How do I align a movieclip, which width and height is user-defined, inside another object (this one is static, though). Top-left alignment is easy, x=0 and y=0, but what about center, center left, bottom left, etc? Math(.round) i suppose, but how?I want an object (static) inside the movieclip (user-defined) to stay aligned to, for instance, the top right corner, similiar to the minimize, maximize and close buttons at the top right of your browser.. The height and width data is pre-defined by the user in another file.But that does probably not make any difference...
I want to create a flash movie which firstly loads a selection of images/objects into a portion of the frame. After this is complete, the user can then drag these objects onto another area and the object will be created where the user has chosen. The user can then drag another instance of the ojects onto the area.
For example, there is a background of a lake in one area. A selection of boat pngs are loaded in an area below the lake. The user can drag these boats and place them on the lake. They can drag a boat multiple times if they wish.
I have a MovieClip symbol created with flash in a fla file library. There is a textfield in frame one of this movieclip's timeline . There is another frame in the movieclip timeline. There is a custon class definition for this symbol. It is a flipping card in a memory game.
I access the textfield by going to frame 2 (gotoAndStop(2)) and setting the textfield's text property ( this.field.text = "hello" ). However if I go to frame 1 and then return to frame 2, the text becomes the original one in the library's symbol. I have to modify the text propery again in a showFace method I've written.
Besides, I cannot pass parameters in the constructor because it is a symbol in the library and that would give errors.Is there a way I can set properties inside frames permanently?
I've never actually fooled around with 2d arrays that much. What I need is to access an array and get all the objects inside of it. I actually mocked up a little something to mirror what I want.
I don't have any trouble getting the data, but as you can see that it's pushing each object separately in an array. So it would look like this: I just need to get all of the objects first like {obj}, {obj}, {obj} and then push them into an array.
I´m starting to learn flash cs5 a couple hours ago. Currently i´m learning how to use layers. Imagine that I put a rectangle and an elipse inside layer 1. Then I create a new layer with a photo. How can I see the list (root) of objects that are inside each layer? I know that I can use the outline color to visually identify them but is it possible to see the objects as a root?
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.
i have many squares inside a movieclip, and i remove random some of this squares, what i need id: get the real with and heigth of my movieclip, after the squares are removed, i do a little exemplo, and anexed here,
Has anyone successfully used hitTestObject on objects that weren't on the stage?
I have game code that works fine when the objects on are the stage, but replace "stage" with "this" (the game object that covers the whole stage) and it doesn't work.
I know that I should use pythagore to calculate the distance, but I need to calculate distance between 2 objectfs that are contained within 2 different movie clips. Something in the line of :
But distancefromthis contains always the same value, maybe it's because _x is calculated within the movie clip, so I need to find the photo1.p1._x in the stage.
How can I use arrays and some how display my objects accordingly based on my code below?What I have here are three buttons that when clicked a new clip is added to the stage with a predefined position which means that when button1 is clicked the MovieClip will be added at the very top and when button2 is clicked the MovieClip will be added at second and when button3 is clicked the clip will be added at the very bottom, but what I would like to do is to be able to dynamically position these objects based on how many clips exist, in other words if button3 is clicked first, I want the clip to be positioned at the very top and if later button1 is clicked the clip is positioned Accordantly (at second place).
I know this may be simple, in fact I could probably use a few IF statements but I know the code would look ugly (yes, even more) and I may have add more buttons later. What I would be awesome is to some-how use arrays or something that makes more sense to hold the MovieClips and then display them accordingly.
I'm writing a s:ItemRenderer to render some simple graphical components in my app. Each element can have multiple shapes that can be selected by the user, i.e. a certain element can be a square, or a circle, or a star, or whatever else.The simplest way I could think for doing this was to include all possible shapes in a s:Group and then manage their visible tag depending on what shape the user has selected. Is there a better way to do that? Also, if I encapsulate the group in a separate MXML component, how do I propagate the state of the itemRenderer (say "hovered") down to the MXML component that manages the shapes?Let's say you want to display three types of objects alternatively - the IR below with an AS snippet that turns visible to false for 2 out of the 3 objects definitely does the trick, but seems so ugly to me. In the mean time I found setCurrentState (stateName: String, playTransition:Boolean=true) to propagate the state down, so that's solved.[code]
How can I make a border in a part of the screen that when objects inside hit it they cannot pass it. for example like flash games have with bubbles that cannot pass the screen border and they just travel in the screen's space.Is it possible to make this with box2d. I haven't worked with this framework.
I have a CustomSimpleButton class and a CustomSprite class which creates a bunch of CustomSimpleButtons and displays them at runtime. How can I access other objects on the stage in Flash inside of my two custom classes? If I want an object tween to occur when one of my custom buttons is clicked how do i reference the object that I want to tween if I'm inside of my custom class.
there is a movieclip named movie with instance name movie.Inside this movie there is a textbox in frame 1.I want to give properties and methods to that textbox.
I tried turning the following object (clear sake) into the product of a function (see below),however, my attempts to display any kind of output produces "undefined".[code]...
I am making sims like game and right now I am trying to figure out how I will structure my objects. right now I am thinking to create a class called GameObject, the psuedo is below
public class GameObject { name:String width:int height:int }
This way I could create objects like bushes, trees, and buildings. But then I began to think. what if I wanted to create multiple buildings and trees of the same type ?? I would have to keep making instances of GameObject and giving it a new name and height and width. The properties would have to be the same values in order for me to duplicate one object. That seems a little tedious. Then I figure , maybe that isnt the right way to go. So I was thinking, I would have to extend GameObject like below
public class Tree extends GameObject{ birdHouse:Boolean } public class Building extends GameObject{
[code].....
Now this way I can create a class that has a method that loosely accept accepts any type that inherits GameObject.
Selector.loadObject(gObject:IGameObject);
Depending on what type it is (i.e tree, building, house) I can use a case statement to figure out which type it is and evaluate it accordingly.
I also created a Tile Class that will pass through the loadObject method. It also will be a child of the GameOject class. if the case statement finds that it is type Tile, it will highlight whatever Tile depending on what tile my mouse is over.
My second question is if a class inherits a class that implements a interface, is that class child class considered to be a IGameObject as well. or does it have to implement that interface directly. does all this sound like I am going in the right directions lol, as far as organization is concerned.
I have used buttons elsewhere in my project but this time when I use the same script I get the following error:
Symbol=gallery_button_vir_oak_tree_down, layer=Layer 1, frame=1, [code]........For some reason the project I inherited is set on an older version of action script (v1.0). So, I have to create the scripts on the objects and not on the layer.