I'm making a game in flash, and I want to have a whole bunch of different rooms that I can make and delete with code. Ordinarily I'd just use something like:
var room:Sprite = new room1();
game.main.addChild(room);
but I'd have to export every room for actionscript. Is there a way to get them made just being symbols? If nothing else, I could layer all the rooms on top of each other in one symbol and set all but one invisible, but I'd prefer doing it this way with getDefinitionByName().
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.
In the Flash CS 5.5 AIR settings for iOS, in the General tab of a panel, there's a menu that lets you specify the target device:
-iPhone; -iPad; -(both) iPhone and iPad;
What happens if I specify the third? That is: I can't understand if I can use the default stage dimensions (iPhone dimensions) or I must eventually create a stage (and assets) for iPad (and it will work for iPhone too).
I have an AS3 application where I used the bitmapdata with its copypixels to create a cropping effect on the imported image file (JPEG etc), now I am in need for exporting the resulting cropped data to image file suhc as JPEG, TIFF or any other format. I am actually transferring the content of bitmapdata containing the cropped image into movie MovieClip object therefore, exporting from movieclip containing the image data is another option.
Any way to be able to export what is currently displayed on the flash swf stage to an vector-usable type file so I can edit in illustrator? I basically have a little actionscript animation that runs, and adds random movieclip shapes on the stage..... so i would like to be able to save what it outputs.
I keep hearing "postscript" a lot.
and i've also been able to save it as a PDF using the "print" function on the Adobe Flash Player, but a wierd thing, it doesn't export opacity information.
Any way to be able to export what is currently displayed on the flash swf stage to an vector-usable type file so I can edit in illustrator? I basically have a little actionscript animation that runs, and adds random movieclip shapes on the stage..... so I wanna be able to save what it outputs. I keep hearing "postscript" alot, not sure what it means tho. And I've also been able to save it as a PDF using the "print" function on the Adobe Flash Player, but a wierd thing, it doesn't export opacity information.
I have several symbols in the library (using Flash CS5), and all of these instances have a custom base class set with a method (lets say x()). I have the symbols already positioned on the stage using the IDE, and I wanted to access them through as3 and run the method. I understand that you can instantiate a new object of an item in the library, but how would I access the object that are on the stage already?
var objectList:Array = new Array(); objectList.push(InstanceName1); objectList.push(InstanceName2); objectList.push(InstanceName3); objectList[0].x(); //trying to run the method on the existing Symbol
However, flash returns an error saying that the object does not have method x(). Also looking through the debugger, it doesn't seem like the item pushed is an instance of the base class, rather it says (prototype). This works of course if I were to create a new instance of each, but I would rather access the ones that are on the stage already.
In my adobe Flash CS5 when i create a new symbol it opens in a new screen as normal. the stage that I can edit it on however is stuck in the top left when I zoom out and it's starting to drive me nuts. I can't work with it like that.
i have a swf that i export and it works perfectly its 600 kb and runs nicely. i put proper code to for the stage to resize and keep all the movie clips in their right place, center ect.. but when i resize my swf my animation slows down drastically? there is a lot of animations movie clips within movie clips for it to all work.
Someone told me once that every function in Flash has some associated actionscript being executed behind the scenes, e.g. converting a graphic to a symbol or drawing a pentagon on the stage. This person also told me that there is somewhere in which you can view said ActionScript as it's being executed. How can I do this? I deem such a feature necessary to do the projects I have been given, especially having very little experience with AS.
I have a project in Flash Professional CS5 and ActionScript 3.
I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".
To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?
Is there a better way to have a symbol's anchor point default to the size of the stage? I'm having Huge problems because if two symbols are different sizes then I can't tell two objects to be in the same location.The workaround seems terrible. I have a guide layer for stage bounds. I'd have to duplicate that, add that to the objects that I'm going to want to convert to a symbol first, then remove it after it's converted. Is there anyway to automate any of that? That just seems like a terrible task to repeat over and over. I suppose one option is to have a blank symbol that is the correct size already, duplicate that in the library, rename it, put that on the stage, then put your objects in there. Wow, I'm not sure if that's better or worse!
I have made a movie file symbol with multiple key-frames, such as a person walking, but when I drag this symbol from the library into the stage and preview it, all I see is the first frame of the symbol--it never changes to the next frames.
I am using an opensource spectrum analyzer to try to learn, but I would like to start by making the stage symbol pulse in the same fashion.NOTE that I have inserted the below text at the bottom of the .as file so that you can see how it is not referencing.I want to control a movie with the instance name mc_ball that I already have on stage.If I reference it in the .as file via _root.mc_ball.scaleX or whatever I need to do, it says it is not defined...obviously.So what do I need to do, to define a movie ALREADY created?I was informed on a different forum that _root is no longer valid, so I am not sure where to go from here. Does anyone know of a tutorial that I could learn about this feature of referencing library/stage symbols?
I have a button on my stage its a movie clip I also have a symbol in my library that is also a movie clip with a small animation inside it. It is not the button.
I am trying to use the button to bring the symbol out of the library onto the stage then when I click the button again it will remove the symbol from the stage.
I'm new to Flash, am working on my first Flash Project. I've been trying to move a particular symbol from my library onto the stage and when I do, I'm getting a "Resolve Library Conflict" error that says "One or more library items already exist in the document." and it gives me the choice to replace the existing items or not. It only appears to be happening with 1 or 2 particular symbols, not all of them. I did use this same symbol (as a graphic bullet) earlier in the project with no problem, but now it won't let me use it again. However, I have other symbols in the library that I have used multiple times throughout the project and I don't get this error pop-up when moving them into new frames. I don't see any mention of this in my Flash book, why I'm getting this and how to resolve it?
Sorry for lack of terminology but I want to create movie clips with moving graphics or objects and so want to see the boundaries of the stage. At present the whole area is filled with my stage colour. A setting somehwere?
I know this is one of the most basic things, but I am having trouble adding an instance of a symbol to the stage with action script in Flash CS4. I have a "fireball" symbol and at the beginning of my code I say: var myFireball:MovieClip = new fireball; addChild(myFireball); But it says : "1180: Call to a possibly undefined method fireball."
What is happening is, when I convert any object to any type of symbol, it disappears on my stage. It tests fine, but the symbol is invisible. This makes it difficult for me to see the overall design. Last time there was a folder that was just filled with about 10k blank files somewhere in the preferences for flash, but I can't seem to find it to delete those random files/ that folder. I'm on a Mac, and uninstalling/reinstalling flash does not work.
Is it possible to automatically make a text list of all symbol instances used on the stage and within all movie clips which are used on the stage? E.g. I have a symbol "my metal bar" in the Flash library and its instance on the stage is called "metal_bar_mc". So the list should contain a line with text: "metal_bar_mc".
Is there any automatic tool or maybe an AS3 library or it is possible to somehow write AS3 code to do this? And one more thing, it would also be very helpful to be able to determine, which of those instances are exported to AS3 (so the text list would contain an asterisk for those which are exported, or whatever)
I have just recently started playing around with AS3 and am pretty new to what is going on in Flash (though I do have a lot of programming experience.) I have an object that I am dragging around on the mouse. I want it to be destroyed if I drop it anywhere but in a target location. I have the part where it is destroyed working, but I am running into a problem trying to find the target. When I try the following...
PHP Code: public function DropObject(){ if (! this.hitTestObject(stage.getChildByName("Target"))){ stage.removeChild(droppedObject); stage.removeEventListener(MouseEvent.MOUSE_MOVE,droppedObject.MouseCursorMove); }}
I get "TypeError: Error #2007: Parameter hitTestObject must be non-null." So, "getChildByName" is returning null, but I'm not sure why. I've verified that there is an Instance name of the Target on the stage. Why can't I find it?
I have a symbol called s1 in the library and I also created an instance of it on the stage on the first frame, its name is myS01Before I linked the document to a class (this was for youtube player) I was able to add event listeners, such as mousevents, onto this instance in my actions panel. But, after I linked my document to the external class in a package without a name, I cannot add any code into Actions panel, because it gives me all kinds of weird problems.Instead I am trying to use this symbol and add listeners to it in my external class file (the one linked to the document) with no luck.my external class file looks like:
I bought Flash recently and I'm getting started on making a game, a platform shooter game, thing. What I have, is a button on the main stage that I want to activate a function in an instance. But that instance is inside a symbol. So it's Stage->Character->Gun. But if I put down:
Shoot.addEventListener(MouseEvent.MOUSE_DOWN, Fire); //Shoot is the button on the stage function Fire(evt:MouseEvent):void{ Derp(); //This being the function I want to be activated }
This is the code in the Gun instance: function Derp():void{ //epic code goes here }
It will give me an error saying "1180: Call to a possibly undefined method Derp." So basically it's telling me it can't get to this code because it's not on the same stage. How can I get an instance to be recognized by all code in my project, regardless of we're it is in the project? I want to keep all my symbols where they are, so external ActionScript file won't be good if I have to recreate the object on the stage.
I used to know how to do this (maybe): I want to load a Symbol from the Library on the fly into an Object on the stage. I think I have to give the Symbol a Class under Properties/Linkage, but after that I'm lost. I know this is a hack-y way to do it, but I want to do this without external Classes and files, all in the one swf.
I'm trying to remake a project that i did earlier in as2. Now i'm trying to build it in AS3.
It was a simple tool to convert text to hieroglyps. In the library I have all the different hieroglyfs and they are exported for actionscript with identifiers a,b,c,d,....
When i used AS2 i could accomplish this with this simple function
Code: function convertWord(word){ for(i=0;i<word.length;i++){
[Code]....
But i don't find such an easy way in as3. How can i use a string variable as identifier to put a symbol on the stage.
When you attach a movieclip taken from the symbol library to the Stage, by using the attachMovie function and its Linkage name, do you have to - previously - place a dummy instance of the mc anywhere on that Stage to get it works ?
I have a tween set up in actionscript... something like this Code: function tween(){ var tweenPart1:Tween = new Tween(_root.tweenMe), "_x", Strong.easeOut, 100, 50, 3, true); } That isn't the problem... it actually works very well.
But I also have another peice of script. Code: _root.tweenMe.onEnterFrame = function (){ this.onRollOver = function(){ this._x = 50 }}
This just counter-acts the tween to make the symbol jump to the centre of the stage and then stop. but that is the problem... the symbol wont stop. it jumps to 50 for about 0.1 sec then continues with the tween. PS tweenPart1.stop(); doesn't work for some reason