So I'm working on my portfolio and I got this problem. The code posted scrolls the sprite "cellContainer" based on the position of stage.mouseY. Perfect.Problem is that I want stage.mouseY to equal the entire cellContainer height. Kind of like how a small tablet equals a huge monitor. So when stage.mouseY = 0,cellContainer.y = 0 and when stage.mouseY = stage.stageHeight, cellContainer.y = stage.stageHeight - cellContainer.height. Right now, it scrolls, but it takes a while to scroll throught the entire height of cellContainer. I want it to be proportional to stage.mouseY.
Actionscript Code:
private function scrollStart(e:Event)[code]....
The idea is there are two buttons(Sprites), one on the left & one on the right, when either button is moused over a the script should start setting the alpha of the relevant visible element. (i'm not worried that they both would be fading out as the mouse moves left to right at this point)
ActionScript Code: private function turnOnInterfaceHinting():void { this.addEventListener(Event.ENTER_FRAME, InterfaceHinting); }
I'm doing an online advertising format (728x90 leaderboard). I have embedded a video into the flash file which covers 1/3 of the format (242x90).What i need to do is seek this video from 0% to 100% based on the mouse position over this area (242x90). I'm guessing it would be easier if i created a button over the video which is 242x90 but i would still be looking for the code that seeks the video based on the mouse position over the button.
I have created a document 600x300 filled with buttons for a rollover effect. I want to be able to play sounds dependant on the x and y position of the mouse without having to use objects that interfere with the buttons.
I'm trying to make a faux 3D rotation animation where if the user mouses to the right the object rotates right and if the user mouses to the left the object rotates left. Depending on how far they move the mouse the rotation should speed up or slow down.I spent a lot of time making an object in 3d studio max and importing the animation of rotation as JPEGs onto the timeline. I figured the most efficient way to go about this would be to make the mouse control the timeline instead of the object itself.
I am attempting to create 360 degree spin-around product viewer. So far I have a movie clip with 24 frames, each one with a different 15 degree angle shot of the product. Upon playback of the movie, the product appears 3D, spinning 360 degrees.
That was the easy part. Now what I need is to be able to click and drag the product to change which view you are seeing (or which frame in the mc you are on) thus producing a spinning effect. How can you code, in AS3.0, that when the mouse is clicked and drug, go to a certain frame based on the current X position of the mouse?
where i can find a script to attach to a movie/background image so that i can make the movie clip pan left or right based on the mouse position (with easing too!)? Example http:[url].... make sure you enter the site thats where you will see what i mean. I've been wanting to create a page like this for some time using png files and transperency and multiple layers.
I have am wanting to do a quick calculation based on the mouse position.here is what I am trying to do.I have an item the site on the stage
stage.width = 400; object.width = 900; object.x needs to be at its most -900 and at its least -225.
and based on the mouse position on the stage object will scroll within these bounds.I have all the functional done but just need to know the basic equation to find these points.
I have created a globe that rotates with no problem, but what I am trying to do is to control the direction of the rotation based on the mouse position. For example, if the mouse is to the right of the globe, it rotates towards the right and if the mouse in on the left, the globe rotates left. When the mouse is over the globe, it should stop.
I am trying to make an animation where the user can mouse over a small MC at the top of the stage, which controls the movement of another larger MC at the bottom of the stage.I am thinking that 'points' (which I know nothing about) might be the way to go. The other thing is that it needs to be fluid motion. Am I at least on the right track with points and mouse_move or is there a better approach for this?
I have been racking my brain trying to figure this out for some time. I have some animated links that activate based on mouse position. The problem is when you whip the mouse over them quickly and it leaves the dimensions of the project, flash thinks the mouse is still there and the links continue their animation. IT IS EXTREMELY FRUSTRATING!! I have a feeling its a simple fix but i cant figure it out. here is the site - [URL] the actionscript is below...probably the most round about way ever devised.
I need to move a movieclip based on mouse x position. Like this site [URL] - Which I built using a flashloaded app, but I need more control in this project so I'd like to code it without the app. Basically, I have an image of a boy (left) and a girl (right) and I want to move the boy slightly toward the girl when the mouse goes right and slightly away when the mouse goes left. But only about 25-50 pixels in each direction.
I've cobbled some code together from google searching and rough ideas, and it works in a way, but the boy jumps about 400 pixels to the left on the initial mouse move and then floats a bit too far right and left from there. Here's what I've got on the boyMC:
I am having difficulty with getting the playhead to move inside a movieclip based on the horizontal or vertical position of the mouse on the screen. I can get the horizontal motion to move the playhead, but I can't get the vertical movement to do the same. I have attached the document class .as file for it.
Is it possible to draw motion guide/path for a mouse position based movement?
For example if I have path the is like letter H. I would need to write many clauses/conditions for the borders of the movement. It would be a LOT easier if there would be some solution that makes the object always to stay on the defined path when moving..
Basically the x position of the mouse should control the play position of a movie. Do I need something like an event handler (I'm not sure exactly what these do, but I've seen similar scripts that seem to use them).
I have an Input Text area that users can edit and then submit. I need to be able to show, on screen, the cursor's current position as they type. I don't need to know where the mouse is but all work-arounds I've found so far can only tell me the mouse position. The font for the text is 'courier' or 'courier new' and the Input Text area is scrollable.
I wrote a big Actionscript project using AS3 as an "Actionscript Project" in Flash Builder 4.5. I have a bunch of solid, reusable, code, but one of the big components is a main.as file that extends Sprite and serves as the display code for my application. I now, for various reasons, need that to be a Flex application. I'm trying to get the most minimal wrapper possible, so here's what
affect the position of a sprite using perlin noise? Looking at this flag example:
[URL]
If you imagined a sprite with say just a circle drawn in it positioned on the top right corner of the flag, is there a way to calculate the change in position to keep it in-sync with the flag corner as that animates? What I'm after is the fluid motion but not the distortion.
Canvas.addChild() insists any DisplayObject added implements IUIComponent. But I don't want my core graphics engine dependent on Flex. Is there an obvious/common way around this, to have simple graphical objects like Sprites & Shapes in a Flex application? The individual DisplayObject children I want to add as children represent objects in a game world, like a spaceship or a missile or a horse...
Not sure if Canvas is the most appropriate container, perhaps Group or another class is optimal for a game-engine... example MXML & AS3 code showing a skeleton setup is most welcome. I'm targeting Flex4 & Flash 10, but Flex3/Flash9 solutions are still of interest.
I'm trying to make a little program. It works right now by drawing the top shape to the dark gray area, where it then copies itself and changes color. The new shape can be re-dragged as well. What I want to do now is add a dynamic border when I click on the new object, I want the box to adjust to an appropriate size. And on mouse release I want the selection border to disappear on the new shape. I want the selection border to be dashed much like you find in many of Adobe's programs, if at all possible. Attached is my .fla file
I have a clas that inherits from sprite but i want to know when the x and y is set so i can make changes inside the instance, but i cant figure out how to do that...
i need it so that say if i set the x with the normal x property, it can set another variable or run a function.
I am trying to do adjustment of position (x and y) of display objects, relative to other display objects. In other words: I have two Sprite objects (rectangle and circle). The rectangle can have their width changed during execution. Yet the circle has a fixed size. What I do is this: regardless of the width of the rectangle, the circle is positioned at the far right of this rectangle.
I tried as follows: ActionScript Code: rectangle.width = someValue; circle.x = rectangle.x + (rectangle.width-circle.width);
In theory it should work, but look what happens: imageshack.us/photo/my-images/837/positionq.png
As the width of the rectangle increases the distance from the desired location also increases. Using: ActionScript Code: trace (rectangle.width);
I realized that the value of property 'width' does not match the exact amount of pixels that the object is wide. I just did a test and realized that this problem only happens when the rectangle has edge. When the rectangle has only fill, this problem does not occur.
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);
In AS3 / CS4 I'm trying to programmatically create a bunch of rectangular objects, let's call them 'cards', that will contain an image and a colored background and eventually some other elements like text. I want to create alot of these cards and move them around inside of a larger panel (also a Sprite) of sorts. I can successfully create colored rectangles in my cards and place the cards where I want in the panel, but whenever I try to add an image to a card, I can't seem to position the image inside the card's coordinate space, it ends up being placed inside the larger panel's coordinate space instead, even though I'm adding the image/loader as a child of the card. I thought maybe it had something to do with having to wait until the image loading was complete, so I added the listener as a test but that didn't work. Here's the code:
I'm trying to add some scroll bars to a Sprite using ScrollRect. The Sprite starts empty and when I add something at 500, 500, it should scroll, as it is outside the viewport. Unfortunately, adding a 10x10 Sprite at 500, 500, doesn't make my Sprite change its size to 510, 510, but to 10, 10 ::- (.
We all know that DisplayObjectContainers resize according to what's put in them. But I didn't know up until today that if you put something at 500, 500, the Sprite / DObjContainer will NOT resize from 0, 0 to 500, 500, but simply jump directly at 500, 500. Annoying, as I cannot put Scrollbars on something whose content fluctuates so. I need 0, 0 to remain 0, 0 and if something is placed at 500, 500, the sprite's height should increase with 500 + that something's height.
I'm trying to add some scroll bars to a Sprite using ScrollRect. The Sprite starts empty and when I add something at 500, 500, it should scroll, as it is outside the viewport. Unfortunately, adding a 10x10 Sprite at 500, 500, doesn't make my Sprite change its size to 510, 510, but to 10, 10 ::- (.
We all know that DisplayObjectContainers resize according to what's put in them. But I didn't know up until today that if you put something at 500, 500, the Sprite / DObjContainer will NOT resize from 0, 0 to 500, 500, but simply jump directly at 500, 500. Annoying, as I cannot put Scrollbars on something whose content fluctuates so. I need 0, 0 to remain 0, 0 and if something is placed at 500, 500, the sprite's height should increase with 500 + that something's height.
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.