I have researched all over and have found some that "kind of" work, but the coding always has issues with CS3 (my version). I am more proficient in AS2, but would be willing to try AS3 if that is the way to go.I need a script that will allow the user to use their mouse to drag a wheel that will slow down to a stop. Think "Wheel of Fortune" style. Where it stops will trigger an event.
I am trying to make a spinning wheel and I've got it spinning fine, forum as well as a tutorial I found. Thing I could not make to work is hitTest. Actually I've got it to work but its reporting wrong details at times.
i've got a spinning wheel, similar to wheel of fortune, the only code left is how to ease out spinning the wheel? like fading out, i don't know the term. when you drag and rotate the wheel, it will continuously rotate until it fades out.
I am trying to create a spinning wheel with text on it. I have created the wheel and it is populating perfectly based on the colors that I supply to it. Now I am trying to add text to each of the parts of the wheel but am running into some problems. I cannot seem to get the text to display properly within each of the colors. I was hoping someone could help me get this to work properly. The place where I am trying to get the text to work is in the _drawSlice function. I am trying to figure out the logic to get it to work properly. Any help is appreciated. Here is my code:
I have a problem with this spinning wheel I'm working on. I have imported some png's to my library that I want to use in the wheel but they get very pixelated after the spin. Before it starts moving they look normal and sharp.
I have a map application that when I use the mouse wheel the map will scale up or scale down. The next thing I want to do is to focus on the mouse pointer while zooming on the part of the map.
I have this code...
function focusMousePosition(){ onMouseMove = function (){ Stage.width = _root._xmouse; Stage.height = _root._ymouse; updateAfterEvent(); }} var mouseWheelListener = new Object();var wheelNum:Number; mouseWheelListener.onMouseWheel = function(wheelNum){ focusMousePosition(); if (wheelNum > 0){ map._xscale *= 0.9; map._yscale *= 0.9; }else{ map._xscale *= 1.1; map._yscale *= 1.1; }}Mouse.addListener(mouseWheelListener);
I remember seeing a tutorial on how to create the Apple/iPhone spinning wait wheel, but now I can't find it for the life of me. Anyone know what I'm talking about? It's the 12 grey bars that rotate clockwise. I'm thinking about implementing something like that before a video plays as it's loading.
I would like to be able to spin a wheel in flash, this wheel has 8 sections to it split up equally, it spins for a random amount of time, 3 - 7 seconds and then stops. the section which lands on the marker is the result and will take you to a specific frame. Also i would like it when it stops to gradually slow down however this is not vital.this code works for just rotating a wheel but i want to know how to randomly stop it and how to take it to another frame.
I've been in web development for years, but I never really ventured into Flash beyond simple tweens and so forth. Now I'm trying to broaden my horizons.Using code from a similar post, I've created a rough 'proof of concept' of a spinning window wheel.I tweaked the AS2 code a bit to work the way I'd like it to, but one thing is still tripping me up... How to get the wheel to stop in designated 'zones' so that answers will be clearly visible in the windows.To put it another way, I'd like this thing to work exactly as shown (randomly), but always stop exactly aligned on one of say 12 zones or slices of the circle
I have a wheel that the user can spin by flicking it with a mouse (think wheel of fortune). It needs to trigger an event once the spinning has finished depending on what section of the wheel it has landed on. I can get it to trigger an event but it triggers every time the wheel passes the hitTest object, not just when it is done. I've attached a sample of it.
I have a wheel that the user can spin by flicking it with a mouse (think wheel of fortune). It needs to trigger an event once the spinning has finished depending on what section of the wheel it has landed on. I can get it to trigger an event but it triggers every time the wheel passes the hitTest object, not just when it is done. I've attached a sample of it. All help is appreciated, as I am really pulling my hair out on this one.
I have a banner, and on this banner there are three wheels which spin continuously by way of motion tweens.What I want to do is have them stop spinning for a few seconds and then continue spinning, this process will be repeated every time.
So my question is: How would I accomplish this?I know I could just add a bunch of frames to stop the wheels from spinning, but I was wondering if there's a script that will do this without having to add frames.
I was browsing through the AS3 help in CS3 and came across good ole Delta. I've been playing around with it and it zooms things just fine but I had an idea for a birthday card for my niece and now would like a way to have the mouse wheel do something perhaps outside of what Delta will permit. I want to move a nested movie clip to next and previous frames with the mouse wheel and until using it with delta for zooming only used it for scrolling. I got it to work but not how I'd like. Using this code I got it to go to next frame which is 1/3rd the battle:
i recently doing a custom scroll bar with mouse wheel,i succes to make it scroll and wheel in internet explorer, but when it come to firefox, it can't wheel but can scroll. I wonder how can i solve this problem.Here is the script ( it actually the tutorial from kirupa, i remember some people have post it before, but i wonder he/she can wheel in firefox.)
scrolling = function () { var scrollHeight:Number = scrollTrack._height; var contentHeight:Number = contentMain._height;[code]....
So I'm designing a game for my flash class final, and I want to have my character spin based on mouse movements. So if I move the mouse to the left, character spins counterclockwise, to the right, clockwise. But I also need to have things spin with the character, like the gun he's holding. And if the gun shoots projectiles, how would I keep the direction of the projectiles constant with the character's direction? Also, I'm using wasd for walking, then the mouse for directional control, so how do I make it so W doesn't make the character go down in Y value, but it makes the character travel at a velocity in whatever direction it's facing (so if the character is facing like northeast, pressing W will make him walk northeast. Then pressing A facing the same direction would make him strafe northwest)?
The problem with this code is that it scales from the registration point (0,0). Due to the other transformations I'm doing to this image at various times, it isn't possible to move the registration point. The image is larger than the stage and the user is able to drag it around. I want the mouse wheel to zoom in on the place the mouse is hovering over (or at a minimum...the center of the "view" they have...aka the stage)I tried doing this:
Code: internalPoint = new Point(Map.mouseX, Map.mouseY); externalPoint = new Point(stage.mouseX, stage.mouseY); var matrix:Matrix = Map.transform.matrix;
[code]....
Which, incidentally, I'm using that whole portion of code to zoom into the state they will be in when they use the mouse wheel.
I'm trying to figure out a way to have a wheel that by clicking and dragging in a rotate motion cause's a "highlighted" box above to select over different objects in a horizontal and vertical row. Then from there you press the enter button with your mouse to select the object that is highlighted.
It uses an array of images imported into a library. The code to recognize mouse clicks is working, but I can't get it to load up specific frames of the Flash file. So, for example, when "image1" is clicked, it would load up frame 2 of the flash file. When "image2" is clicked, it would load up frame3...etcI am a bit of an AS3 beginner. Here is the code (The line that isnt working is the MClip.gotoAndPlay (2);
I have a presentation which is one movie clip in one frame on the main timeline. The movie clip has quite a lengthy timeline. What I need to do is stop the movie at a frame then play on mouse click and in some cases gotoandplay, then stop again. There are no other movie clips inside the main movie clip and I want there to be no buttons. Just proceed to the next bit on mouse click.
Most of them have been random "wheel of fortune" type projects and those get me close, but most of them are in AS 2.0 and don't hit exactly what Im looking for.
So here is what I need:
A wheel with 4 sections and a button.
When you press the button, the Wheel rotates 90 degrees, easing into the rotation and easing out of the rotation.
Sounds simple right? Well, I got the easing part down and the code i have is designed to rotate 180 degrees. However, the trouble is that, my wheel code only works once, and only rotates the wheel once. Im having trouble making the code keep track of the wheel position and rotate from the position that it left off at.
Ultimately what will happen is, each of the 4 sections will trigger a sound loop. So each of the 4 sections will also have a hitTest function, but that is not my concern right now. I just want the rotation mechanism down pat. Here is my messy, overcomplicated code for your consideration (again, designed to rotate 180 degrees for simplicity but I need 90 degrees):
var i:int = .01; var s:int = 10; //add event listener for my_btn my_btn.addEventListener(MouseEvent.CLICK, wheelRotate);
I am creating a interactive ad and am having problems getting the onMouseDowns to work properly.I have 4 thumbnail images that, when clicked on, need to enlarge and show a caption. My problem is that when the user clicks, it triggers an onMouseDown for all of the image thumbnail movieclips. What should happen is that only the thumbnail that was clicked on should enlarge.How can I isolate the click so that it just triggers the thumbnail movieclip that was actually clicked on? I have to use Actionscript 2 for this.I'm attaching my FLA (CS3) here as well as SWF file.
I would like to use the mouse wheel with a quiz I've been making.I have it set up so when you roll the mouse up it goes to the next question and when you roll it down it goes back to the previous question.It isn't working as I would like though, It doesn't scroll through increments of 1 - theres 50 questions in the test and its scrolling through them like this 1,2,4,8,16,32,FinishedIf anybody knows a way I could use the mouse wheel to scroll through the quiz.
I made a very simple AS3 event simply for demonstrating what I'm trying to ask.
import flash.events.Event; import flash.events.MouseEvent; addEventListener(MouseEvent.MOUSE_WHEEL, mousewheel_csel); function mousewheel_csel(event:MouseEvent) { var delta:int = -event.delta; trace("delta:"+delta); }
I made a full screen flash site (100% width and height), and I was hoping I could scroll it simply with the wheel, even before clicking on the site. It seems it only works if I click first, then I can scroll as intended. Is there any way to avoid clicking first this? I tried embedding with and without SWFObject 2.2.
I think the root of the problem is that my flash does not have focus, and clicking gives that. Is there any way to give focus to it?