Make An Animation Where A Dice Roles From The Left Of Screen Towards The Middle
May 8, 2010
1. I would like to make an animation where a dice roles from the left of screen towards the middle. Bit like this: I am thinking an animation, then put it on a path (not sure how to do this, but I know it can be done.) I have heard that swift3d could help me here, if so, give me a heads up. I could also make it an animation and make it bounce on the spot and use the inflash camera and draw back the distance to seem as if it is moving forward. Basically the main problem is how do I make the animation of the cube?
I want to make a box come from off screen then bounce back and forth and then come settled down in the middle of the screen. It can be random bouning intervels or a set amount.
basically on the stage I have my Menu movieclip which is linked to an actionscript class called Menu. Within this I have another movieclip, not linked to actionscript, just a plain old movieclip.
This movie in question is a dialog box, and contains an animation for it popping up, and then going away again. I'm trying to put actions on specific frames to make it stop when it reaches the middle of the animation, then when "ok" is pressed the animation will resume and it disappears again. However the actions on the frames don't seem to be getting executed. I tried putting "this.stop();" on the middle frame, and have since put "trace("hello?");" on all kinds of frames but it doesnt seem that the actionscript is getting called at all.
This is something for work so I don't really want to start sending the .fla file around, but instead is there anything I should know about things which could cause the frame actions to not be executed?
I've just learned the basics of programmatic animation in Actionscript 3.0 but I can't seem to think of the right solution for this problem.Here is what I'm trying to do: A ball moves at a certain speed from the left of the screen to the right end. If there's a box in the way, it keeps bumping into it until the box breaks and it continues moving forward.The box will have a set weight that will control how much it slides when it is bumped by the ball. The ball will be pushed back a bit when it bumps the box.I have a very specific idea and all I need is a little help starting. How would you tackle this problem?
I need to create a small dice game in Flash. The random number generator is external and I have to create a 3D realistic dice animation with that outcome. I'm using Away3D engine and JigLib for physics. So far the best idea I've had is to do many simulations and create a list of outcomes and their corresponding input parameters (initial position, initial orientation and the forces added to the RigidBody). This is not working so well. Sometimes for the same parameters the outcome is different. What is the best way to do this?
I put an image on my stage. Then I created a keyframe out about 25 frames. I then went to frame 25 and grabed the side of the image and drug it in. Shrinking the image by about 30%. This shrank my image from both sides. When I run it, the image shrinks from the left and the right symmetrically. Now after I did this, I clicked on the tween and said to copy as AS3. Then I went to a new layer and tied the new AS3 code to a new image dynamically. It works fine, except that it shrinks only the right hand side of the image. In other words, the images seems to be anchored on the left hand side. How can I make my dynamic image shrink from both sides in?
I put an image on my stage. Then I created a keyframe out about 25 frames. I then went to frame 25 and grabed the side of the image and drug it in. Shrinking the image by about 30%. This shrank my image from both sides. When I run it, the image shrinks from the left and the right symmetrically. Now after I did this, I clicked on the tween and said to copy as AS3. Then I went to a new layer and tied the new AS3 code to a new image dynamically. It works fine, except that it shrinks only the right hand side of the image. In other words, the images seems to be anchored on the left hand side. How can I make my dynamic image shrink from both sides in?
I am trying to do the following: I have a project file open in CS4. It currently has a background image which is locked. I want to include a menu with links/sublinks on the left side, a corporate video in the middle and another video on the right. The menu on the left (links/sublinks) simultaneously controls the other two videos. If the user clicks the 'stop' link, both videos stop. I would also like to include a scrubber, to control the video (play, pause, rewind, mute).
I am trying to do this in pieces - first get the video imported and playing, then create scrubber/playcontrols, then incorporate second video, and finally add the menu (links/sublinks). I have created sites with Flash, but this project has me baffled. I have spent months on it. As an example - I am struggling just to import the first video. Do I embed it? It seems as though each time I import the video, it does something different. I was told to embed it into the timeline (each frame of video would be on its own frame in the Timeline). This would alleviate AV synch issues, and allow me to control everything at once.
I am creating a board game and I am using Object Oriented Programming with AS3. I created a movie clip with a circle that moves across the game board. There are 18 squares and 18 frames. I have a button that gives you a value with a dice with the random number function:
public function rollDie():void {_dieValue = Math.ceil(Math.random()*6) this.gotoAndStop(_dieValue);}
I have a class for the dice button, die, gameboard, and the main board. I am trying to make the circle move across the board(or go to the frame in the mc) depending on what the value I get with the dice. Here is my code so far:
[Code]....
The mc instance for the gameboard is gameBoard. Also, if anyone knows how to trigger a labeled frame depending on which square the circle lands on that would be a plus.
I want to make a flash animation that makes an object move across the screen to a certain point, depending on what is typed into a text box, and i want many of these moving objects at once, so that you can type in a number and then the object moves to that point. Can this be done?I have used flash but have done verry little with the actions of flash, so please walk me through any actions that will need doing
Regarding System.capabilities.screenResolutionX in FMX, how would I achieve a movie clip on my stage to automatically alight to the left of the screen/browser depending on the viewers screen resolution?
I am new in flash developer. I want to set my frame at the center of the screen interdependent of screen size. but we are working on full screen view (means stage.scaleMode = StageScaleMode.EXACT_FIT).Logically I want one background image at back side, which cover all part of the screen, and on that background image I want to set my frame image at center of screen with fix size of (1000 X 750 px).
I have a map that uses a control to zoom in on it, but when it zooms it always uses the registration point to scale the image(map). This registration point is always located at the center of the image(map). There are 4 stages of zoom and each one then re-zooms at the center of the image(map).
I need this to zoom relative to the center of the users viewport area.
I am not able to attach the file here due to it being over 500K, it is 1.54MB, so have uploaded the CS3/AS2 file here: [URL]
When using BasicLayout (i.e. absolute positioning) - what is the best approach to place a Flex component in the center of the application?In the test case below I'm using x="{width/2}" but this gives me at least 2 problems:How do I account for the component dimensions (the ProgressBar in the test case)?Is the binding {width/2} a good idea to use? Wouldn't it send unnecessary DATA_CHANGE events in some cases?And finally I wonder, how this all applies to full screen applications using StageScaleMode.SHOW_ALL - because currently my application is aligned to the top-left in the full screen mode and there is a white dead zone on the right of it. (Which is at least a change from pure Flash/AS3 behaviour, where the full screen content is displayed in the center of the screen and 2 dead zones on the left and right).[code]
trying to get my SWF to fullscreen a movie clip and center it on the screen. I have been working with this for a few days now and havent gotten very far. Here is the code I am working with
this is hard to explain, but I can't find out how to make it so when I press a button, a menu pops up in the middle. How would this work for an online game? Since I don't want it to go to the next frame, how could this be done? when I push the button, a shape pops up in the middle of the screen.
I'm new to AS 3.0 and I don't get this fluid thing fully. Everything works fine when I want my movieclip to align to the middle of the screen but when I try to make a button (or any movieclip) always align to bottom right I can't figure out how. Here's my AS, how do I make the "ball_mc" align bottom left?
I'm trying to create a navigational menu, What I have it 7 buttons on the top of the screen. When a button is selected it moves to the middle of the screen and all the other buttons slide over one, filling the empty space. If a second button is clicked the current one in the middle of the screen moves to the end of the line (position 7).
I finish web site and I have one problem sometimes when you click from button to button my tween animation frozen in the middle? I have no errors on code, I try 2 compilers( one on windows second on MAC) but i cant see what is wrong??? I print screen of my broken tween and you can see it in folder "example"... [URL]. Here is my swf, fla, images and example of broken tween animation.
I want to use tween animation to move 6 or more images onto a stack in the middle of the stage. (I can do this). When all the images are in the stack, I want the images in the stack to disperse to various parts of the stage.
I have an 2 animations that I need to syncronize. The first animation is a projector screen entering stage, the second is few text layers and images. I timed the second animation 2.2 sec after the screen animation starts (using timer event) and it worked. When I tested it in other computers and on the internet the screen movment was much slower so the second animation entered the stage too fast.
I want to order the second animation to enter only when the projector screen reach it's destination on stage. The screen animations has 2 parts, in animation and out animation connected by a stop(); commend in the middle.
I have a graphic that I want to scroll from right to left across the screen. I want the graphic to loop, not when finished, but when the right edge of the graphic hits the right edge of the screen.
"Instead of laboring many hours tracing a bitmap in Illustrator or Freehand, you can use a little known Flash tool to convert a bitmap into a vector - the Trace Bitmap Tool. There are two reasons you may prefer vector over bitmap in your flash movies. One: to achieve a cool look. Two: to lower your file size."
you put that text in a text field in flash but you will need to have links on the word flash and illustrator and freehand... how do you do the links? do you convert all the text to a graphic and then transform the works that you want in buttons??
I am making an animation and i would like the user to be able to navigate through it by moving their mouse to the left and right. It is something similar to the fly guy environment [URL] but i want it to only move left and right, and use the mouse not the keyboard.
I am having an issue with flex states in my application. What I am looking to do is on creation complete of the application, obtain a user role guest/user/superUser (based on username and password) from a server, then set the state client side based on that information. My .mxml classes need to include certain graphic elements based on that state. I am running into the issues of including elements based on the states defined at the Application level of the project. I am trying to avoid having to define the states in each .mxml file that needs it.
Imagine you have 10 movie clips, only 1 is visible on stage at any time. Using the arrow keys for example, you can move through the movie clips, click left and the one on screens moves left and the next one in line moves in from the right. When you reach number 10, and you click left, number 10 will move off left and number 1 will come back on right. And vice versa.
This is what I have to try to get worked out. Currently I have a variable which keeps track of which panel is displaying, and as I click on one of two movie clips I check with a conditional to see if that variable is >10 or <1 and then either + or - 1 appropriately, or set it to either 1 or 10, so that number loops.
So that logic part works. What I now need to do is cleanly work out the tweening of the movie clips. I'm using TweenMax. I am currently using another conditional that gets told if the user pressed left or right, then it uses a switch to check the current panel number, and then after all of that it tweens the correct stuff. But that's a huge load of code and I reckon there must be a cleaner way.
I've got several small moveiclips moving around the screen to different locations using the tween class, and for some reason it leaves little red artifacts in their trail on the screen that won't go away. any way to refresh the screen or something? Is the only way around this to cache the movieclips as bitmaps?
I am willing to use Macromedia Flash this year to make my physics project. Well, its going to be force resultant calculator. for ones dont know how it gets counted.
Well, I'll make 4 input text boxes, and a button in the middle. 1 text boxin the north, (power effect the body from the north) one on the south, one on the east and one on the west.(I've done that part).
Then, ill need it to subtract the north - south and east - west on(release), and display that on a dynamic box called Fx (east - west) and another called FY (north - south) Finally, I'll need it fethagorth the Fx and FY to give me the final force resultant. I've done the 4 input boxes and a button, I'll still need someone gimme the action script for subtraction and fethagorth (or atleast teach me how to do it).