Flash :: Rotating Sprite Moves The Sprite From It's Original Location
Jul 6, 2011
I'm doing a simple rotation on a sprite but there's a weird behavior where the sprite does not rotate around it's top left. I think I'm rotating along the top left of the test class instead of the sprite child. I would like to rotate the rectangle around it's top left corner (kinda like a clock hand). The code is pretty short so I'll let the code + pictures explain my problem:
package
{
import flash.display.Sprite;
[Code]....
I've read a lot of stuff about rotating around a fixed point, I've tried doing it with movieclips instead of sprites, I even copy pasted a tutorial on rotation and nothing works.
I'm attempting to create a top-down TRON light-cycle style game in Flash CS5, working in AS3. I've been looking into having a player-controlled sprite (a UIComponent) leave a trail as it moves across the screen, avoiding other lines and trying to get to the "exit". The player-controlled sprite will be controlled by the keyboard.I've looked at "snake" games to try to sort out the best way to do this, but I'm not sure that it's the best base to start from.
I am using a class to create a sprite of a ball that is rotating it's parent. Both the parent and the child are adding a textfield child which indicates the radius. For some reason the textfield on the outer ball is falling behind the sprite, so only visible if mousing over it. Also the text is not rotating relative to the ball. It stays vertical.[code]...
I searched online and found this script that is supposed to rotate and image but I'm not sure how to use, where to put in the degree angle that I want my sprites to rotate by. Also, I get an error. 1084: Syntax error: expecting identifier before leftparen. 1084: Syntax error: expecting rightparen before leftbrace.
var point:Point=new Point(spr_box.x+spr_box.width/2, spr_box.y+spr_box.height/2); rotateAroundCenter(spr_box,45); function rotateAroundCenter (ob:*, angleDegrees) {
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 created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
Then the numericStepper is drawn as if it is squished to 20% its normal height. If I pre-set mySprite width and height before adding the numericstepper, the trace output is 0,0 after adding it and it is not displayed at all. Is there some way I can make the sprite only adjust to correctly fit the numericStepper OR resize it afterwards without distorting the numericStepper component?
I have a task: I need to place about 100 sprites on one canvas (with prepared grid on it). I need to place them as invisible (circles) stones, on the board, and make visible only on mouseover. The problem I come across is following, I can't place those objects accurately into the nodes on the grid.
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.this is a script of mc prodcut
PHP Code:
[Code]...
The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite..how can i make this happen?when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear.
Everytime I google this question I see confusing information about masks and blends, none of which seems to directly apply to what I think should be an easy thing... There are three Sprites involved here...the lowest layer sprite is pretty much a background. I want to overlay a translucent Sprite on top of the background and then I want the third, top-most Sprite to act as a hole, so that the area inside the third Sprite is completely transparent, so that the background sprite is completely visible. How would I go about doing this dynamically (i.e. dynamically drawing the masking sprite and hole using the Actionscript graphics calls)?
I have MC masked with TEXT,when the user moves his mouse down more text appears from the bottom and when he moves it goes bakc to the original position...I do not want the mouse wheel .. I woudl like to do it by mouse hovering...
Is it possible to set the height of the sprite depending on the height of an textfield inside that sprite? I'm creating a box with a textfield inside it, but I want the box to be sized depending of how much text it is in the textfield..
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
Ive got a question that feels like it should be easy but I cant figure it out. Suppose I have 2d grid of square sprites on the stage, lets say 20 by 20 (400 sprites). Another sprite moves accross the stage on top of the grid. The moving sprite and the 400 sprites below it share a common parent. So heres the question: How do I find out which of the 400 sprites the moving sprite is currently over? And heres an extra wrinkle: I lied, the sprites are not square they are of differing shapes so I cant do a simple math calculation.
All I can come up with is something like hitTestPoint(), but then I would have to call it 400 times wouldnt I? That is probably the most inefficient way to do things. Is there a function like whatsUnderThisPoint(p : Point) which will return a list of every sprite on the display list that contains p?
I am completely in the woods here - i have a sprite with a shape drawn in there (there are two different sprites in the example.) At any given point, I need to get the x and y value of the topmost point of the shape. The sprite does rotate so it's going to change at any point as well. I don't even know where to begin here
I am making a presentation where the user can click and drag cubes around the stage. I was wanting some kind of reset function where the cubes would tween back to their original co-ordinates rather than just jumping back to frame 1 when they were all in order.
You can create a movie clip within the Flash Pro interface and then use it with actions script. But how do you create a sprite element in the Flash Pro interface (by that I mean creating it without using action script)?
I am developing a flash application required me to have a rotational sprite object cycling around the 3D space. I saw a MovieClip has a z-index that can be used as z coordinates in 3d space but couldn't find it in sprite object. How to I get around with that.
I am very new to ActionScript and Flash development so excuse any incorrect terminology that I may use. I'm developing on Ubuntu, using AS3, and compiling with the flex sdk using the ANT tasks (flexTasks-4.0.0.10485).I am looking for a way to scroll content within a sprite. So, say I have a sprite that is 100px in height, and I add several child objects stacked on top of each other that exceed the sprite height, then I would like to display a scrollbar to enable scrolling through the children.Now I found fl.controls.ScrollBar, but when I attempt to import the class I receive the error:Error: Definition fl.controls:ScrollBar could not be found.I'm not sure why I am receiving this error, as this appears to be a valid AS 3 component according to the livedocs.Is there a scrollbar component in AS 3 that can be attached to a display container like a sprite?
So i have this sprite that is say arbitrarily 100 x 100 which is added to the stage. Now when content is added to this sprite the sprite expands automatically as it should. I dont want this to happen, what i want is to set a defined boundary i.e. 100 x 100, if too much content is added i can be able to scroll it. My problem is i cannot add a mask to the stage like the conventional way because i have many other boxes like this that vary in dimensions and number. I found a way i can do this but its very inefficient, what i did is i created a movieclip filled it say 100x100 with some color then instantiated it. Next i added the sprite and if content overlaps it wont be visible, only 100x100. I sort of stumbled on this and dont know exactly why this works. Any help is well appreciated, thank you.
I don't understand about the qualities of a sprite, but why does this trace as undefined? item is a movie clip and businessCard is a sprite which contains a movie clip.[code]
(using flash) I have a Sprite object that I want to show on google map. So I made a GroundOverlay object using my Sprite object, but it doesn't show up. I guess it's because Sprite is higher class than DisplayObject. (GroundOverlay seems getting DisplayObject only..?) Is there any way to us Sprite for my GroundOverlay?
I'm developing a flash game and I hired a graphic designer to make it look more professional. The problem is that I don't know if I should use timelime animations or sprite sheets.Here is an example of his graphics:[url]...
How should I proceed for better performance? Also, if I just split the sprite sheets in many images, put them on an array and keep using add/removeChild() on them will it work properly when talking about performance?
I am trying to create a dynamic scrolling list in Flash AS3. When I create a list, I set it to be an initial length. Later, I add more objects to the list which is outside of the original size of the list. I want to be able to scroll down the list and see all the objects. My scrollbar just moves the list's y position. However, every object that is drawn outside the original list size is not shown when I run the program and scroll. I have a list object which has the function below when I need to add content to the list. When I initialize the list, I give it an initial height and width which I use to create a mask.
public function AddPlayers(pPlayers:Array, pScrollBar:ScrollBar):void { var player:Player; trace("happened again"); for (var i:int = 0; i < pPlayers.length; i++) player = pPlayers[i]; [Code] .....