I think I did this before but can't find the code. Flash as many other graphical frameworks use the top-left corner as the coordinate origin (0,0) because it's how the underlying memory model is by convention. But it would be really simpler for my calculations if the origin was in the center of the stage, because all the game revolves around the center and uses a lot of trigonometry, angles, etc. Is there some built-in method like Stage::
setOrigin( uint, uint );
or something like that?
I am faced with a dilemma. I am writing components with nested components. What sort of coordinate system scheme should I implement? I want to be able to pass points to the components without having to worry about where the origin is in absolute terms. At the same time, I want to have some sort of encapsulation when it comes to origins and stuff. Is there any sort of guideline to follow when it comes to nested components and such?
var MapBtnArray:Array = []; var MapBtnSprite:Sprite; var i:int;[code].....
I'm using to code above to create several sprite on the stage, but when I click on the sprite, the index of each trace work just fine (output of J is according to the target i click); however MapBtnArray[j].x keep equals to "0".I want the coordinate of the sprite on stage, how come what i get is "0" instead?
This question has been raised in other forums as one of "moving the stage," and the solution seemed to be that the stage cannot be moved, only the components of the animation can be moved. That solution does not work for my situation (I am using CS4) where moving a motion path causes the shape off an object to be altered.Perhaps I can pose the question this way:The stage initially has origin (0,0) and the size of the stage is measured from that point. Is it possible to change the origin to, say, (-100, -200), which, in effect moves every object on stage 100 pixels to the right (because the stage has moved 100 pixels to the left) and 200 pixels down?
When I create a little .swf file with actionscript it will run correctly in whatever stage size I choose for the document. However, I want the display to update when I change the window size that the .swf is running in as it is running. It does some resizing as I drag the corner of the .swf window, but not correctly. I actually put the statement: graphics.drawRect(0,0,stage.stageWidth, stage.stageHeight);into the code, and it is not drawing the origin at the corner of the window (among other problems). Is this a bug in Flash, and/or is there some way around this When I put the window back to its original size, it displays correctly, and this is happening for all stage sizes and aspect ratio
I expected the trace command at the end of this code to return 0, but it returns 100. Does anyone know why mc's y coordinate value is not updated after adding it a child?[code]...
I have a function for shooting at the stage/baddies using the code below. This has two problems, one, when I click somewhere it fires their, but when I click a second time, it fires at 0,0 coordinates on the screen, then if I move the mouse and fire, it doesn't track accurately.
I have 3 square. smallest square s3 is inside s2. s2 is in side s1. each is 10px larger [code]how can I find the coordinate of child in its parent's coordinate system?
Can one upload files to a domain other than the domain a script originates from? For example, suppose you're hosting files on [URL], and you want to upload files to [URL], would the following script violate the same origin policy (using uploadify):
How do I move the origin point, or zero point, of a MovieClip to the same origin point of the stage without scripting in Adobe Flash CS3?
Example: While I'm trying to move objects within a MovieClip, the origin point is at (stage) 200,-300. This means that when I put objects in a MovieClip, the objects' X,Y coordinates, as displayed in properties, are off by that much.
This point is way off the edge of the stage and I'd like to move it back to the stage's origin point so that my X,Y coordinates are meaningful.
Is it possible to get the target/origin of errors and error events when using UncaughtErrorEvent.UNCAUGHT_ERROR ?
I am logging runtime errors of users using a complex flash app and would like to know where things are failing. The target of the UncaughtErrorEvent is tracing as LoaderInfo (which is, I assume, because it is also kicking out the UncaughtErrorEvent) and the target of the ErrorEvent is null.
I didn't find that my flash is larger than the browsering area on screen until I publish and preview it in my browser but I do want all the content to be displayed on the screen. All I need to do is to move everything up for about 150 px.(in other words, to shorten the stage by 150 from the top but I can only cut the stage from the bottom ) Is there a way I can change the position of the stage like what I can do to the artboard in AI?
I have a completed Flash, but I need to change the stage height. Is there anyway to do this with out have to touch every cell. I have a ball that moves across the the stage, and I don't want to redo the whole thing. I've tried selecting all and moving the items, but it doesn't work.
I've been working on a project that requires lots of scaling around a center point.
I always thought that stage.stageWidth and stage.stageHeight give you the dimensions of the stage you set in the properties panel no matter what. But when I went into fullscreen mode (with scaling), both the width and the height changed to the dimensions of the screen rather than staying the dimensions I specified.
I have a moving vehicle on the stage, which should change directions according to where I click on the stage.I already made it work using this formula:var angle:Number = Math.atan2(dy,dx)*180/Math.PI+90;However, I need the car to tween to the correct angle, instead of just "jumping" to it. While this is easy enough to do, the car sometimes takes the longer turn (especially when I click in the bottom-left quarter of the stage), and it seems unnatural.
I am wondering if it's posible to set the backgroundcolor of the stage through as3 code.i am also wondering if it's possible to set the stage height and stage width through the code. for the application i wish to develop, the values of the stage color and the stage dimensions are provided by an XML file.
How would I go and change the origins of the stage in my Flash file? right now its at x:30, y:35 for some weird reason. and when this file is done playing I have the as3 code tell it to load the next .swf file but the next .swf is not in the 0,0 location but rather the 30,35 location
How do I change the stage quality to improve rendering performance in Flash Player AIR? StageQuality doesn't seem to have any effect at all. Is this a known bug or am I doing something wrong? I'm using this in the Main() app class constructor:
stage.quality = StageQuality.LOW;
Is there no other way to improve performance in AIR apps?
I have a problem when one B.swf file is loaded to another A.swf file.A.swf file size is 400x400.B.swf file size is 100x100.B file has a movie clip (MC) which is animated and position of this movie can be from Y:-100 to Y:200. B file is loaded into the center (X:150, Y:150) of the A file.When B file is loaded, then animation starts. I have a problem: I can see animated movie clip B out of B screen scope (for example: when B.swf file movie clip has _y = -100 I still can see that movie clip in A.swf). I am expecting that movie clip will not be shown if Y position becomes negative
I have a flash application and I use papervision3d library. I put my objects to the scene, no problem but I also want to show the coordinate axes (x,y and z) to user. Is there any way to show these axes?
trying to located imbedded movie symbols @ an exact location (relative to the root) and the X & Y values differ depending where the higher lvl movie symbol is located.
I want to create a simple array of points, representing a clockwise set of coordinates at 45 degree increments, such that the array would be (starting from 12 o'clock):
var coordArray : Array = [ new Point(0,-1), new Point(1,-1), new Point(1,0),[code]........
I'm looking for the most efficient way of creating this array (ideally with the coordinates themselves generated through some sort of equation). What's the best way to do this? All I want to do with these is create a coordinate on the stage relative to the clips current coordinate in which to move, based on that clips, such that if the move distance for clips was 50px, and the clip had a depth of 0, it would move 50px in the coordArray[0] position, or 0*50 in the x direction, and -50px in the y direction (0,-1).
I am extending the Flash DownloadProgressBar component for use as a preloader with Flex. Is it possible to override the x and y coordinate position of the progress bar? (the default is to center the bar)
Alright, so I've been struggling with this one since last night. When I create a new object (a new unit), and draw it to the screen (Flash does all the work there), the point at which it's first placed is considered its origin. That is, getX and getY will return the distance from that point... Why is that? Or how can I stop this?
Can anyone tell me if an instance of a line as origin point and end point properties that can be read or changed? I know that if you create a line with actionscript you have to set them. But can the X and Y coordinates of the points be accessed once the line exists and moved to a different location?
I'm making a little kids game at the moment with all kinds of critters and such.I randomly place the critters around the stage. Now to give them some more life i would like them to wander around a little bit but not stray from their origin (the place they were initially put).Now i recon i should store their origin in some vars and then setup a timer (or an onComplete with any random tweening engine) and then get new random coordinates to tween too that are within range.I think.I'm not sure if i'm on the right track as i can't get this to work properly so far.