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Index ‹ flash-actionscript
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- 1
- Flash Video cuePoints are messed up...Anyone else notice that things aren't working with cuePoints... or is it
just me. I am trying to use multiple cuePoints on a video, using the
Obj.target.name
and the component must be messing up.
I have an example from the CD that came with Flash MX 2004 ActionScript book
and it works fine right off the cd, but try using a new MediaPlayback
component, since the update and no go. Just keeps returning the name as
undefined. This is royal BS or I am just totally missing something and no
one is addressing it.
- 2
- Probs with setInterval and programmatic animationHi all
Further to a recent post about using setInterval to create animation on a
dynamically created menu item mc; I'm now trying to refine this process but
once again not having much luck! The Flash front end is pulling in the menu
data from an XML file, duplicating a menu item movie clip that has a dynamic
text field in it and then populating that text field with the data from the XML
file. This was all fine and dandy and working with no issues until I tried to
add some interaction motion to the menu item mc.
Initially I added a tween within the menu item mc that shifted the text field,
(inside another mc), to the right and changed it's colour. The control of this
happened in the rollOver statement back in the code. That was fine until the
animation of the menu item embedded mc reached a keyframe - at that point any
data that had been pulled into the text field vanished! So, my first question
is, is there any easy fix to that?
So, I figured I'd go about creating the animation programmtically. kglad
helped me out last night with setInterval, but I'm having two problems now. I'm
using an if statement inside the setInterval function to try and clear the
interval when it reaches a certain point - i.e. when I've slid the menu item 50
pixel to the right. Seems to be working - however getting it to reverse back
into position on rollOut is proving tricky AND it only moves the same menu item
- regardless of which item you rollOver ... which is odd. I guess I'm not being
specific enough in telling it which item to move, but I can't figure that out.
So, my two questions here are 1). Why is reversing the animation not working
correctly on rollOut and 2). How can I let the rollOver code know exactly which
menu item to control?
Here's the code in full:
var item_spacing = 45;
var item_count = 0;
function generateLargeNav(mainMenu_xml){
var numberOfContactees = mainMenu_xml.firstChild.childNodes;
for (var i = 0; i < numberOfContactees.length; i++){
var currentContact = numberOfContactees[i];
var species = items[i].firstChild; // same as items[i].childNodes[0]
var location = items[i].childNodes[1]; // second child node
var item_mc =
mcPlaceHolder.attachMovie("mcLargeMenuItem","item"+item_count, item_count);
item_mc._y = item_count * item_spacing;
item_count++;
var clickableEmail = currentContact.attritubes.email;
item_mc.mcLargeMenuItemEmbedSingle.mcMenuItemBottomLevel.itemText.text =
currentContact.attributes.itemText;
item_mc.onRollOver = currentThumb_mc.onDragOver = function(){
moveItem = function () {
if (item_mc._x < 50){
item_mc._x += 10;
} else if (item_mc._x == 50){
clearInterval(moveItem);
}
}
itemMoverID = setInterval(moveItem, 20);
}
item_mc.onRollOut = currentThumb_mc.onDragOut = function(){
moveItem = function () {
if (item_mc._x > 0){
item_mc._x -= 10;
} else if (item_mc._x == 0){
clearInterval(moveItem);
}
}
itemMoverID = setInterval(moveItem, 20);
}
item_mc.onRelease = function(){
somethiung();
}
}
}
var mainMenu_xml = new XML();
mainMenu_xml.ignoreWhite = true;
mainMenu_xml.onLoad = function(success){
if (success) generateLargeNav(this);
else description_txt.text = "Hmm, for some strange reason I couldn't find the
XML file you're looking for, sorry.";
}
mainMenu_xml.load("mainmenu_data.xml");
- 3
- New to ActionscriptMy eyes are getting old...I didn't see the " " until you mentioned it...haha. Very observant Cinemaguy !
- 3
- Focus problem for rollovers on textinputs...help plssHi,
I am having a strange problem with focus.i am using tool tips and textinputs.
I have rollovers(movie clip) on the text input boxes(some with no
rollovers).When i run the .fla file for the first time, i am not able to click
on the textinput, but i can see the rollover text with it. When i click a
textinput box(with no rollovers) and come back and click this textinput with
rollovers, I am able to change and edit everything. So it happens everytime
when i go out of these textinputs(with rollovers) and click radiobuttons and
come back again first time problem(not able to change textinput field). can
someboedy help me in solving this problem.
I want the textinput boxes to be active and whenever clicked on them,i should
be able to change/delete the data anytime in the textinput.here is the code.
private var tt:MyToolTip = new MyToolTip();
public function onLoad() {
sales_txt.onRollOver = function() {
//show the rollover text
tt.showTip(" Total sales.");
}
sales_txt.onRollOut = function() {
tt.removeTip();
}
}
class ToolTip {
private var my_mc:MovieClip;
function ToolTip() {
this.my_mc = _root.createEmptyMovieClip("tooltip",root.getNextH ighestDepth());
this.theTip.createTextField("theText",this.my_mc.g
etNextHighestDepth(),3,1,200,70);
}
function showTip(text:String) {
this.my_mc.theText.text = text;
this.my_mc._visible = true;
this.my_mc.onMouseMove = function() {
this._x = _root._xmouse ;
this._y = _root._ymouse+25;
updateAfterEvent();
}
}
public function removeTip():Void {
this.my_mc._visible = false;
delete this.my_mc.onEnterFrame;
}
private var tt:MyToolTip = new MyToolTip();
public function onLoad() {
sales_txt.onRollOver = function() {
//show the rollover text
tt.showTip(" Total sales.");
}
sales_txt.onRollOut = function() {
tt.removeTip();
}
}
class ToolTip {
private var my_mc:MovieClip;
function ToolTip() {
this.my_mc =
_root.createEmptyMovieClip("tooltip",root.getNextH ighestDepth());
this.theTip.createTextField("theText",this.my_mc.g
etNextHighestDepth(),3,1,200,70);
}
function showTip(text:String) {
this.my_mc.theText.text = text;
this.my_mc._visible = true;
this.my_mc.onMouseMove = function() {
this._x = _root._xmouse ;
this._y = _root._ymouse+25;
updateAfterEvent();
}
}
public function removeTip():Void {
this.my_mc._visible = false;
delete this.my_mc.onEnterFrame;
}
}
- 4
- Size of movie in pixelsI have a flash movie that should do certain actions depending on what size it
is in HTML. I don't want the movie to have fixed size. Is it possible to reach
width and height of the movie from within the movie? The code below always
returns the default size as it was set in Flash, no matter how the sizing in
HTML change it.
trace(_root._width)
trace(_root._height)
- 9
- XML based slideshow, how do I fade?ok so I am just getting into actionscript, and I am trying to make a website
for a photography site. This is a contract job, so I want the client to have to
ability to just drag and drop new images into the images folder, and then the
XML file reads that folder and just pulls images from it, so that he won't have
to use flash everytime he wants to update it. So far I have made it so it pulls
a new image up every 4 seconds. But here is the problem, I want to images to
fade from one to another. I know I can use this code: whatever.alphaTo(100, 3,
"easeInOutSine");
I have attached my code. The effect that I am going for is this: I want the
image to take 2 seconds to fade up, then hold for 3 seconds, and then take 2
seconds to fade out, but then the next image needs to start fading in after 1
second of fade out of the first image, so there is a nice smooth transition. I
am guessing I need two setIntervals, one for the fades, and one for the hold,
but I am kinda new to this so maybe some of the more experienced people can
help me with this. Thanks in advance for any advice.
- Ryan
slides_xml = new XML();
slides_xml.onLoad = startSlideShow;
slides_xml.load("slides.xml");
slides_xml.ignoreWhite = true;
function startSlideShow(success)
{
if (success == true)
{
rootNode = slides_xml.firstChild;
firstSlideNode = rootNode.firstChild;
currentSlideNode = firstSlideNode;
updateSlide(firstSlideNode);
}
}
function updateSlide(newSlideNode)
{
imagePath = newSlideNode.attributes.jpegURL;
loadMovie(imagePath, targetClip);
}
function slideSwitch()
{
nextSlideNode = currentSlideNode.nextSibling;
if (nextSlideNode == null)
{
updateSlide(firstSlideNode);
currentSlideNode = firstSlideNode;
}
else
{
slideFade()
updateSlide(nextSlideNode);
currentSlideNode = nextSlideNode;
}
}
function slideFade()
{
currentSlideNode.alphaTo(0, 3, "easeInOutSine");
}
setInterval(slideSwitch, 4000)
- 9
- Loading Sprite Using Loader Need Access to Sprite TypeHello,
I'm loading a Sprite via a Loader and once loaded I have access to that Sprite
via the Loader class. I can manipulate the Sprites alpha, x and y coordinates
ect. However, I have a custom function that fades in or out the passed param
and it expects a Sprite. When I pass the loaded Sprite (loaded via the Loader
class) I get an error:
1067: Implicit coercion of a value of type flash.display:Loader to an
unrelated type flash.display:Sprite.
I know that the problem is that it expects a Sprite, but how do I access the
Sprite type once the swf is loaded via the Loader?
My Code:
import FadeClip;
var ldrMovieCntr:Loader = new Loader();
addChild(ldrMovieCntr);
var fcLoadedMovie:FadeClip = new FadeClip(); //CUSTOM CLASS
fcLoadedMovie.setClipToFade(ldrMovieCntr); //PASSING IN A TYPE Loader - CLASS
EXPECTS A Sprite
Thanks in advanced,
Vic
- 10
- Scroll wheelcan someone please tell me how to get the scroll wheel to work in a flash movie?
thanks,
dawn
- 10
- Window pop-upHi. I want to create a pop-up showing a movieclip called "mcTest" whenever a
button instance named "btButton" is released. How can i do that using a window
component? I tried this code, but it doesn't work
import mx.containers.Window;
import mx.managers.PopUpManager;
btButton.onRelease = function():Void{
var cwMessage:MovieClip = PopUpManager.createPopUp(this,
mx.containers.Window, true, {contentPath: "mcTest", closeButton: true});
}
I have already set the mcTest to be exported for actioscript with the linkage
identifier "mcTest". Could anyone help me please?
Thank you all!
- 11
- Help with Key ListenersFirst I'd like to say thank you to anyone that can help me out with this.
I've set up a key listner and it works fine with the space bar but I want to
use the number keys to control it instead. Numbers 1, 2, 3 and 4 to be exact
and I was wondering how I would need to change my code to have it listen for
those numbers.
Here is my code so far:
this.onEnterFrame=function()
{
if(Key.isDown(Key.SPACE))
{
One_Buzzed_In._visible = true;
buzzed = new Sound(this);
buzzed.attachSound("buzzer");
buzzed.start(0, 1);
}
}
Thanks again for any help.
- 11
- scroll pan component problemIt looks like if you override the code in the doLayout() function of the
ScrollPane (the actual function doLayout is in the ScrollView class) to do
the same code it would normally do, just put the vScrollbar on the left
(vsb.move(lo,to)). That might work, it is just a guess.
Jim Fee
"sebnewyork" <email***@***.com> wrote in message
news:c0cf9g$o1c$email***@***.com...
> Hi all
> using Flash MX 2004 pro, I am using the scroll pane component
> I have managed to customize all the elements of the component, exept ONE,
and
> it is killing me
> I want the scroll bar to be on the LEFT of the scroll pan, not the right
> The only solution I have found is ridiculous: I've had to invert the
whole
> scroll pane with the free transform tool, but as a result the content of
the
> scrollpane is inverted too! That's hilarious! But really not satisfying
> Any help?
> Thanks in advanc
>
>
- 13
- mc buttons - functionsHi there
I have a bit of a sticky one I think - but hopefully you will be able to see
something in my code that I am missing...
I have a menu that I am using with movie clips as buttons, and all of the
functions in one frame on the first frame of the movie.
Each "button" is not a button at all, but a movie clip, with the correct
instance name, as seen in the code below (eg craftBUTTON) and they are all set
at alpha 80%
It is currently loaded as is here :
http://www.fili.com.au/buttons-play.htm
You will see straight away what the problem is - most of the buttons seem to
work ok, but then the second one keeps decreasing in alpha each time it is
rolloed over, and does not increase when the mouse rolls out.
Also, the third button increases in alpha and stays at 100%
The code on the first frame is attached (I hope!)
The next trouble I am having comes when I want to do an onRelease function,
and the timeline does not seem to want to stop at the stop action I have on
that frame - but we'll worry about that when I get this first bit fixed up!
I am hoping that it is just something I am missing in the code, or maybe there
is conflict and I need to separate the functions out..?
Thankyou!
stop();
import mx.transitions.Tween;
import mx.transitions.easing.*;
craftBUTTON.onRollOver = function() {
craftBUTTON._alpha +=20;
craftBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(craftBUTTON,
"_xscale",Elastic.easeOut,craftBUTTON._xscale,110,2,true);
new Tween(craftBUTTON,
"_yscale",Elastic.easeOut,craftBUTTON._yscale,110,2,true);
}
craftBUTTON.onRollOut = function() {
craftBUTTON._alpha -=20;
new Tween(craftBUTTON,
"_xscale",Elastic.easeOut,craftBUTTON._xscale,100,2,true);
new Tween(craftBUTTON,
"_yscale",Elastic.easeOut,craftBUTTON._yscale,100,2,true);
}
storyBUTTON.onRollOver = function() {
storyBUTTON._alpha +=20;
storyBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(storyBUTTON,
"_xscale",Elastic.easeOut,storyBUTTON._xscale,110,2,true);
new Tween(storyBUTTON,
"_yscale",Elastic.easeOut,storyBUTTON._yscale,110,2,true);
}
storyBUTTON.onRollOut = function() {
storyBUTTON._alpha -=20;
new Tween(storyBUTTON,
"_xscale",Elastic.easeOut,storyBUTTON._xscale,100,2,true);
new Tween(storyBUTTON,
"_yscale",Elastic.easeOut,storyBUTTON._yscale,100,2,true);
}
collectBUTTON.onRollOver = function() {
collectBUTTON._alpha +=20;
collectBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(collectBUTTON,
"_xscale",Elastic.easeOut,collectBUTTON._xscale,110,2,true);
new Tween(collectBUTTON,
"_yscale",Elastic.easeOut,collectBUTTON._yscale,110,2,true);
}
collectBUTTON.onRollOut = function() {
storyBUTTON._alpha -=20;
new Tween(collectBUTTON,
"_xscale",Elastic.easeOut,collectBUTTON._xscale,100,2,true);
new Tween(collectBUTTON,
"_yscale",Elastic.easeOut,collectBUTTON._yscale,100,2,true);
}
engageBUTTON.onRollOver = function() {
engageBUTTON._alpha +=20;
engageBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(engageBUTTON,
"_xscale",Elastic.easeOut,engageBUTTON._xscale,110,2,true);
new Tween(engageBUTTON,
"_yscale",Elastic.easeOut,engageBUTTON._yscale,110,2,true);
}
engageBUTTON.onRollOut = function() {
engageBUTTON._alpha -=20;
new Tween(engageBUTTON,
"_xscale",Elastic.easeOut,engageBUTTON._xscale,100,2,true);
new Tween(engageBUTTON,
"_yscale",Elastic.easeOut,engageBUTTON._yscale,100,2,true);
}
mediaBUTTON.onRollOver = function() {
mediaBUTTON._alpha +=20;
mediaBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(mediaBUTTON,
"_xscale",Elastic.easeOut,mediaBUTTON._xscale,110,2,true);
new Tween(mediaBUTTON,
"_yscale",Elastic.easeOut,mediaBUTTON._yscale,110,2,true);
}
mediaBUTTON.onRollOut = function() {
mediaBUTTON._alpha -=20;
new Tween(mediaBUTTON,
"_xscale",Elastic.easeOut,mediaBUTTON._xscale,100,2,true);
new Tween(mediaBUTTON,
"_yscale",Elastic.easeOut,mediaBUTTON._yscale,100,2,true);
}
showBUTTON.onRollOver = function() {
showBUTTON._alpha +=20;
showBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(showBUTTON,
"_xscale",Elastic.easeOut,showBUTTON._xscale,110,2,true);
new Tween(showBUTTON,
"_yscale",Elastic.easeOut,showBUTTON._yscale,110,2,true);
}
showBUTTON.onRollOut = function() {
showBUTTON._alpha -=20;
new Tween(showBUTTON,
"_xscale",Elastic.easeOut,showBUTTON._xscale,100,2,true);
new Tween(showBUTTON,
"_yscale",Elastic.easeOut,showBUTTON._yscale,100,2,true);
}
memberBUTTON.onRollOver = function() {
memberBUTTON._alpha +=20;
memberBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(memberBUTTON,
"_xscale",Elastic.easeOut,memberBUTTON._xscale,110,2,true);
new Tween(memberBUTTON,
"_yscale",Elastic.easeOut,memberBUTTON._yscale,110,2,true);
}
memberBUTTON.onRollOut = function() {
memberBUTTON._alpha -=20;
new Tween(memberBUTTON,
"_xscale",Elastic.easeOut,memberBUTTON._xscale,100,2,true);
new Tween(memberBUTTON,
"_yscale",Elastic.easeOut,memberBUTTON._yscale,100,2,true);
}
contactBUTTON.onRollOver = function() {
contactBUTTON._alpha +=20;
contactBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(contactBUTTON,
"_xscale",Elastic.easeOut,contactBUTTON._xscale,110,2,true);
new Tween(contactBUTTON,
"_yscale",Elastic.easeOut,contactBUTTON._yscale,110,2,true);
}
contactBUTTON.onRollOut = function() {
contactBUTTON._alpha -=20;
new Tween(contactBUTTON,
"_xscale",Elastic.easeOut,contactBUTTON._xscale,100,2,true);
new Tween(contactBUTTON,
"_yscale",Elastic.easeOut,contactBUTTON._yscale,100,2,true);
}
- 14
- AS3.0: How to extend a class that extends MovieClipWhen I try to set the base class of a library symbol to a class that doesn't
DIRECTLY extend MovieClip, but instead extends another class that DOES extend
MovieClip, it's disallowed, saying, "The class 'Whatever' must subclass
'flash.display.MovieClip' since it is linked..."
Is this just a validation bug in the property windows, only checking one class
deep into the inheritance hierarchy? Because the specified class does extend
MovieClip, just two levels in instead of one. Is there a fix for this? Or must
library symbols always directly extend MovieClip? If so, why?
- 15
- Function calls - referenceIf I call a function from a symbol event ( on release ), can I somehow pass the
symbol itself or a reference to it to the function ? I want to use the
reference in the function to make the calling symbol invisible.
Button Symbol calls function. How can the function make the button _visible =
false
- 15
- Menu at the bottom of this siteI know how to pull of the rotating photogallery, but what baffles me is the
nave menu at the bottom. Go ahead play with it. When you rollover one of the
three only a corner raises. By the looks of it, I would say that it is
actionscript. But i have never come across script that deal with angles. Then
when you click on one it is something special. I have used the tween classes
but never like this. There is some easing too. This is driving me nuts.
Someone please tell me how it's done.
http://www.onceblindphotography.com/goflash.htm
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episthmon

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Posted: 2005-11-11 21:07:09 |
Top |
flash-actionscript, HOW GO TO FULL SCREEN?
I have a movie in flash and i want if someone knows to tell me what action
script i have to put in first frame to play my movie in full screen and also
what what action script i have to put in a button to go back to normal mode?
thanx....
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NSurveyor

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Posted: 2005-11-11 21:25:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
Look up fscommand. I believe it's something like:
fscommand("fullscreen",true); // to enter fullscreen
fscommand("fullscreen",false); //to exit full screen
Also, I think you have to expot as a projector file in order for it to work.
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David Stiller

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Posted: 2005-11-11 21:47:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
>> I have a movie in flash and i want if someone knows to tell
>> me what action script i have to put in first frame to play my
>> movie in full screen and also what what action script i have
>> to put in a button to go back to normal mode?
> fscommand("fullscreen",true); // to enter fullscreen
> fscommand("fullscreen",false); //to exit full screen
>
> Also, I think you have to expot as a projector file in order
> for it to work.
That's right. This is a Projector-only solution. To the OP: you
didn't mention if you needed this to happen in a browser (on a website) or
not. Which is it?
David
stiller (at) quip (dot) net
"Luck is the residue of good design."
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kko_k

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Posted: 2005-11-12 13:04:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
Hey, yeah, I want to ask basically the same thing.
I've got a swf that's around 1000x 600. When it gets embedded onto html, I
want the width of it to match the width of the browser. How can i do this??
changing the "publish" html width to 100% instead of 1000 doens't fix it .
And fscommand fullscreen is kinda different...
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myIP

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Posted: 2005-11-13 2:34:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
kko_k, this is for Flash 8 only. Put the following in the first frame:
stage_mc._width = System.capabilities.screenResolutionX;
stage_mc._height = System.capabilities.screenResolutionY;
stage_mc is a movieclip(a square, with no stroke) acting like a background.
Then CRTL+SHIFT+F12 to bring up the HTML publish settings. Set the following:
Dimensions: Percent
Width: 100
Height: 100
Window Mode: Transparent Windowless
HTML alignment: Top
Scale: No scale
Flash alignment: center,center
Also I noticed in IE 6.0 that it has margins in the HTML. So just replace the
<BODY> with the following to get rid of them:
<BODY LEFTMARGIN="0" TOPMARGIN="0" MARGINWIDTH="0" MARGINHEIGHT="0"
BGCOLOR="#FFFFFF">
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kko_k

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Posted: 2005-11-13 16:00:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
Thanks myIP,
but what if I'm using MX, not flash 8?
How do i make the whole movie scale then?
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myIP

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Posted: 2005-11-14 10:25:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
If the fscommand( ) doesn?t work for you then look into the Stage Class.
http://livedocs.macromedia.com/flash/mx2004/main_7_2/wwhelp/wwhimpl/js/html/wwhelp.htm?href=Part_ASLR.html
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David Stiller

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Posted: 2005-11-14 23:14:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
The water is starting to get muddied, here.
> kko_k, this is for Flash 8 only. Put the following in the first
> frame:
>
> stage_mc._width = System.capabilities.screenResolutionX;
> stage_mc._height = System.capabilities.screenResolutionY;
Obviously, in the above example, there must be a movie clip present
whose instance name is stage_mc. This shouldn't be confused with the Stage
itself (which has no instance name and cannot). MovieClip._width and
MovieClip._height have been available since Flash 4. The
System.capabilities object has been available since Flash 6.
While this should, in theory, set a given movie clip -- and even the
_root -- to the width and height of the Screen, it isn't the standard way to
go about it.
> Also I noticed in IE 6.0 that it has margins in the HTML. So
> just replace the <BODY> with the following to get rid of them:
>
> <BODY LEFTMARGIN="0" TOPMARGIN="0" MARGINWIDTH="0"
> MARGINHEIGHT="0" BGCOLOR="#FFFFFF">
All browsers -- at least, that I know of -- carry with them a default
margin/padding for the page. If you want a full screen SWF to override
those margins (to show to the edge of the browser's viewport), the above
line will do it. Keep in mind, however, IE's leftmargin (etc.) attributes
are proprietary: they are not part of the HTML specification. I would
recommend CSS to specify page-wide margin and padding with the following,
which you would put into the <head> element:
<style>
html, body {
margin: 0;
padding: 0;
overflow: hidden;
height: 100%;
}
</style>
This takes care of your margin and padding, and will hide the
unnecessary scrollbar that shows up under some circumstances. The fourth
line specifies the desired interpretation of 100% height as applied to
<object> and <embed> elements for the SWF.
> If the fscommand( ) doesn?t work for you then look into the
> Stage Class.
fscommand() only works for Projectors. This is stated in the
documentation. The Stage class may be used to "listen" for resizing as it
occurs, but will not *set* width and height.
Just make sure your HTML <object> and <embed> elements state 100% for
width and height.
David
stiller (at) quip (dot) net
"Luck is the residue of good design."
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NSurveyor

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Posted: 2005-11-15 8:42:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
Also, it's good to set the Stage.align and Stage.scaleMode when you set the width and height to 100% so you can get it to show up the way you want.
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myIP

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Posted: 2005-11-15 9:00:00 |
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flash-actionscript >> HOW GO TO FULL SCREEN?
?While this should, in theory, set a given movie clip -- and even the
_root -- to the width and height of the Screen, it isn't the standard way to
go about it.? -David Stiller
True, but I just posted that snippet of code from my current project which I
am using a radial gradient movieClip(stage_mc) acting as a background, which is
not achievable use HTML.
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- 1
- Drag and RotateHi all,
i'm working on a projekt, which is a card game and i need to implement some
kind of rotation function.
Actually i can drag, pick up and drop the cards.
Now i want the cards to rotate depending on the movement of the users mouse
when he drags a card.
I tried to do it on my own but i can't figure it out.
As an example of what i mean check this link please:
http://www.thibaud.be/
I don't need a complete solution but an advice or a link to a tutorial that
deals with this kind of problem would be very nice.
Thank you very much.
- 2
- mc hierarchy rearrangementcan i alter hierarchial links of mc's?
say i have an mc named "pea" attachMovie'd to mc "can". "can" in turn, attachMovied to "table", which is on _root. Can i get that "pea" into mc "fork" on _root (i need that pea be moving together with fork AND be above all other peas and cans in depth stack).
i did try _root.table.can.pea._parent = _root.fork and it does the assignment, but does not rebuild hierarchy, means i still can't move the pea together with fork. what should i do?
thanks
- 3
- switching frames in side by side movieclipsI have a single scene, which contains side by side movieclips. The movieclip on
the left contains a series of buttons. I would like to have these buttons
control which frame of the movieclip on the right side of the screne is
displayed. Please help.
Thanks,
Michael
- 4
- Creating A Variable Using VariablesI need to make a loop (which I know how to do) that needs to do this (which I
have no clue how to do):
Take arrayval and add the varaiable from the loop to make a variable name in
which I can use to call them from flashvars
i need something like
var arraycount = 3
for(var c:Number=0; c < arraycount; c++){
array[c] = arrayval# (<--- where the number is 3 so that I can get the
flashvar that is arrayval3)
}
- 5
- Real Player filesHow do i make a link to launch *.ra files ?
I mean by loading the Real Player for playing the music
- 6
- Preloaded pics not fully loadedPROBLEM: I want to load 9 pics and once they are loaded I want the animation to
start. The animation is a simple swipe off the movie clips containing the pics
across the stage. While the pics are loading, there is a simple 'Loading...'
move clip playing. This seems to work ok when I 'view as streaming' in Flash,
but when I view online the images don't seem to be loaded before the animation
starts. See at: www.simongroup.biz. Click 'Services'. Under the list of
services, click 'billboards/signs.' This is even more apparent when viewed at
56K dial up or lower. FILE CONSTRUCTION: First Frame is the 'Loading...' clip.
Second Frame is the 'Loading' clip and the adHolder move clips that the images
load into. The code for this frame includes the pics being loaded into the
adHolder clips using the loadMovie as well as: onEnterFrame=function(){
Loaded=adHolder1.getBytesLoaded()+adHolder2.getBytesLoaded()+adHolder3.getBytesL
oaded()+adHolder4.ol_one.getBytesLoaded()+adHolder5.mk_3d.getBytesLoaded()+adHol
der6.mk_future.getBytesLoaded()+adHolder7.bi_buildings.getBytesLoaded()+adHolder
8.getBytesLoaded()+adHolder9.getBytesLoaded();
Total=adHolder1.getBytesTotal()+adHolder2.getBytesTotal()+adHolder3.getBytesTota
l()+adHolder4.ol_one.getBytesTotal()+adHolder5.mk_3d.getBytesTotal()+adHolder6.m
k_future.getBytesTotal()+adHolder7.bi_buildings.getBytesTotal()+adHolder8.getByt
esTotal()+adHolder9.getBytesTotal(); percent=Math.round((Loaded/Total)*100);
if(percent>=100){ gotoAndPlay('start'); } } Note: Some of the pics have a
shadow. The shadow is in the adHolder clip so that it swipes with the pic
during the animation. That's why some of the pics are loaded into a clip inside
the adHolder Clip. So anyone know what's going on here?
- 7
- Setting scroll pane contentI need to set the content of a scroll pane to a movie clip that I build dynamically from a list of thumbnail images. I was doing this in Flash MX with the setScrollContent method. From what I can see in Flash 2004, you can only set the scroll content to a file or a movie clip from the library. Neither of these options will work for me, since I must create the content on the fly. I'm trying to work with the content property but am not having any luck. Does anyone have a suggestion or example?
- 8
- 9
- transitions within one swf?this is something I've been trying to research for a while now and on various
forums, no one has ever been able to answer me. I can only assume that this is
a very difficult thing to do. If you guys don't know then I'm not sure what to
do to learn this.
- 10
- Forms: Drop Down Menu?I would like to add a selection list to my flash form and set the var to
?0000Tnfm?. To use the classic Pizza Analogy:
The user enters his name and address in input fields, then selects the size of
the pizza from a drop down menu. Somewhere in the code the var needs to be set
to ?0000Tnfm?so that the data can port to my CMS.
Thanks in advance!
- 11
- bringing a movie to the top????Hi
This problem could be solved by assigning proper depth to each MC. Here is
explaining the same withh few steps:
1. Assuming u have 10 MC. Now attach those to the stage using attachMovie()
2. Assign unique depth tto each MC ( say 1,2,3 ....,11)
3. Now when u click on a Particular Instance to drag then set its depth using
swapDepth(15) // 15 or the heighest depth than the given to other MC)
4. Once it stops dragging then set its swapDepth back to the orignal. But
first u need to store its inital depth using getDepth() in to a variable.
I hope this would help u !!
Ashish
- 12
- Timer Assistance RequestThere are a lot of posts regarding timers that I have read, but I am still
having trouble incorporating a timer with a conditional statement.
Three circles appear randomly. For each circle that appears, I want its
correlating box to appear for five seconds. I want the appearance of the boxes
to happen in the order they are numbered. (Check to see if circle 1 is
visible. If it is, display box 1 for 5 sec. Then, if circle 2 is visible,
display box 2 for 5 sec.)
Any help is appreciated.
//Makes boxes 1-3 invisible.
box1._visible = false;
box2._visible = false;
box3._visible = false;
//Randomly sets visibility of circles 1-3.
circle01._visible = Boolean(Math.round(Math.random()));
circle02._visible = Boolean(Math.round(Math.random()));
circle03._visible = Boolean(Math.round(Math.random()));
//Uses a circle's visibility to make the corresponding box visible.
if(circle01._visible == true){
box1._visible = true;
}else{box1._visible = false}
if(circle02._visible == true){
box2._visible = true;
}else{box2._visible = false}
if(circle03._visible == true){
box3._visible = true;
}else{box3._visible = false}
//Stops movie.
stop();
- 13
- Passing values to Windowhi..
i am very new to flash... i am trying to open a Window at a click of a
button and attach movie to it... now i want to pass the values of the component
on the main document to a component of the movie clip... i cant figure out how
to accomplish it..:confused;
please help.... the code o have written is
on(click)
{
import mx.managers.PopUpManager
import mx.containers.Window
var my_win = PopUpManager.createPopUp(_root, Window, true, {closeButton: true,
title:"My Window"});
my_win.setSize(300,400);
my_win.attachMovie("name", "name_mc",my_win.getNextHighestDepth() , {_x:0,
_y:20}); //attaching
my_win.name_mc.name_txt.text = "Hello"; -----------------------> name_txt is a
text box in the movieclip
//////////////////////
//adding a listner to the popup window for closing
//////////////////////
windowListener = new Object();
windowListener.click = function(evt){
my_win.deletePopUp();
}
my_win.addEventListener("click", windowListener);
}
- 14
- Formmail.cgi & actionscript 2.0 questionWhat's up everyone! I'm having a terrible time trying to find out why Formmail
is not receiving the "recipient" variable from flash properly. I never had a
problem until now. Just recently, i noticed i was not getting emails from
through my website, and then i did a mock email to myself- through my website
and noticed an "Error: No recipent" notification! I have never changed my code,
and i went and verified that my code is the same and i'm puzzled at this
problem. Anyway, here's the code:
//---------------------<send form LoadVars>------------------\\
var gatherForm:LoadVars = new LoadVars () ;
function sendForm() {
gatherForm.recipient = "email***@***.com";
gatherForm.visitor_comments = contactForm.userComments.text;
gatherForm.visitor_name = contactForm.userName.text;
gatherForm.visitor_email = contactForm.userEmail.text;
gatherForm.visitor_primaryphone = contactForm.userPhone.text;
gatherForm.send ("/cgi-bin/formmail.cgi", "POST");
//---------------------------------</send form
LoadVars>----------------------------\\
As a note: in flash, the text input field that holds my email address, already
has the instance name of "recipient." That was something I already double
checked. I keep getting the Error: No Recipient for some reason! Finally, i
called my web host provider andthey did a test on the formmail.cgi script and
it's working fine (the link to the html test of the formmail.cgi script-
www.iibyandre.com/testform.htm).
Thanks for any help guys.
- 15
- Problem with Flash UI componentI am creating a quiz using macromedia template. I want to control the answer
checking myself. But i am not able to contol the push button provided. Can i
change the actions for the same button? Or can i control the entire quiz with
myown button?
Thanks
MVN
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