IDE :: SWF That Draws Outside Its Bounds?
Mar 3, 2009I opened up the NY Times homepage, and they have this giant Apple addvertisement that has animations over the entire top half of the page, outside the area occupied by the swf.
View 1 RepliesI opened up the NY Times homepage, and they have this giant Apple addvertisement that has animations over the entire top half of the page, outside the area occupied by the swf.
View 1 RepliesThere's something I'm trying to make but I just can't seem to figure it out. I want to make something that allows a person to build a deck of cards from multiple sets of cards. I also want a button that can be clicked to randomly choose a card from the created deck. For example: lets say there are four sets of thirteen cards (hearts, diamonds, spades, and clubs). The user can select which of the four sets will be included in the deck. Once the sets are chosen the user can click a button and one card will be chosen from the selected sets. What is the best way to handle something like this? Is there a tutorial that explains how to do something like this?
View 3 Repliesi want to know how to make a square that draws it self in actionscript;I was thinkning line tos but can someone help me clear it up
View 14 RepliesI'm having an issue with Flash CS4. I'm not sure what I toggled, but when I draw a line or shape it automatically converts it into a symbol. How do I disable this? It's very annoying to have to break apart each line as I draw it.
View 1 RepliesThe effect I would like to create is as follows: I have an image movieclip named "myImage_mc", and I want to create a spray paint effect, where the user "paints" whatever myImage_mc is using the lineTo and lineStyle commands. I have the lineTo stuff all done, the problem i have is trying to make whatever the user draws a mask that shows the image.Here's my code so far:
Code:
this.onLoad = function() {
_root.createEmptyMovieClip("empty_mc", this);
[code].....
I want to write a program that draws a Pythagoras tree. The only programming language I know is C but I tried it in that language and it was horrible. Someone recommended Flash (AS3) to me so I am trying it in that now, but I only started learning it yesterday. Anyway, I got to the point where I can draw the leftturning branch of the Pythagoras tree, but I don't know how to draw the other branches. The number of "houseshapes" a square with a rectangular triangle on top increases with every step according to the formula 1 x 2^(n-1) (First step is n=1). I created a function that draw this houseshape, called drawHouse() and it takes as its arguments the co-ordinate of the lower left corner of the square part of the house, the length of the side of the square part of the house and the current rotation angle. Rotation angles are always multiples of 45 for now, but I might try to expand it to other values later, but for now I hardcoded a lot of stuff that assumes the 'roof' of the house is a rectangular triangle.
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The orange square is the currently selected selected sprite. The sprites are all draws from coordinates that i receive from XML. var sprObject:Sprite = new Sprite();
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What I want to do is the following. If I'm currently on the orange square and I use my keyboard direction buttons (up/down/left/right). I want to deselect the current sprite and select the next sprite in the appropriate direction. The problem I'm having is that I cannot get the x and y coordinates of the drawn sprites. If I look in the array, the x and y coordinates of the sprites are all 0. If I can retrieve that I can write an algorithm to determine the next sprite to select.
I am working with a flex project with a main mxml file and two actionscript classes that draw graphics. From reading tons of articles and posts I discovered that they must extend UIComponent, which they do. The first actionscript class draws the image fine. The first class then makes the call to create a new object. The second object does not display. In the pure actionscript version I had to pass the stage as a reference for the second class to draw.
I also found a similar question here at stackoverflow:UIComponent extended class isn't showing UIComponent extended class. But I was not sure how to apply it to my example.Which, if any UIComponent methods should be overrided for the second object to display? How specifically should I implement them in this example?
// First class "Ball" draws a circle successfully then creates a second object "MyRect"
package dr {
import flash.display.*;
import flash.display.Sprite;
[code]....
I'm intermediate in AS2, and I'm starting work on custom classes. I am making a class called VolcanicIsland and I want it to make a movieclip on the stage when it is called. I do NOT want to make a variable MC that gets put into the arguments when it is called, however. Here is the external AS file (trimmed to the problem area):
ActionScript Code:
class VolcanicIsland extends MovieClip {
//position
private var x:Number;
[Code].....
I have a Dot class, which draws a dot with a color of 0x00FF00. When I click on the dot, I would like it to change to a random color from an array of colors I have pre-specified.How can I replace the current color with the new color? Do I have to re-draw the circle (dot)? or can I just replace the color?
View 1 RepliesI'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 () {
[code].....
i created my own Button which simply extends from Sprite.Its able to show 3 different text fading in and out using a timer.In my draw function i first draw a rectangle with the Sprites graphics object representing the background of the button.I added a function to set the button width. This property is used to draw the rectangle. I know that the sprites's size is updated after the rectangle drawing. But for some reason the sprite's width is always more than what i have set via my "setButtonWidth" function.Now i have a simple sprite acting as a button having a graphics.drawRectangle part drawing a simple rect. with lets say 500px width. But when i trace the width of that button it is always about 10% more. Where are these 10% coming from?I read about calling validateNow(). But this is only for Labels, or Checkboxes. For some reason i cannot access the library for Label. This must work somehow with TextFields. But how?
// this function is part of MyButtonClass.as file
function drawButton()
{
[code].....
Code:
//p is movieClip
var p:pic = new pic;
var bmpData:BitmapData = new BitmapData(p.width, p.height);
[Code].....
when I compile, flash draws only half of the width of my picture, can any 1 tell me why? my fla file is bigger than 500KB so I can't attach ;(
how I can create a movie that draws a shape on screen.
I understand how to draw a line, etc but can not work out how to see the shape build. I do not want something likes Kirupas' drawing demo as I do not want the viewer to create the shape.
For example I want to see the lines being drawn and control the speed, rather than the shape simply appearing in the movie.
I realise I need to change the lineTo value
An example is the way the TV is drawn in [URL] although I am not sure if this uses actionscript or is something else.
I have a MovieClip that has 2 images inside it:
1) An image from the FLA's library.
2) An image that is loaded dynamically from a server (read from XML file).
When I try to draw the MC into the BitmapData, I get a blank image.
Code:
ActionScript Code:
var destImg:BitmapData = new BitmapData(_root.picW,_root.picH,false);
destImg.draw( mcPicture );
Is it at all possible for flash to access images from outside flash the way it draws info from a database?
View 1 RepliesI am drawing a flash sprite on a BitmapData using its draw() method. This sprite has some nested objects with 0 alpha, yet the draw() method draws them on the bitmap data.
I think it has to do with the color transform I am using, but I have no idea how to change it to achieve the effect I want.
The color transform is the following:
Code:
new ColorTransform(1, 1, 1, 1, 255, 255, 255, 255);
I am using these values in order for the Bitmap to have white pixels wherever the object was, and black where there is nothing. The draw() also draws my alpha = 0 objects in white as well.
I have wrtitten some code that draws a couple of lines with changing alpha and width whenever the mouse is moved. I need to convert this code to AS3 so that I can use it in conjunction with some video tracking.
Code:
var speed:Number = 100;
var myNumber:Number;
var myMax:Number = 50;[code]...
I'm trying to simulate the coriolis effect and have managed to create a drawing application that lets the user draw on a rotating movie clip. However, I would like to now create an animation that automatically draws a line onto the movie clip which ends up being curved, but I can't figure out how to convert the x, y coordinates of the pixels on the stage to the corresponding x, y values of the movie clip. Here's what I have so far:
[Code]...
Although I put _x = player._x etc. code in an onEnterFrame function the masking mc is moving without the player
You see...the player is held within some borders. When cornered and then hit, the mask moves according to how it would move normally, but without the player (because he is held in place by some borders)...
Also, if I don't have a problem but I'm missing a crucial piece of code,
code on masking mc
ActionScript Code:
stop();
this._x = _root.player._x;
this._y = _root.player._y;
radiance = 180 / Math.PI;
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I have a bunch of images going on all at once, some on the stage, and some off, and i would like to find a way of telling whether or not they are currently on the stage or not....
I know i can do the whole
checkStage = function () {
if ((mc._x>=0) && (mc._x<=Stage.width) && (mc._y >= 0)&&(mc._y >=Stage.height)) {
//have mc do whatever here
[Code].....
that way i can satisfy my laziness AND achieve what i'm trying to do without having to deal with long winded paths and a bunch of else if's
for some reason this flex 4 code gives me an error but I can't figure out why. In my WindowedApplication I have:[code]That seems like a bogus error since I can assign pref.bounds to rect without an error. I don't know why this isn't working. It works under flex 3 compatibility mode but that also breaks a lot of my spark components so I can't use it.
View 1 RepliesI have a script that produces random motion along the y axis, however, I want that motion to occur within the movie clip that is centered on the stage, or I should say within the bounds of that movie clip.
The movie clip has a height of 335 px
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I am wondering if there is an easy way of monitoring whether or not an mc is within the boundaries of another mc while it is being dragged. Currently I am using different equations to determine the leftmost, rightmost, topmost and bottommost points of each mc and then when they are being dragged comparing their x,y coordinates. Is there an easier way... I ask because this seems to be quite a lot of code to get through for such a simple operation, especially when the function containing the code is being called each time the mouse moves..
View 1 RepliesHow is this kind of expandable banner done? [URL]
View 0 RepliesI"m getting this error with these two bits of AS3:
ActionScript Code:
public function tmFlashPlay():void { //Play TubMates Flash
tmClip.y = 0;
galleryMask.y = 0;
[Code]....
If I'm reading it right it is saying that the index supplied for the child is out of bounds. Yet it is the index captured earler, and I add or remove no children in between these functions being called.
I have a simple MC on the stage. I want to create a simple conditional statement that would check if the mouse is on the rectangle using get bounds. something like [code]Basicaly...how do I properly use the getBounds in a situation like this?
View 3 RepliesI am trying to make this an kinda interactive map in flash. I will try to explain it for better explanation. Here is an image of the output I have a jpg image(converted to movieclip) which is way larger than the stage.
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Then I have a mask in the center of the stage and user sees a portion of the map and is allowed to scroll to move mouse around to see areas around the focused city.
[code]...
I put this numbers in by playing around but where are these values exactly coming from. I have tried everything(every possible way) but cant figure out what are these values. I need to numbers to be dynamic so I can change the focus to different cities(for example when a user click A city A should be seen inside the mask and so on).How can I make these values dynamic instead of hard coding them.
So I am trying to save a screenshot using JPGEncoder while in full screen mode. The document size is 100x700, and the stage is aligned to bottom. I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bound but I am just trying to clip them.
Here was last attempt :
Code:
stage.quality=StageQuality.HIGH;
stage.align=StageAlign.BOTTOM;
StageScaleMode.NO_SCALE;
[Code]....
I am creating an app that has to load a image or swf on to the stage and dynamically place and position it on either sides of the stage i.e. (top, left, bottom or right).how can I dynamically calculate the remaining bounds of the stage using the bounds of the dynamically placed loaded image/swf. ?e.g if the bounds of the loaded clip isRectangle(x=10, y=10, w=250, h=800);What is the remaining Rectangle() to use ofRectangle(0,0,1024,800); ?
e.g if the bounds of the loaded clip is
Rectangle(x=0, y=0, w=800, h=50);
What is the remaining Rectangle() to use of
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