 10000000; i++) ;stop();I've placed this code in frame 1 of a flash app. As you can see it does nothing but count to 10,000,000. This takes about 20 seconds to execute.
In C#.NET, this one line runs over 400 times faster. It can count to one billion in less time. Why? I could see it being faster in C#, but what could possibly be going on under the hood that could make it 400 times slower in AS, given that the one line should reduce to just a few machine instructions?
(If you're wondering, I've been tasked with porting some C# code to ActionScript. The code has some scientific calculations in it. But in AS they run so slow that it is unusable. This is the most basic example of the problem.)
I'm trying to assist some members and make a small program that will add up all the numbers on the right of each line... I've been working with game code for years, but this is my first attempt at Strings!The following text below is what the text box will be filled with
05/02/2009 01:08:49 Ad Package Bonus in amount of 5. 05/02/2009 01:08:49 Ad Package acquired in amount of 20. 05/01/2009 02:14:59 Ad Package Bonus in amount of 4.
ok so I am trying to draw a curve and then make it into a mask, the problem is, flash only calculates the mask for a fill and thus using the line does not work. Does anyone know of a way to convert a line to a fill with as3 without using something like bitmap data as I would like to keep it as vector data if possible, below is my code:
ActionScript Code: line = new Sprite(); this.addChild(line);
I am trying to generate this line of code dynamically...
movieclip.somefunction = b2._x;
and below is what I'm using...
movieclip.somefunction = ("b" + thisnum + "._x");
and I am storing a variable called thisnum. My line of code seems to return the correct value when I 'trace' it, but will not call the function correctly.
I'm trying to make an Etch-a-Sketch kind of game for fun. I think it's a simple problem, but I tend to type a lot of stuff for some reason. I found this code to build upon:
ACTIONSCRIPT Code: createEmptyMovieClip("Line",1);Line.lineStyle(1,0x000000,100);onMouseDown = function (){ Line.moveTo(_xmouse, _ymouse); onMouseMove = function () {
I have a movieclip called myButton,inside of myButton i have a textfield called buttonLabel. I have 16 instances of myButton placed on the stage with instancenames myButton1,myButton2, etc.I want the textfield inside of each button to display the same number as the one in their instance name. ie myButton1.buttonLabel.text = "1".instead of repeating that line of code 16 times, is there a way i can use a loop? something like
for (var i:int = 1; i < 17; i++) { myButton(i).buttonLabel.text = i }
I want to give a good look and feel to the flex line charts. How to show it more attractive. I have done everything, now i want to show it more attractive/rich look and feel. can you guys provide me any samples.
all I want to do is add a variable to a getURL line of code.EG:getURL("/index.asp", "_self");I need to add a variable (_root.myvariable) to the end of the link so that it goes to:index.asp?myvar=thevalueofmyvariable
I've created an movieclip button that onRelease: moves to the highest depth and expands to the entire page and onRelease again: contracts to a thumbnail and moves to a lower depth.'ve got the animation working. However, I'd like the movieclip to finish playing the contracting to a thumbnail animation to the end before moving to a lower depth. Here's a concatenated version of the code://Variable that I set to know when the button was clicked first to expand.
I am trying to rewind the time line inside a movie clip using the enclosed code - it works fine on Rollover but only for 2 frames on Rollout - what do I need to add to repeat the prevFrame function and go back to the beginning?
I have a bunch of thumbnails i'm getting from XML that have this code on them...
Code: for (e = 0; e < total; e++) { _root.web_thumbs.thumb_button.duplicateMovieClip("button" + e, e + 12); _root.web_thumbs["button" + e].c = e;[code].....]);
It loads the XML variable fullimg into an empty movie clip on its own layer in the timeline.The movieclip, "container", is assigned this code, but the code isn't on the movieclip, it's on a frame designated for just actionscript.This is the code
The Problem Is...When there is no image loaded into the movie clip, it works fine, and shifts around depending on the location of the other movie clip, "content". But, once there is an image loaded into "container", it stops shifting around depending on the location of "content", and just sits in its last location.The only thing i can IMAGINE being problematic is, on another frame, where I have the XML being cut up and assigned to variables, at the end I have a remove _root.onEnterFrame, removing the onEnterFrame at the beginning of the XML to variables line of code, so that is stops running.
I created a rigged character in Flash Prof. CS 5.5 that has a mouth that moves when the user types letters. Is there any way I can insert a line of code that will simulate the user hitting a key and thus trigger the functions that I have already written?
We just shipped Xuggler 3.4 this weekend which now has the ability to record and publish RTMP streams. That means you can now write Xuggler (a Java API for encoding and decoding video) programs that can publish to FMS or record from FMS.
We've worked closely with the FFmpeg team to get the core RTMP stack into that project, and have put together a tutorial on how to use FFmpeg to record or publish streams, including re-encoding media to H264/AAC while publishing.