I have two drag-related questions. The first one is how to rotate an object by clicking and holding on it, then moving the mouse round in circles. Think of a clock face, and the user clicking and holding on one of the hands, then spinning it around. The centre point would be the part of the hand that's attached to the middle of the clock face, and the other end of the hand would be able to rotate 360 degrees around the face.
The second one (and not related to the first one, a separate query altogether) is how to drag something horizontally along the screen, but have it stuck at a certain speed. So if the user tries to quickly drag the clip from left to right, it will not reach the right instantly, but instead follow the cursor at a slow speed.
I have a bunch of draggable objects and I want to be able to rotate them. Is it best (possible?) to rotate them based on keypress or how might you go about this. Here is my keypress code so far ( draggin works - rotate doesn't )
I was wondering if anyone can point me in the right direction on how to drag a moiveclip with elastic easing similar to the cloverfield siteAfter seaching the web for hours I was able to find this postIn is is this script:
I have a circular rotating menu made up of a few buttons. When the mouse rolls over the a button in the movie clip (rotating menu) it stops. My question is how do I apply easing to it, here is the actionscript I applied to the buttons:
Im in my final year of year 12 and need to have a car rotate in flash by either mouse movement or dragging by the user. Ive tried googling and being lower then noob level on adobe flash I have no idea about anything. I have created a car model in 3ds max. It is of high detail and I wanted to keep it that way. An example of what I wanted to create would be [URL]
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 need to simultaneously move a slider (called "shadeGrabber") movie clip and a mask. I'd like to do this by dragging the slider and seeing the mask move with it.
The example movie clip on the left (called "PICTURE_WIPE") is what I'm going for, but interactive instead. I'm working in the movie clip on the right (called "PICTURE_WIPE copy 2")
Here's my code, for quick reference (found on the "AS" in the "PICTURE_WIPE copy 2" movie clip:
I've been searching various sites and forums for a solution to this, but have so far found none, so I was hoping to ask for some advice on the subject.Basically I have a movieclip of a photoframe, and I'd like it so when the user clicks the edge of the frame, they can drag it around, while clicking the photo inside the frame will open a new window and show the photo in full view.Originally I thought I could accomplish this simply by using:(Note: Framemc is the main movieclip, with another mc called "Photo" inside which is the picture)[code]But this leads to an odd problem: When dragging the frame it works fine, but the user can also drag the "photomc" around too (like, the frame stays in place and doesnt move with it), thus removing it from the frame.Is there a way to tell the code to move only certain parts of the mc and not others?
I just wanted to know if there is a way to startdrag() multiple objects at once. I don't want to use the mousemove/enterframe + x And y offset method of dragging, but just use the built-in startdrag method. Making startdrag function multiple times with different objects didn't work.
I have an extremely simple fla, that I wanted to add one thing to, but can't get it to work right. There are 5 layers, each one has 1 key frame and that's it.
I have for a long time tried to get rods beeing placed side by side without overlapping after dragging. I don't succeed. This side shows that it can work: [URL]. I want my objects beeing placed side by side or over each other, not overlapping and no space between, just like in thos link.
Code: var mcArray:Array = new Array(); var lastClicked:MovieClip; function drag() { this.startDrag(); lastClicked=this; } function dragEnd() { [Code] .....
I have several shapes on the screen implemented as movieclips.I need to allow the user to drug the objects with the mouse as well as to resize them (i.e. to change objects' _xscale and _yscale)To do every one of these tasks (drug, blow up and blow down) separately is a trivial task.
is what I want to do:- the game consists of a "ship", which is supposed to move across a maze to reach a goal area, without touching the walls;- when the game starts, the user clicks at the ship and it begins to follow the mouse position every time the mouse moves (much like a drag). Just this:
how can I drag a specific image without dragging all the other objects. The image to be dragged is exported dynamically from the library and activated on a mouse over. Here is the code:
function myImage(event:MouseEvent):void { var img:BitmapData=new livery(0,0); var MyImg:Bitmap=new Bitmap(img);
So I just started using Flash CS4 from Flash 8, and I like it so far, but there's on major problem: the "classic tweens" (motion tweens) aren't rotating some of the objects I have. Like there's this flame thrower I drew, and I rotate it at the end of the motion tween, but it doesn't rotate. It will just wait till the last frame and then it will show the rotated frame. Motion works in the motion tweens, but not enlarging or rotating... why? It seems more like a glitch, because sometimes I make a classic tween and it rotates stuff just fine, but sometimes it just doesn't... what am I doing wrong here? What's going on?
Whats the 3d capability in flash cs5, I've been told there is a new 3d tool for rotating around objects. Does that mean an obj import is possible? I am eventually aiming for a series of gear wheels, one facing the screen rotating on its z axis. Is this possible.
I am trying to understand what part of AS3 script says loop through(create a continues 360 loop of objects) the images from an XML file, does this make any sense.[code]is this the part that says loop the images/objects.this is a little more to the script including the above to maybe understand better?[code]
All I need to do is rotate an object (which could spawn at any point along each of the four edges of the screen) so that it faces towards the centre of the screen. Obviously this will be done using the .rotationZ property. I will know the starting point of the object, and the centre point of the screen (400, 300). The object begins facing directly 'up' (e.g. if it spawned directly below the centre of the screen it would already be at the correct angle).
I'm working on putting together a game at the moment which is similar in many ways to mini golf (or crazy golf, depending on where you come from). It is shown from a side-on view and to play the user must select the ball by holding the mouse down over it, then drag the mouse to indicate the direction they wish to fire the ball in. The distance they drag the mouse (this is capped obviously) determines the power of their shot.
I am currently using a triangular object with the tip placed at the centre of the ball to show to the user the direction they have chosen. This triangle rotates to face the position of the mouse, and I'm trying to get it to extend/shorten based on the distance from the mouse to the ball. I have code in place (below) that works when the mouse is either to the left or right of the ball, but behaves rather strangely when the mouse is above or below the ball. When the mouse is in either of the latter locations, the triangle extends to be far bigger than the maximum length allowed by the program, yet a trace shows it is still within acceptable limits! I'm almost beginning to think that Flash is switching the 'width' and 'length' attributes around when the object is rotated by either 90 or -90 degrees!
The code I am using is:
[Code]....
Here's a couple of screenshots of the game as it currently stands too - please don't laugh at the horrible placeholder art: none of it is final haha (also note that I haven't implemented 'gravity' yet, so everything is sort of hovering in mid-air.) The first image shows the code working as I want it to with the triangle at it's max width, the second shows the triangle going 'huge.'
i'm using flash with box2D 2.1a. i'm rotating ball hanging on the string. The path which the rotating ball trace is ellipse. When releasing the rotating ball from the string i want the ball to fly with the obtained direction, velocity and strength. As you can see in the pictures.[URL]..I've tried to do it with setPosition (method of b2Body) and with various joints. But I haven't got the needed results.
I have an idea of a game in my head and I wan't to get somekind of functional demo of it done in flash (CS3). I've looked everywhere but couldn't find tutorial for it, as I'm not sure what I'm looking for. I'm not that good in Actionscript. I'm now trying to describe this problem. On screen there's 4 rectangles, 2 in a row. So it's 2 rows with 2 rectangles in each. between all of them theres 4 circles. If I activate a rectangle with mouse and use arrow keys to rotate it smoothly 90 degrees, 2 nearest circles rotate with it. And same thing happens with all of the rectangles.
So I'm looking for somekind of solution where rotating an object also rotates every circle around it. and when circle rotates 90 degrees with rectangle as it's center point, it can be also rotated with another rectangle. I think I can't explain this clearly?
There is an example of what I'm trying to do [URL]. The only difference is that I'd like to use several different objects in my file...and not only one (i.e., ball or whatever) - but different objects with different shapes, colors....circulating on the same "path".
I've got on the web some code of nice rotating objects from xml file. But I need to make, that when you mouse over one object, the rotation get stopped. I don't know exactly how to do it, so I'm asking for your. Pasting bellow the code and URL example of the animation.
is it possible for flash to detect off-stage mouse coordinates in order to continuously drag an object within its bounds while the mouse is moving outside of the stage? for example: i have a draggable red square on my stage. the stage is the bounds of the drag. if i drag the red square to the bottom of the stage and continue to drag outside of and around the stage, i'd like the red square to continue moving within it's bounds, following the mouse coordinates. currently, dragging halts as soon as i leave the stage and the red square only begins to move with the mouse coordinates if i reenter the stage bounds.
How would i make hitTest work better with a rotating object(AS2). Becase i have a circle and it if gets near the rotating object (actually pretty far away) it starts the script,(new x and y)
I think thats the rotation script, becuase i took a break for like 4 days becuase it was irritating.
There are a couple of problems i'm having with this - the first is how to work out how to find where the tip of each sine curve is (ie the frequency) and the second is to work out how to rotate each object so that it slides sideways along the sine wave(note file is 800 x 600)here's my code: CarouselTest.as: