IDE :: Jigsaw Gone Awry - Back To The Original Xy Position?
Jan 24, 2010
My code in theory works find but for some reason things aren't doing what they're supposed to. Basically I have all my draggable puzzle pieces as movieclips; they start at specific x's and y's on the axis. You drag them to the corresponding hitbox movieclip and it pops into the other specific x and y spot on the axis (otherwise they go back to the first xy spot).
The problem is sometimes the pieces drag and drop fine, but other times when you click the mouse down, they drag, but when you let go, they don't drop! Randomly! They just follow the cursor around, til you click a few times, and then randomly it will drop and not move (when it's supposed to go back to the original xy position).
Do you know how to rewind a tween. but I dont want it to just snap back to the beiginning. I want it to yoyo back to the beingining without actually yoyoing many times. you know what I mean?this is the code I have which make the beginning motion I want:
public function imageSelectR(e:MouseEvent):void { myTween = new Tween(imageLoaderHost, "z", Regular.easeInOut, 0, -100, 1, true); myTween.addEventListener(TweenEvent.MOTION_FINISH, imageSelectL);
I'm playing around with mac os x-like dock in flash, but I've got a problem with it. I found this at flashkit.com, see it here. For your convenience i'll post the entire code below (it's quite long though).
Now what i want it to do: if the mouse is not 'on' the menu, i want the buttons to ease back to their original position instead of just spawning there. How can i do this via AS ? The _xscale and _yscale values should also ease back to original state.
Actions applied on the first (and only) frame:
[AS]startDrag ("_root.drag", true); stop ();[/AS]
Actions applied on the control movieclip:
[AS]onClipEvent (load) { function checkOffset (coffset) { if (coffset<-175) {
I made two movie clips that follows the mouse but I want to put constraints on them, they should follow the mouse until the mouse reaches a certain distance and then the movie clip should pop back to its original x and y position.
Code: private function init():void { addChild(backgrnd);
I have a movie clip for each piece of clothing that will be used to attach on the dog. These movie clips click and drag to add clothes onto a target and it automatically resets back to its original position each time you grab a different selection of clothing. All of my objects go the original position except for one. The "julyDress" movie clip automatically pops up to the top of the page and does not reset to the original position.
Below is my code: stop(); var startJulyXPos:Number = JulyDress.x; var startJulyYPos:Number = JulyDress.y;
Is there any way to make a clicked movie clip go to front, and then when released, go back to it's original position?
I've been reading about swapDepths and a few functions that allow to bring to front the MC, but nothing to return them to their original positions between the layers.
Can this be done? Or is it any way to make it look as it?
I want to make a magic 8 ball in actionscript 3. I'd like to be able to click on the movie clip of the 8 ball, shake it with the mouse, and then have it snap back to its original position when I let go of the mouse button. I have three problems:
1) I can make the 8 ball track the mouse, that's easy, but how do I make it snap back to the original position when I let go of the mouse button?
2) I want to constrain the movement of the 8 ball movie clip so it won't go all over the stage, just enough to move it back and forth a bit.
3) How do I randomize output of answers in the 8 ball window...such as, "not now," "doesn't look good," or "yes" etc?
I have a block that I'm trying to make move from right to left, and if the block gets to a certain point, it will move back to it's original position. So, I have this on my block (movieclip) right now.
Code: onClipEvent(enterFrame) { speed = 3 dist = 8.5 _x -= speed; if (_x = dist) { _x += 3 }} But all this is doing is throwing the block at the 8.5 distance...
I created a movie clip, an aircraft compass which rotates till the button is pressed but I would like it to return back to its original position in opposite direction of smooth rotation and stop. I already have the following script on the clip.
how i could create a function to do the following. I have a mc and when you click on it i want it to scale too say 150% and move to a different x y position, then when you click on it again i want it to go back to its original size and position.
I am trying to understand the thinking behind motion tweening using AS3 (rather than doing it on the timeline).I am trying to create a simple platform game, and while this is simply a learning project, I have an movieclip instance on the stage, and using basic x+5 logic I can get the instance to move left and right on the stage accordingly.Trying to make the instance 'jump' is a bit trickier. This is the code I am using:
I thought this code would move the instance from it's current y-position and tween it to it's highest jump point. From here I planned to use a MOTION.FINISH event to tell it to tween back to it's original position.Something strage happens though, rather than tween from the current y position and move up, the instance instantly transforms it's position to y+100 and then tween back to the original position. So it kind of turns out that it is the second part of the jumping action that I want to create.
I have a clip that rotates to orient itself towards the mouse when the mouse is over a given area. When the mouse leaves the area, the clip snaps back to its original position.
1) the clip snaps directly towards the mouse at the moment the mouse enters the clip; I would like it to actually rotate;
2) the clip snaps directly back to its original position when the mouse leaves the clip; I would like it to ease back into position.
I have MC masked with TEXT,when the user moves his mouse down more text appears from the bottom and when he moves it goes bakc to the original position...I do not want the mouse wheel .. I woudl like to do it by mouse hovering...
I was trying to create a button rollover that, when the mouse was over a button, a movie clip would advance frames, and go back to the original when the mouse rolled out. The AS I used was just the basic button rollover, attached to the button itself
[Code]...
But, even if the command is gotoAndPlay, the clip will advance and show objects that are not symbols(if they are symbols, it shows the last frame of the symbol), or objects that have been motion tweened.
Two questions out of all of this. First, is there a better way to do a button rollover? And secondly, is there a way to get movie clips/motion tweened objects to show up in a movie clip that is dependent on a rollover?
I searched and found the code below which works fine to change the color. What do I do to make the color go back to it's original color on mouseout? pedals.buttonMode = true; pedals.addEventListener(MouseEvent.ROLL_OVER, changeColor); function changeColor(e:MouseEvent):void { var color_transform:ColorTransform=pedals.transform.co lorTransform; color_transform.color=0x004433; pedals.transform.colorTransform=color_transform; }
[URL] I need to know the script they have used for the 'when , how' buttons. I know its controlling movie clips using buttons. How do the buttons come back to original place?
im doing a drag and drop quiz in as2, and so far it all works, except the Reset function which is suposed to replace all of the numbers on their original position. Here is the function that at the begining of the frame stores in two arrays the original positions of all the numbers:
Code: function posInitiale() { for (j=0; j<=target1.length; j++){[code].....
This, doesnt work, it replaces all of the outside of the scene of flash, if you open the swf bigger you will see them at the bottom of the screen, and they are all on top of each other. But again, if in this function I trace both the arrays I still get the same result, which are the correct position they should go on.
I have a function which contains some code and about half way through calls another function. Only problem is it stops the main function from running so the code following it snt executed. What I want to know is is there anyway to go back into the original function at the point at where I left and carry on executing? I've thought of one solution but its a bit long winded and I just wanted to know if there was a quick and easy method, before anyone asks the code needs to be in its current order.
I have a movieclip instance named "ground" i have it set up so that the ground moves constantly to the left as a scrolling BG. what I want is that when the user presses the "space" button, the ground moves down then back up in a a parabolic path. and it does. but I want the movieclip to stop moving vertically(make dy equal to zero) when it returns to its original y position. how can this be achieved?
I have implemented a pan and zoom function on my code.Whern I zoom in all components look perfectly rescaled, all shapes and lines.
However my text becomes pixelated and isn't redrawn. Is there a method to make it appear smooth and readable even when I zoom in or move the screen around from its original position?
i want to creat a script that if my movie clip is idle for 5 seconds (or some period of time) with out someone moving there mouse over it, that it returns back to the original state.
I have made a gallery with xml, and my problem is that when the thumbnails are loaded they move on the Y axis and doesn't want to be in their original placed position. I am attaching a zip with my problematic sample to see what i mean. Attachments: another_problem.zip (147.0 K)
how can i get original stage x and y position from the embedded movie? ie. main movie(full screen) load in secondary movie, and places it in the middle of the stage. press a button in the secondary movie and new movie clip appears but it has to be full screen and be x0 y0 of the main movie.
Trying to build a drag and drop navigation, all the drag and drop works great, the test for the hit works ie if its on the target it centers the drag clip over the target, if its of the target the drag clip returns to its start postion. What I cannot get right is the code to check if the target already has a clip on it, if it has that clip needs to return to its start position, so we only ever have one drag clip on the target.
I have an enter_mc with arrow_mc (ie. which is ">>") at the end. When I mouse over enter_mc, i want the arrow_mc to bounce back and forth. the problem is when I onRollOut, the yoyo is not stopping and I can't get it to return to the original position either.
I posted earlier about getting a zoom effect which was solved by putting the content within 2 containers: the parent container to center the zooming & the pan container (child) to be panned on drag, however when I drag the child a copy of the original remains for some reason?basically I have this to set up the containers:
ActionScript Code: ParentContainer = new Container(); addChild(ParentContainer);
Trying to build a drag and drop navigation, all the drag and drop works great, the test for the hit works ie if its on the target it centers the drag clip over the target, if its of the target the drag clip returns to its start postion. What I cannot get right is the code to check if the target already has a clip on it, if it has that clip needs to return to its start position, so we only ever have one drag clip on the target.
Code timeline: Initialize vars left = 10; right = 500; top = 10; bottom = 380; speed = 10; targetX = targetSpot_mc._x; targetY = targetSpot_mc._y; [Code] .....