Actionscript 3 :: Scaling A Container Does Not Affect Width Of Child
May 26, 2011
I've got a container(sprite) with children(sprites) added to it. When I scale the container, I would like to get the new width of a child, but when I trace the children's width I always get the original dimensions, even though everything gets visually scaled as it should. How do I overwrite the children-width ?
Update: I just found out that the children.graphics-"dimensions" could have caused the problem. When I leave the graphics, everything seems ok. Is it possible to scale the graphics at same time as the child-sprite?
I have a container object that i add children to. I want to change the height & width of the container without the children scaling. In this case I draw a rectangle in flash which I'll use as the container object then export for AS.
How can I limit the size of a child container with percentage width/height of 100%?
Example:
<mx:HBox id="container" width="100%" height="100%"> <mx:HBox id="scrollContainer" width="100%" height="100%"> <!-- keep this content limited to the size of "container" -->
[Code]....
Apparently I can get the desired behavior if I change HBox to Canvas but I would still like to know how to accomplish this with a HBox and why it differs from Canvas.
In a Flex Mobile project I have a simple itemRenderer where I'm trying to create an "bubble" texting effect, similar to ichat or iphone (just so you get what im going for). But if the text is longer than the screen it runs off, rather than just going down a line.
If I set Group thats holding the rectangle(to create the bubble effect) and the label to 100% it works and keeps it from exceeding the list containers bounds, BUT the group is always at 100% and looks bad, I'm trying to keep the "bubble" JUST AROUND the text.
Anyway so, at the top of my itemRenderer I tried specifying:
And here's my layout I figured since msg_container has a width of 100% I was hoping bubble_lable_group would just not exceed that but...it doesnt...it just runs off. I tried setting a max width but that does not allow you to input percents. And just to say it 1 more time. I know if i set bubble_lable_group width to 100% it works, and keeps it from going off the edge, but then the rectangle "bubble" stretches all the way across and just looks bad.
I thought I had a handle on AS3, DisplayObjectContainers, etc. but this basic thing is really confusing me: changing the width/height of a sprite does not affect it's visual contents - either graphics drawn within it or any children it may have.[code]...
I am facing a issue in Flash container. I am having a project which has main container which call different SWFs into it. Now I call this main container file into another container, and their problem starts. Many option doesn't work properly which generally have _root, _parent etc...
If I want to run project (main container SWF and child SWFs) into another container file which place on a website. I want to show whole project from this container file so what I need to do?
I have many buttons in HBox. Instead of disabling each button, I've disabled HBox. But I am able to click buttons even though the HBox is disabled. Disabling parent component will not make difference on its child? it shows like disabled but mouse events will generate.
I am completely new to ActionScript. I am nesting an SWF in another SWF container to be able to send the clicks from the flash object to the javascript outside. I am able to receive the clicks outside and that part works fine. But the inner content is not scaled to the size of the outer container. I use mxmlc from the 3.5 SDK, without any additional parameters except the actionscript filename, to compile the actionscript to SWF. How can I make the inner content fill up the container?
I am having a header in flash lets say of 900x600. And i was asked to scale it only horizontaly. I know and i have used scaling the movieclip on all sides. But in this case they only want me to scale it horizontally and don't make the elements in it loose proportion.So if the website scales so will have the flash to scale increasing it's width so i can add more elements in flash, dinamically to left and right.
if i was to make a flash website is there a way that i could have it scale the width to fit the browser, and scale the height so that it keeps the same aspect ratio and doesn't stretch the contents out of proportion?
I have been hacking together two different tutorials to create a menu with changing images, and some animating text. Everything looks great, except the menuitems, which i try to resize dynamically depending on the menuitem-movieclip-contained dynamictext. When i resize this movieclip, the whole movieclip scales, and everything looks odd.
this is my first flash project on my own, so be nice :-)
I'm trying to add zoom functionality to Lex Talkington's great Panning Class HTML Code: [URL] and have run into the following issue: I cannot seem to get the image to scale without also scaling the container _rectangle. Here's my code
Is there any performance difference? I am scaling a 2000 - 4000 wide movieclip, within a 600 wide stage. Does it matter which way I scale it in terms of CPU usage; myMovieClip.scaleX *= 2; or myMovieClip.width *= 2; The movieclip will be scaled multiple times and to varying sizes.
I have a root folder that calls a container loading movie-a. The problem is that this movie-a has a red symbol that scrolls from the outside to the inside of the movie. If I loaded the movie-a by itself it wouldn't show the symbol outside but as this is inside a root... well... it shows (see image). Is there a way to set container width-height? I know I can mask it but I don't want to to that because I have other symbols flying around the movie.
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.[code]Sprite2 is a rectangle. When I rotate it, of course, the height of its parent, SpriteP, GROWS. But I would expect that height to go back to what it should be when I'm removing Sprite2!And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200.
I got a Parent Sprite, let's name it SpriteP, which holds inside it two other Sprites. Sprite1 and Sprite2.
When Sprite2 is NOT rotated:
Code: trace(SpriteP.width + ' ' + SpriteP.height); //100 250. SpriteP.removeChild(Sprite2) trace(SpriteP.width + ' ' + SpriteP.height); //100 200. -> works, 200 is good. When Sprite2 is rotated at 90:
[Code].....
And it does! If I remove Sprite2 while NOT being rotated, the height of the parent drops back to normal, 200. But if I rotate Sprite2, the Parent won't update its bounds.
I know this might seem like such an easy issue and I can't understand why I cant figure it out but none the less I can't and I've just about given up. Here's the issue:
I have a sprite container which is supposed to hold a bunch of thumbnails to videos. I am able to populate the container with all the videos and the whole works but obviously if I add a bunch of videos its going to exceed the size of the flash document so I need to add a UIScrollBar (which I did) now the scrollbars target is set to the container but isnt allowing me to scroll and if im correct this is because the container doesnt have a set height. So Im trying to set the height of this container but the second I try setting the height or even width all my thumbnails I used to be able to see are gone! It's as if the size is being set to 0 when its not I've even tried to set it to a specified size just to test and nothing.
My class is extending Sprite and inside i have overwritten width, height, scaleX and scaleY setters and forbidden scaling if scalable property is set to false. When i test this (put it on the stage and try scaling using these methods) it works fine. However if I add it as a child of some other DisplayObjectContainer and scale it my object is scaled too. Are there other public scaling methods that I could overwrite and that I am unaware of? If not, how could I achieve this effect without overwriting it's parent container's scaling methods?
How can I make sure my textfield doesn't scale along with it's parent movieclip?This textfield is created dynamically inside of a randomly scaled mc. I want to prevent the child txtfield from scaling along with it's parent.
I have a 50x50 fixed rectangle in the center of the stage. I am using this rectangle as a "hit area" to copy pixels of a bitmap that is draged by the user to line up an area of the image he/she would like to crop.I have preview of the hit area displayed while the bm is being dragged which works well. However, once the bitmap is scaled using the slider component the preview area no longer reflects what is in the hit area.
Code below:
function mouseDownHandler(e:MouseEvent):void { // Contraint #8 - Define drag bounds[code].....
I have spent nearly a day on this now, searching everywhere, but never found anything. This is my desperate attempt to get my problem solved. I have a container (ContentHolder extends Sprite), which holds another container (Content extends Sprite) which has a TLFTextfield in it.
Now when I resize the ContentHolder, its children get resized too. I have overridden set width and set height in the Content class, because I need the Content to resize differently than just scale. I want the TLFTextfield width to adjust to ContentHolder width, while maintaining font size. So ideally the TLFTextfield would set different line breaks, according to the width of ContentHolder.
I really have no idea how this can be achieved. One solution may be to create a new TLFTextfield instance with the updated height and width values, but that could look messy when drag-resizing the ContentHolder..
I am trying to load a swf(as3) into another As3 Swf with the Movieclip loader. After loading however Loader.width/loader.content.width returns an exaggerated value than the actual width of the swf being loaded. Any pointers on where to begin looking for the discrepancy?
More Details (if it helps)
The swf being loaded has UI components like dropdowns, input boxes and combo boxes (its a Form to fill up), and a coded one-time tween. When the child MC loads into the parent movieclip, the Loader.width value returned is exaggerated by about 28 pixels (although the height remains the same). Loader.content.width also returns a 28 pixel exaggerated value. The Exaggerated value is more than even the stage width of the child MC. The extra ~30 px are upsetting subsequent code in the parent movie to scale and center the loaded swf.
update:
stage.stageWidth returns the correct Value.Code used in the parent MC, to load external SWF:
private var deadURL = "child.swf"; private var deadReq:URLRequest = new URLRequest(deadURL); private var deadLoader:Loader = new Loader();[code].....