Flash :: Add Image To Sprite So TouchEvent Responds?
Apr 30, 2011
I create my sprite and eventlistener like this:
public function init():void
{
var mySprite:Sprite = new Sprite();
mySprite.graphics.beginFill(0x336699);
mySprite.graphics.drawRect(100,100,150,50);
addChild(mySprite
[Code]...
But how would I and a image to the sprite so the TouchEvent responds to touching the image?
Want to make an Image gallery that responds to a swipe gesture. Found some tutorials but they were a bit vague. Someone an idea where I can find some good ones? How to test this on a windows pc? I do not have a certificate (I know that there are some illegal cert. on the internet), just want it to test it on a simulator?
I have 2 controllers on my stage, one behaves like an analog controller (A) for left/right up/down etc, controlled with a TouchEvent. The firing controller (B) is bound to another TouchEvent.problem is TouchEvent seems to be much slower than using say MouseEvent.MOUSE_DOWN for controller (B) which results in a much faster firing mechanism. If I am using TouchEvent to control (A), and MouseEvent.MOUSE_DOWN on controller (B), (B) will not fire unless I release (A) meaning I cannot move and shoot at the same time which is frustrating, but I can use a MouseEvent for controller (A) and a TouchEvent for controller (B). how I can stop the conflict?
I've a slider class (SliderUI) and I'm passing slider and track images to that class as sprites.
What I'm trying to do is, passing one more image as sprite and changing its width for doing masking in slider. (It will expand or collapse as you move volume slider)
When I try to change width of sprite, it doesn't show up and I guess sprite is just container and resizing it makes it disappeared.
So how can I resize sprite with its child image (it's loaded by a Loader object by the way)?
I am develop on Air for iPad app, just wonder is TouchEvent more efficient or MouseEevent is doing fine. i am talking about performance wise, things like doing drag and drop and ect...
Experimenting with touchscreen events, using Flash Builder "Burrito", Flash CS5, and Device Central...As follows is the document class (Engine.as) for a (properly set up and responding) resource fla:
Im quite new to actionscript and am in the process of making a simple platformer game. This is my first project and am still learning all the functions of actionscript.I am trying to embed an image, and then have a sprite have the appearance of that image ( I dont know how to word that any better...)[code]Im getting no errors, but the Sprite is still not showing the image i want it to.
I've written code that enables DisplayObjects to be fully manipulated under two touch points (drag, scale, rotate). The problem I'm having is that as the DisplayObject is being manipulated, it causes fluctuations in the TouchEvent's stageX & stageY properties. These fluctuations are feeding back into the tranformation code and as a result, the object shakes/shivers.
It seems that the stageX & stageY properties are being calculated from the localX & localY properties of the TouchEvent. I've tried adding listening to the stage itself for the TouchMove event, but as soon as I drag my finger over a transformed object, the traced stageX & stageY values change slightly, going from integers to floating-point numbers. This is evidently what's causing the shakey feedback loop.
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 am writing a little app, and have buttons and sliders on one frame 1 of the stage, and then a help screen on frame 2 of the stage. I have some event listeners attached to the objects of the first frame. When I move to the second frame, and then go back to the first frame, all the event listeners have gone out of scope, and no longer work. (at least that is what I think is happening). I think the best way would be to add something like add Event.ADDED_TO_STAGE listeners to each object, and have the listener function add the event listeners that I want for each item.
So I would have: public function Document(){ super(); iSlider.addEventListener(Event.ADDED_TO_STAGE, added); iSlider.removeEventListener(Event.REMOVED_FROM_STAGE, removed); myButton.addEventListener(Event.ADDED_TO_STAGE, buttonAdded); myButton.addEventListener(Event.REMOVED_FROM_STAGE, buttonRemoved); } In each of the listeners, I would add / remove the listeners that actually respond to the button / slider.
I've got a Tree component on the stage that allows users to select a node (which sets the enabled to false and sets the focus off the tree) and then they can enter data. The problem is that if they click on the tree (still disabled) they can now use the keys (arrow keys & first character of the line keys) to navigate within the tree component
what is probably a basic question...I have a Flash app that needs access to the microphone. The code is:var mic:Microphone = Microphone.getMicrophone();That initiates a dialog box where the user allows or denies use of the mic. What I was to do is have my code pause at that point, and not proceed until after the user has made their choice (allow or deny). I assume there's gotta be an easy way to do this, but I haven't discovered it.
I am looking to add some life to this graphic in flash: My goal is to have the "Hey Jude" element drop into frame and be suspended by the two strings that are attached to it. i.e. similar in fashion like a swingset
I have looked all over the web but have yet to find any leads/tutorials on the matter.I would also like this element to be physics based so that the motion is random and when the element is moused over it responds to the action.
i'd like to create a single movieclip that responds to the same input (mouse click) in two different ways: if playhead is on frame labeled "one" go to frame labeled "two", otherwise if playhead is on frame labeled "two" go to frame labeled "one". i've tried if/else and switch statements with no success - what's a good approach to doing this?
I've just finished a simple Flash 5 game in ActionScript. Everything about it works fine except when I try and turn it into a web page. After I create the page, the graphic controlled by the player no longer responds to the keyboard. Can anyone explain why this is and how I can fix it?
I am trying to embed an image (PNG) in my SWF and display it with a Sprite. Below is my code, which displays nothing.
Code: package { import flash.display.Bitmap;
[Code].....
I eventually want a class that extends Sprite and contains multiple embedded images, which I load randomly on every instantiation of that class.
I am working on a small project by writing .AS files in a text editor and compiliing from the command line with MXMLC. I have completed most of my project, but am stuck figuring out how to embed images and get them into a Sprite.
I'm trying to build a picture viewer that can be used in every way. So it's important for me to make everything dynamic. I have a xml file that I load and then I read all the images and I want a border surrounding the image. I've made a new sprite to load everything in, I made a second sprite to load the images and that second sprite should be behind every image but it will only show behind the first image.
<code> main_container = new Sprite(); main_container.x=containerX;
I create a simple .As file with following score code: Code: package{ import flash.display.Loader; import flash.display.Sprite; import flash.events.MouseEvent; import flash.net.URLRequest; public class AS3_Project1 extends Sprite{ private var sprite:Sprite; [Code] ..... And the image wont appear but if i remove the sprite.width = 500; line and I can view the image? what going on?
I have two illustrator vector images "apple.ai" and "orange.ai" imported in the library. I create a new sprite in actionscript and want to assign apple.ai as the graphic for the sprite and on mouseover want to change the graphic to orange.ai. I don't want to use button but only sprite: basically i want to know if there is a way in actionscript to assign and change the graphic of a sprite.
I load an png image and add it to the display list. Now I want to add this image more than once, like a pinball game there could be 3,4,5 balls, all with the same image. But I cant add the same image reference more than once to the display list, right? So should I make a copy of it? How can I copy it and add to the display list without needing to load it from file more than once?
I tried using this: [URL] But didnt worked! I use the class Loader to load an png, and I use the Loader.content as a parameter of that function. When I add the result to the displaylist nothing appears!
I am trying to get an image object from one sprite container and adding it to another sprite container. But when I use GetChildAt for this, it will remove the object from the parent sprite and place it inside the other.
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've got a few spites on stage that are created dynamically and live in an array. I'm rotating images through these sprites and now need to know which image is in a sprite when clicked. My code: loading the images:
I've got a sprite object that gets a custom shape loaded into it, that gets used as a mask so as to cut out a custom shape from an image that is loaded in with a loader object - The loader(loada) and shape(lines) objects are both children of the sprite object - I've added code to save out the image from beneath the mask but when the save function is called nothing is saved out, and no errors are thrown.[code]