I'm trying to dynamically draw out an isometric grid but I'm hitting a few problems, currently I'm using a matrix transformation to get the grid to look more isometric that tile based but it has it's problems so I want to add the grid with out using the matrix transformations. currently I have..
I tried to draw it out using Sin ,Cos and Tan functions to try to set the coordinates but it didn't behave like I had expected,
I'm currently using actionscript 3.0 to make a simple game. I'm currently working on a platforming game.I'm at a complete loss to a lot of the draw functions, so I wanted tI want to know how I can DRAW A GRID. That's it. A simple grid where I tell it, the grid is (550 X 400) pixels and each sqaure is 20X20 pixels empty.The code that I tried didn't work:
I'm trying to create a grid where the users can 'draw' across it and change the colors of the grid squares to a chosen color.In the following code, I'm creating the grid with squares. I've got the functionality 'working', but it's only working on the last square instanced.How do I get it to work on all the squares, not just the last one?
I am trying to draw a set number of squares in a grid type layout and have pretty much gotten it to do what I want. The problems is that I want to be able to manipulate each square individually later on and I'm pretty sure I need to assign each one a unique instance name.something like "square_0_0" all the way down to "square_10_10" (it's a 10x10 table of squares).how do assign a unique instance name to each square as it's added to the stage? I attached the code I currently have running.
I'm currently working with the OLAPDataGrid component and got stuck at a relatively simple task: I want to style the last row of the grid differently from the rest, so my cell item renderer needs to know whether he's rendering the last row with content in the overall grid, including those rows currently not rendered because they are outside the visible grid space. AdvancedGridListData's rowIndex property only gets me the row index of the renderer relative to the range of visible grid rows, i.e. when I scroll down the grid, a data item with an index greater than 0 gets the rpw index = 0.
I need to create a simple multiplication grid where children will fill the grid. Its an empty grid at the begining, when they start the time start as well.Its a grid of 10 x 10. when they enter the last number, the grid should show what they did wrong and the time they spend. It's an idea of how it could work but if anyone has something that looks like this.
I want to make a square grid of fixed side length but varying grid number using code.That is, the number of grids should be specified by the user (say 3*3) and after pressing a button, the stage should be broken into 3*3 grids.I don't want any code, just a method on how to do it. I have tried it by using simple loops but the method just fails for no reason I can figure.
Whenever I add paddingRight to a column in the flex grid, it adds the padding to the header as well.Is anyone familiar with how I can add paddingRight just to the column and not to the header? Below is the column code where I was specifying the padding.
I really like the thumbnail gallery for its simplicity and beauty. But I would like to ad or vertical scroller (I'm unable to find it here too, maybe I'm blind, just I'm more at the end of my seeking options) or a make a grid thumbnails, that will show 2 columns of thumbs and 5 pictures in each columns, then under the 2 columns i would like to ad a sort of arrow or button that if my gallery have more then 10 pictures it will go on the next thumbnail list. I'm not looking for any extra fading effects or special movements. Just would love to have a single thumbnail grid on side, with option to have lists of thumbnails by 10 if there is more then 10 pictures or so.
I have a mx:Grid component in my flex application. But I would like to resize it by clicking and dragging in the border. This component doesn't allow doing that.I want to put a panel in each gridItem of this Grid component and resize it.
I'm building a small editor that allows users to place electrical components onto a grid so that they can see how electricity works. I have built a grid using an array and for loops and attach movieclips dynamically to that grid. What I want the moviclips to do is to look in the four spaces either side of itself i.e. up, down,left and right.I have managed to pull the grid coordinates out of the grid which enables me to tell the clip which grid space to look at but have been unable to successfully get the code to work.Here is my code:
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to code the snap to grid functionality. The dragged object should snap to the grid if the distance between the object bounds and a grid line is less than 5px. I found a way to do it if the object's rotation is 0 but it doesn't work if I rotate the object. I need a different approach. Can you point me into the right direction with the algorythm or any source code?
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I am trying to create a puzzle like game (a chinese puzzle game called tangram). I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ?[URL] What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesnt seems to be working.
I am a newbie in flash and I am trying to create a puzzle like game. I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ? [url]... What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesn't seems to be working.
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
I am having an issue with using BitmapData.draw(stage). I am getting the following error:
SecurityError: Error #2123: Security sandbox violation: BitmapData.draw: file:///C|/Documents%20and%20Settings/bla...bla...bla.swf cannot access null. No policy files granted access. Here is a portion of my code:
var bd:BitmapData = new BitmapData(2800, 2100); bd.draw(stage);//this is where the error happens All of the files referenced (.xml/.jpg/.swf) are located in the same local folder as the main .swf. How do I get around this error? The main objective is to print the stage using PrintJob(). I am using Flash Professional CS5.5 and publishing to Flash 10.0/10.1. Let me know if I need to supply any more info.
i have a class thats create a class with bitmapData that merge 2 IBitmapDrawable. one of them is 24*20 while the other is 16*16.i want to draw the smaller first in a bitmapData object which its width and height are 24*20 but i want to draw it in the center of the big bounds.
I have a grid in a 2D system like the one in the before image where all points A,B,C,D,A',B',C',D' are given (meaning I know the respective x- and y-coordinates).I need to calculate the x- and y-coordinates of A(new), B(new), C(new) and D(new) when the grid is distorted (so that A' is moved to A'(new), B' is moved to B'(new), C' is moved to C'(new) and D' is moved to D'(new)).The distortion happens in a way in which the lines of the grid are each divided into sub-lines of equal length (meaning for example that AB is divided into 5 parts of the equal length |AB|/5 and A(new)B(new) is divided into 5 parts of the equal length |A(new)B(new)|/5).The distortion is done with the DistortImage class of the Sandy 3D Flash engine. (My practical task is to distort an image using this class where the handles are not positioned at the corners of the image like in this demo but somewhere within it).
Notes: - The array is declared else where as a public variable - This is to be part of a game engine I'm building so I want it as flexible as possible - The tiles as reading their properties for an XML file. But I don't want to use the XML to hard code the tiles' positions.
I am in the middle of designing a 16 x 16 grid sequencer with a row of buttons that light up and sweep across the screen as shown in the attached picture. Basically i was wondering would this be best done in flash cs5 as its hopefully going to be coded with actionScript or should i use other adobe apps like illustrator etc? I was also wondering how to get the lights to trail behind as the lights travel across the buttons?
Just a quick query, i work with Lightwave 10 on the mac and i was wondering it it can be incorporated into flash cs5 at all?
I followed this tutorial and I couldn't manage to get it to function. I'm new to flash and I'm thinking the reason it didn't work is because I used a different ActionScript method. I used AS3, is there another type I should be using? Or is the coding different from the version used in the tutorial to CS4?
Okay, trying to find a solution to this, I have been searching everywhere. I have a flash project with a grid of images; 3 images tall by 4 images wide. Here's what I want, when you rollover each image, the others get covered up with a larger version of the particular image, no fancy animations or anything like that, it needs to just appear. The problem I am encountering is that the expanded image is part of the rollover so rolling over anywhere the expanded image should be reveals the larger image. So the million dollar question is... how do I make the only active part of the rollover action be the small version of the image
I don't think Flash is seeing my movie clip grid that I placed on the GRID Layer. When I check syntax it doesn't find anything wrong, when I go to debug in Flash it shows the grid even though I thought I have it set to visible=false. When I set it to true and debug the code it shows the grid as well. When I try to test it in Scaleform for UDK as well, the cursor acts as it should however the grid is invisible, when I change the code for the grid to be visible it still doesn't show up. I provided a screen shot of the entire screen. with as much information I could think of to show including the entire AS code.
Below is the AS code as well. I am using AS2 code. ActionScript Code: _global.gfxExtensions = true; import flash.external.ExternalInterface; Mouse.hide(); startDrag(cursor, true); var mouseListener:Object = new Object(); [Code] .....