Flash Random Drawing Issue....
I am trying to make a program where Flash will draw random lines. I was testing my program so far. It works on my computer, but won't work when I upload it to my site.
Please help, there are links to the swf and fla files below. Thanks!
http://www.rmschool.com/kries/flash/draw_MX.swf http://www.rmschool.com/kries/flash/draw_MX.fla
DevShed > Flash Help
Posted on: April 12th, 2007, 12:17 PM
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How To Do Random Drawing With Action Script, Flash MX 2004
I was wondering how to use action sctipt to generate a line. then i want the line to draw on a grid and randomly pic direction every 20 pixels or so. if anyone can help please let me konw. thanks chirs.
i know this sounds like a lot. sorry, and thanks again
Drawing Issue
I can best show what I mean by showing the example...
....... I want a tidy looking button, and have drawn it large then made it the right size,
That however doesn't look right anymore.
If you would take a look at http://statweb.nl/scraf/nedbug.html
Zooming in two times ( right click ) shows what I made.
Drawing Issue-
I'm writing a little drawing application (Its not the best code), I'm having problems with drawing after you load an image (image needs to be in same folder as flash file)
All drawing takes place in DrawContainer_mc and this container once created is moved to:
DrawContainer_mc._x = 28;
DrawContainer_mc._y = 64;
The problem starts once the image is loaded before this all the drawings work fine, but after they are drawn in the wrong place. Free hand works fine but Line and Square dont
Any one have any idea what i have need to change,
Its kinda got me stumped
Download Zip File
Code:
//Import FileReferance and Alert, these are for Uploading Image to Application and Displaying Alert Boxes
import flash.net.FileReference;
import mx.controls.Alert;
//CREATE MOVIECLIP AND GIVE NAME DrawContainer_mc
_root.createEmptyMovieClip("DrawContainer_mc", 0);
// Setus up new listener Object and sets location of draw container and image load
// Moves DrawContainer_mc to new onsceen location
// Adds mcLoaderImageEdit Listiner
// Loads Clip FILENAME and DrawContainer_mc
var listener:Object = new Object();
listener.onSelect = function(file:FileReference):Void {
var mcLoaderImageEdit:MovieClipLoader = new MovieClipLoader();
DrawContainer_mc._x = 28;
DrawContainer_mc._y = 64;
mcLoaderImageEdit.addListener(this);
mcLoaderImageEdit.loadClip(file.name, DrawContainer_mc);
};
// Create fileRef and fileRef Listener
var fileRef:FileReference = new FileReference();
fileRef.addListener(listener);
//BUTTON TO SAVE CREATED IMAGE
btnImageSave.onPress = function() {
DisplayWidth.text = DrawContainer_mc._width;
DisplayHeight.text = DrawContainer_mc._height;
};
//Change Draw To Square
btnSquare.onPress = function() {
// Set Shape Start to 1 (Shape)
ShapeStart = 1;
// Set Shape End to 2 (Square)
ShapeEnd = 2;
}
//Change Draw To Line
btnLine.onPress = function() {
// Set Shape Start to 1 (Shape)
ShapeStart = 1;
// Set Shape End to 2 (Square)
ShapeEnd = 0;
}
//Change Draw To Aplha
btnAlpha.onPress = function() {
//code here
}
//Change Draw To Freehand
btnFreeHand.onPress = function() {
// Set Shape Start to 1 (Shape)
ShapeStart = 0;
// Set Shape End to 2 (Square)
ShapeEnd = 99;
}
//Button to display alertbox and if user clicks ok load ImageLoader function
btnImageLoad.onPress = function() {
Alert.show("The image loaded must be in the same directory as this application", "Load Image", Alert.OK | Alert.CANCEL, this, ImageLoader, stockIcon, Alert.OK);
};
//ImageLoader Function, Runs when user clicks of after clicking btnImageLoad
var ImageLoader:Function = function (evtImageLoader:Object) {
if (evtImageLoader.detail == Alert.OK) {
fileRef.browse();
}
};
//Clear Button Deletes entire Draw Movie and resets DrawLayer to 0 but leave Image intact
btnclear.onPress = function() {
for (item in _root.DrawContainer_mc) {
_root.DrawContainer_mc[item].unloadMovie();
//
DrawLayerNumber = 0;
}
};
//Undo Button deletes last Draw and take -1 off DrawLayer
btnUndo.onPress = function() {
_root.DrawContainer_mc["layer"+DrawLayerNumber].unloadMovie();
DrawLayerNumber--;
};
// Set Start Line Thickness, Line Colour, Line Alpha
LineThickness = 1;
ColourSelection = "0x000000";
LineAlpha = 100;
//Sets the Draw Layer to 0
DrawLayerNumber = 0;
// Set Shape Start to either 0 (FreeHand) or 1 (Shape)
ShapeStart = 1;
// Set Shape End to either 99 (FreeHand), 0 (Line), 2 (Square)
ShapeEnd = 0;
//On mouse click calls startDrawing function and On mouse release calls StopDrawing
_root.onMouseDown = StartDraw;
_root.onMouseUp = StopDrawing;
//Function StartDraw (0= Freehand) and (default = Shape)
function StartDraw() {
switch (ShapeStart) {
case 0 :
if (_xmouse>23 && _xmouse<605 && _ymouse>61 && _ymouse<478) {
path = _root.DrawContainer_mc["layer"+DrawLayerNumber];
DrawLayerNumber++;
_root.DrawContainer_mc.createEmptyMovieClip("layer"+DrawLayerNumber, DrawLayerNumber);
path.lineStyle(LineThickness, ColourSelection, LineAlpha);
path.moveTo(_root.DrawContainer_mc._xmouse, _root.DrawContainer_mc._ymouse);
//path.lineTo(X, Y);
//trace(_root.DrawContainer_mc["layer"+DrawLayerNumber]);
path.onMouseMove = drawLine;
path.onMouseUp = StopDrawing;
}
break;
default :
if (_xmouse>23 && _xmouse<605 && _ymouse>61 && _ymouse<478) {
path = _root.DrawContainer_mc["layer"+DrawLayerNumber];
DrawLayerNumber++;
_root.DrawContainer_mc.createEmptyMovieClip("layer"+DrawLayerNumber, DrawLayerNumber);
path.lineStyle(LineThickness, ColourSelection, LineAlpha);
// The Start Position of the X mouse when clicked
StartX = _root._xmouse;
// The Start Position of the Y mouse when clicked
StartY = _root._ymouse;
//path.onMouseMove = drawLine;
path.onMouseUp = StopDrawing;
//trace(_root.DrawContainer_mc["layer"+DrawLayerNumber]);
}
}
}
//Function DrawLine stops the mouse drawing outside the drawing area
function drawLine() {
if (_xmouse>23 && _xmouse<605 && _ymouse>61 && _ymouse<478) {
this.lineTo(this._xmouse, this._ymouse);
}
}
function StopDrawing() {
// The Finnish Position of the X mouse when clicked [ MAYBE? -28 is Required if image is loaded]
X = _root._xmouse ;
// The Finnish Position of the X mouse when clicked [ MAYBE? -64 is Required if image is loaded]
Y = _root._ymouse;
switch (ShapeEnd) {
case 0 :
//LINE
// Moves to where mouse was clicked
if (_xmouse>23 && _xmouse<605 && _ymouse>61 && _ymouse<478) {
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].moveTo(StartX, StartY);
// Draws to where the mouse was release
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].lineTo(X, Y);
}
break;
case 1 :
// Moves to where mouse was clicked
moveTo(StartX, StartY);
// Draws curve to where the mouse was release
curveTo(X, StartY, X, Y);
break;
case 2 :
//SQUARE
if (_xmouse>23 && _xmouse<605 && _ymouse>61 && _ymouse<478) {
//Top Left Corner Start Position
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].moveTo(StartX, StartY);
//Bottom Left Corner
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].lineTo(StartX, Y);
// Bottom Right Corner
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].lineTo(X, Y);
//Top Right Corner
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].lineTo(X, StartY);
//Line back to start point
_root.DrawContainer_mc["layer"+(DrawLayerNumber-1)].lineTo(StartX, StartY);
}
break;
default :
delete this.onMouseMove;
}
}
Drawing Issue
After downloading a file for a tutorial, I went to get back to work on my current project, but discovered that whenever I use the brush it turns whatever I draw into a "Drawing Object" or something like that.
I've looked around in the preferences and what-not, but can't find what I need to change to make it go back to normal.
Anyone know how I can fix this?
AS3.0: Drawing Issue
hi there!
i am experimenting with basics of AS3.0 drawing api, and experiencing issue when nothing is displayed on the stage once program is executed.
i used this code:
Code:
package {
import flash.display.MovieClip;
import flash.display.Shape;
public class DisplayList extends MovieClip {
public function DisplayList() {
var shape:Shape = new Shape();
shape.graphics.lineStyle(0,0,1); // thickness,color,alpha
shape.graphics.drawCircle(10,10,20);
addChild(shape);
}
}
}
inside the class file (same name as the constructor and same as the class name), and called the
Code:
var my_test:DisplayList = new DisplayList();
in the 1st frame of the time line in flash9 public alpha, which creates my class instance.
This executes with no errors, just there is nothing drawn (circle is missing!) on the stage. Changing the properties of the circle doesnt help.
also i tried to copy+paste the code available at http://livedocs.macromedia.com/flex/...ref/index.html (scroll to the end of the page):
Code:
package {
import flash.display.DisplayObject;
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.Sprite;
public class GraphicsExample extends Sprite {
private var size:uint = 80;
private var bgColor:uint = 0xFFCC00;
private var borderColor:uint = 0x666666;
private var borderSize:uint = 0;
private var cornerRadius:uint = 9;
private var gutter:uint = 5;
public function GraphicsExample() {
doDrawCircle();
doDrawRoundRect();
doDrawRect();
refreshLayout();
}
private function refreshLayout():void {
var ln:uint = numChildren;
var child:DisplayObject;
var lastChild:DisplayObject = getChildAt(0);
lastChild.x = gutter;
lastChild.y = gutter;
for (var i:uint = 1; i < ln; i++) {
child = getChildAt(i);
child.x = gutter + lastChild.x + lastChild.width;
child.y = gutter;
lastChild = child;
}
}
private function doDrawCircle():void {
var child:Shape = new Shape();
var halfSize:uint = Math.round(size / 2);
child.graphics.beginFill(bgColor);
child.graphics.lineStyle(borderSize, borderColor);
child.graphics.drawCircle(halfSize, halfSize, halfSize);
child.graphics.endFill();
addChild(child);
}
private function doDrawRoundRect():void {
var child:Shape = new Shape();
child.graphics.beginFill(bgColor);
child.graphics.lineStyle(borderSize, borderColor);
child.graphics.drawRoundRect(0, 0, size, size, cornerRadius);
child.graphics.endFill();
addChild(child);
}
private function doDrawRect():void {
var child:Shape = new Shape();
child.graphics.beginFill(bgColor);
child.graphics.lineStyle(borderSize, borderColor);
child.graphics.drawRect(0, 0, size, size);
child.graphics.endFill();
addChild(child);
}
}
}
and changed the class name when creating class accordingly - but the output is the same: empty stage.
Anyone experienced the same problem?
thanks.
Tricky Drawing Issue
Hello,
i'm trying to animate a growing vine that spirals and loops around the screen. Rather than drawing the vine over and over again (i.e. longer and longer) in each frame, is there a more effective way to do this?
note: since it's loops and stuff, I cannot just have the image grow or unmask, as it won't look correct.
thank you very much everyone!
student
Drawing API / Fill Issue...
I created this little tooltip class that draws a box which animates out from your mouse tip. I did it by setting up a bunch of empty MC's which contain specific x and y coords. The coords are set in an array at the beginning of the class, and placed at an initial position of 0, 0. When called, each empty mc slides to it's specific "open" x and y coords. Using an listener, I "connect the dots" of each tweening MC onTweenUpdate, which gives a nice fluid effect to the animation.
It all works really well and looks great, except that my fill doesn't always take effect. What's really weird, is that it fills fine on the FIRST click. The second doesn't fill... the third DOES, and the fourth doesn't. Basically, it alternates on each click.
I've tried moving my moveTo's anf beginFills... I've tried removing clips on each iteration, and completely destroying the object before each click. Can't seem to figure it out. Any help would be greatly appreciated. Code is as follows:
Code:
import flash.geom.Point;
import com.mosesSupposes.fuse.*;
import mx.utils.Delegate;
import flash.display.Graphics;
import Proxy;
import MovieClipUtils;
class FunkyFrame2 extends MovieClip{
var clipArray = new Array();
var pointCaster:Object
var scope:MovieClip;
var direx:String;
var frameOpenArray_up:Array;
var frameOpenArray_dn:Array;
var frameClosedArray:Array;
var frame:MovieClip;
var clipFrame:MovieClip
var drawListener:Object
var pointClip:MovieClip;
function FunkyFrame2(){
// ------------- color tool tip aligned to top ------------- //
frameOpenArray_up = new Array({o1x:-11, o1y:-25},
{o1x:-21, o1y:-20},
{o1x:-39, o1y:-52},
{o1x:-118, o1y:-52},
{o1x:-118, o1y:-179},
{o1x:-99, o1y:-197},
{o1x:86, o1y:-197},
{o1x:86, o1y:-93},
{o1x:37, o1y:-93},
{o1x:-4, o1y:-52},
{o1x:-21, o1y:-52},
{o1x:-17, o1y:-37},
{o1x:-5, o1y:-42},
{o1x:0, o1y:0}
);
// ------------- color tool tip aligned to bottom ------------- //
frameOpenArray_dn = new Array({o2x:-11, o2y:25},
{o2x:-21, o2y:20},
{o2x:-39, o2y:52},
{o2x:-97, o2y:52},
{o2x:-118, o2y:73},
{o2x:-118, o2y:197},
{o2x:-2, o2y:197},
{o2x:38, o2y:157},
{o2x:87, o2y:157},
{o2x:87, o2y:52},
{o2x:-19, o2y:52},
{o2x:-17, o2y:37},
{o2x:-5, o2y:42},
{o2x:0, o2y:0}
);
pointCaster = new Object;
AsBroadcaster.initialize(pointCaster);
drawListener = {
onTweenStart:function(o:Object):Void { },
onTweenUpdate:function(o:Object):Void {this.broadcastMessage("onDraw"); },
onTweenEnd:function(o:Object):Void {
o.target.removeListener(o.target.removeListener(o.target._listeners[0]));
if(o.target._parent._parent.pointCaster._listeners.length == 0) { o.target._parent._parent.setTipStyle() };
}
};
AsBroadcaster.initialize(drawListener);
}
function init(direx){
this.direx = direx;
clipFrame = this.createEmptyMovieClip("clipFrame", this.getNextHighestDepth());
var drawOutline:Object = new Object();
drawListener.addListener(drawOutline);
drawOutline.onDraw = Proxy.create(this, drawIt);
for(var i = 0; i < 14; i++){
pointClip = clipFrame.createEmptyMovieClip("pointClip_" + i, i+1);
frame = clipFrame.createEmptyMovieClip("frame", 0);
// for testing only
/*pointClip.lineStyle(1);
pointClip.moveTo(0, 0);
pointClip.lineTo(4, 0);
pointClip.lineTo(4, 4);
pointClip.lineTo(0, 4);
pointClip.lineTo(0, 0);*/
pointClip._openX_up = frameOpenArray_up[i]["o1x"];
pointClip._openY_up = frameOpenArray_up[i]["o1y"];
pointClip._openX_dn = frameOpenArray_dn[i]["o2x"];
pointClip._openY_dn = frameOpenArray_dn[i]["o2y"];
pointClip._x = 0;
pointClip._y = 0;
pointClip._id = i;
frame.lineTo(pointClip._x, pointClip._y);
pointCaster.addListener(pointClip);
clipArray.push(pointClip);
pointClip.addListener(drawListener);
pointClip.onCallIn = function(){
this.slideTo(this["_openX_"+ direx], this["_openY_" + direx], Math.random(.35) + .35, "easeOutElastic");
}
}
pointCaster.broadcastMessage("onCallIn");
}
function drawIt(){
frame = clipFrame.createEmptyMovieClip("frame", 0);
frame.moveTo(0, 0);
frame.lineStyle(1, 0x999999);
frame.beginFill(0xffffff);
for(var l in clipArray){
frame.lineTo(clipArray[l]._x, clipArray[l]._y);
}
frame.endFill();
}
/// end class
}
Initiated from the main timeline....
Code:
import com.mosesSupposes.fuse.*;
ZigoEngine.simpleSetup( Shortcuts, PennerEasing );
import mx.utils.Delegate;
import FunkyFrame;
btn.onPress = Delegate.create(this, setTip);
function setTip(){
var tip:MovieClip = _root.attachMovie("tipFrame", "tip", 1);
tip._x = _xmouse;
tip._y = _ymouse;
if(tip._y > 300){
direx = "up";
} else {
direx = "dn";
}
tip.init(direx);
}
Thanks in advance!
-BK
Drawing A Grid Issue
I am trying to adapt some code I found for making a grid into my project and sofar the darwing grid function works as long as you have a whole number of cols and rows. If I type in 10x10 in the text fields grid will display 10 rows and 10 columns and the grid lines are all present. If I type in 10.5x10 the grid displays 10.5 rows and 10 columns but there is a grid line missing where the xtra half row should be. I hope that makes sense? How do I correct for this? Thanks
ActionScript Code:
// set floor text on start up
w.autoSize = true;
w.text = "10 feet";
h.autoSize = true;
h.text = "10 feet";
//
_global.floor = createEmptyMovieClip("Floor_mc", 10);
with (floor) {
// set x and y location of Floor_mc
_x = 200;
_y = 80;
//lineStyle(10, 0xFF0000);
lineTo(0, 0);
}
//
createTextField("Width_txt", 20, -100, 0, 80, 20);
createTextField("Height_txt", 30, -100, -25, 80, 20);
var textFields = [Width_txt, Height_txt, Rows_txt, Cols_txt];
for (var q in textFields) {
var tf = textFields[q];
with (tf) {
border = true;
type = "input";
}
tf.onChanged = drawGrid;
}
Width_txt.text = "24";
Height_txt.text = "24";
Rows_txt.text = "10";
Cols_txt.text = "10";
//
//
function drawGrid() {
_global.x = floor._x;
_global.y = floor._y;
//
var cellWi = Number(Width_txt.text);
var cellHi = Number(Height_txt.text);
var rows = Number(Rows_txt.text);
var cols = Number(Cols_txt.text);
if (isNaN(rows)) {
rows = 1;
}
if (isNaN(cols)) {
cols = 1;
}
//
_global.wide = cellWi*cols;
_global.high = cellHi*rows;
//
clear();
// set grid line color
lineStyle(0, 0xCCCCCC);
//
for (var i = 0; i<=rows; i++) {
var yy = y+i*cellHi;
moveTo(x, yy);
lineTo(x+wide, yy);
}
for (var j = 0; j<=cols; j++) {
var xx = x+j*cellWi;
moveTo(xx, y);
lineTo(xx, y+high);
}
// for now
h.text = Number(Rows_txt.text)+" feet";
w.text = Number(Cols_txt.text)+" feet";
// locate floor width dimension text
h._x = floor._x+(wide+5);
h._y = floor._y+(high/2)-(h._height/2);
// locate the floor height dimensions text
w._y = floor._y+(high+5);
w._x = floor._x+(wide/2)-(w._width/2);
//
}
//
drawGrid();
// get grid boundries
function gridBoundries() {
xleft = -(wide/2);
xright = (wide/2);
ytop = -(high/2);
ybottom = (high/2);
return [xleft, xright, ytop, ybottom];
}
var bBounds:Number = gridBoundries(xleft, xright, ytop, ybottom);
trace(bBounds);
//
Drawing Random Curves
Has anyone experimented with or seen experiments with random curves (lines) drawn within a confined area. I'm trying to produce the effect of a big mess of string in a box.
Any help would be great.
thnx.
Drawing A Border, Size Issue
hello
I am trying to draw a dynamic border around changing images (the images have different sizes)
So i used shape border object, turn it to MC and now i can control the size of the border. (mcBordr._width=XXX)
The problem is that when i strech the border the width of the lines are geting bigger (not 1)
and i get strabge line display!!
what can i do to keep the width of the line the same even when i change the size of the movie clip?
Many thanks
Adi
Sort Of Complicated Line Drawing Issue
Hey guys, I have this bathroom planner that I am trying to create, and I have pulled some code out of this, taken an idea from that, etc... and it's not all coming together right...
The major problem (right now) is that I can stop the line drawing from continuing into the next frame by removing the control movieclip from frame 3, but I cannot get it to clear the lines when the restart button is clicked... To make it more strange, when you start clicking around again, with each click another line appears and an old one disappears!
I can sort of see the problem, but I can't find anything that will actually make it work right... The .fla is attached, please somebody take a look and tell me how I can get this working with the smallest amount of overhaul required...
Thanks in advance,
Nate
Issue Drawing A Line In A SketchPad Appl
I have written a sketchPad application using ActionScript 3.0 and it looks like everything is working correctly EXCEPT the drawn line never shows up! I'm attaching the code below for your reference. I feel like an idiot here. Been looking at this code for like 12 hours today. So I would appreciate any pointers on where I'm going wrong...
package {
import flash.display.Sprite;
import flash.events.*;
import flash.display.SimpleButton;
import flash.display.Graphics;
import flash.display.Shape;
import flash.filters.DropShadowFilter;
public class MyPad extends Sprite {
var currentColor:Number;
var doDraw:Boolean = false;
var lineSize:Number = 1;
public function MyPad() {
trace("MyPad");
var spBoard:Sprite = new Sprite();
this.addChild(spBoard);
spBoard.x = 75;
spBoard.y = 75;
//add shDrawing as a child of spBoard. When the drawing area is cleared, the board will still be there.
var shDrawing:Shape = new Shape();
spBoard.addChild(shDrawing);
spBoard.graphics.lineStyle(1,0x000000);
spBoard.graphics.beginFill(0xFFFFFF);
spBoard.graphics.drawRect(0,0,250,250);
spBoard.graphics.endFill();
spBoard.filters = [new DropShadowFilter() ];
//add event listener for drawing board
spBoard.addEventListener(MouseEvent.MOUSE_DOWN,boa rdDown);
}
function boardDown(e:MouseEvent):void {
trace("boardDown");
doDraw = true;
currentColor = cpColor.selectedColor;
trace(currentColor);
graphics.lineStyle(lineSize,currentColor);
graphics.moveTo(mouseX,mouseY);
//boardOut is used to control out of bounds lines
this.addEventListener(MouseEvent.ROLL_OUT,boardOut );
this.addEventListener(MouseEvent.MOUSE_MOVE,boardM ove);
//add listeners for each of the line thickness buttons
btnLine0.addEventListener(MouseEvent.MOUSE_DOWN,bt nLine0Down);
btnLine3.addEventListener(MouseEvent.MOUSE_DOWN,bt nLine3Down);
btnLine6.addEventListener(MouseEvent.MOUSE_DOWN,bt nLine6Down);
}
function boardOut(e:MouseEvent):void {
trace("boardOut");
doDraw = false;
trace(doDraw);
//trace(doDraw);
}
//when the mouse is pushed down and then moved, this function is SUPPOSED to draw the line
function boardMove(e:MouseEvent):void {
trace("boardMove");
var curX:Number = mouseX;
var curY:Number = mouseY;
trace(curX);
trace(curY);
trace(doDraw);
if (doDraw && checkCoords(curX,curY)) {
var shDrawing:Shape = new Shape();
addChild(shDrawing);
shDrawing.graphics.lineStyle(lineSize,currentColor );
shDrawing.graphics.moveTo(curX,curY);
shDrawing.graphics.lineTo(mouseX,mouseY);
trace(mouseX);
trace(mouseY);
e.updateAfterEvent();
}
}
function checkCoords(a:Number,b:Number):Boolean {
if (a >= 250 - lineSize / 2 || a <= lineSize / 2 || b >= 250 - lineSize / 2 || b <= lineSize / 2) {
return false;
}
else {
return true;
}
}
function btnLine0Down(e:MouseEvent):void {
lineSize = 1;
trace(lineSize);
}
function btnLine3Down(e:MouseEvent):void {
lineSize = 3;
trace(lineSize);
}
function btnLine6Down(e:MouseEvent):void {
lineSize = 6;
trace(lineSize);
}
}
}
Drawing API (Multiple Freeflowing Lines Issue)
I really need a fresh set of developer eyes to look at this one. I've been goofing around with learning the Drawing API and I cannot understand why this creates line segments rather than creating a free flowing line (if this needs more explanation, just let me know I really couldn't think of another way to say it right now). Anyway, I'd like to see if anyone can explain that to me because I'm just confused. Any help or words are greatly appreciated.
To explain a little bit, I've just been going for the effect of drawing a line and whenever it is drawn over the 1 object I currently have on the stage, it reacts (only with a trace at the moment).
The code:
Code:
drawLevel = 0;
this.onMouseDown = function() {
this.createEmptyMovieClip("sharp_mc"+drawLevel, drawLevel);
this["sharp_mc"+drawLevel].sx = _xmouse;
this["sharp_mc"+drawLevel].sy = _ymouse;
this["sharp_mc"+drawLevel].drawing = true;
createShape.apply(this["sharp_mc"+drawLevel]);
drawLevel += 1;
};
createShape = function () {
this.onMouseMove = function() {
if (this.drawing) {
this.cx = _xmouse;
this.cy = _ymouse;
this.clear();
this.lineStyle(8, 0xFF9900, 50);
this.moveTo(this.sx, this.sy);
this.lineTo(this.cx, this.cy);
updateAfterEvent();
}
};
this.onMouseUp = function() {
this.drawing = false;
if (this.hitTest(photo1)) {
trace("You Chose The First One!");
}
};
};
AS2 - Mask Drawing Issue When Dealing With Pop-up Windows
Hey Ultrashock community! I've been working on a new website for myself recently, but have encountered a rather weird bug with Flash. I've got a rectangular movie clip (it contains a rectangle inside it) masking another layer on my timeline, and the mask movie clip occasionally glitches up when I open a new window in Firefox or drag a desktop application on top of the browser screen.
Here's the scenario. The layer that my movie clip is masking contains an empty movie clip called items_container. I am dynamically loading content into items_container via xml, and if there are more items than can fit inside the bounds of the items container, then I make it scrollable. When the user mouses left, the items will move right, and if the user mouses right, the items will move left. I'm sure you guys have seen this many times before...I used the scrolling thumbnail panel tutorial from gotoandlearn.com to set this up.
Now here's the deal. When my items container doesn't have to worry about scrolling, the mask works fine. When it does have to worry about scrolling, the mask works great, but only until you leave the browser window (either through opening another desktop application or a creating a new tab or whatever). When you come back to the site, the items inside the items container have mysteriously vanished, even though the mask is supposedly still there. It's almost like the mask just stopped working or something. At the moment, I'm assuming that this is a drawing problem with the Flash player, and I have no clue how to fix it.
One other observation that might help solve the problem: The items only seem to disappear when they're either in the act of scrolling or recently finished scrolling and a new window or tab appears.
Any help would be much appreciated! My fingers are crossed for an easy solution to this problem! Thanks guys!
Coop
Creating Random Drawing Circles.. Need A Bit Of Help...
hi there,
im using the following code, slighty modified from a flash math creativity book to create randomly drawing cirlces.
however, i really need the circles to head
in a specific direction. so randomly creating them, but at the same time moving them to a desired point.
so far im using the following code on a frame
Code:
var leftBounds:Number = 20;
var topBounds:Number = 20;
var x:Number = 750
var y:Number = 550
var rightBounds:Number = 800;
var bottomBounds:Number = 600;
var baseMax:Number = 3
var randomMax:Number = 3;
var maxLines:Number = 2000;
var counter:Number = 0;
var alpha:Number = 0;
var loopsOf:Number = 0
function startIt () {
counter++;
alpha++
loopsOf++
var line:MovieClip = createEmptyMovieClip("line" + counter, counter);
line.lineStyle(1, 0x000000, 100);
line._x = x;
line._y = y;
var maxDistance:Number = baseMax * Math.random() * randomMax;
var minDistance:Number = 8;
if (loopsOf >= 0) {
var xEnd:Number = x + (Math.sin(counter*0.3)*maxDistance)
if (loopsOf >= 40) {
var xEnd:Number = x - (Math.sin(counter*0.3)*maxDistance)
}
}
var yEnd:Number = y + Math.round(Math.cos(counter*0.3)*maxDistance)
if (alpha > 100) {
alpha = 0
}
line._alpha = alpha
if (xEnd < leftBounds) {
xEnd = leftBounds;
}
if (xEnd > rightBounds) {
xEnd = rightBounds;
}
if (yEnd < topBounds) {
yEnd = topBounds;
}
if (yEnd > bottomBounds) {
yEnd = bottomBounds;
}
line.lineTo(xEnd - x, yEnd - y);
x = xEnd;
y = yEnd;
if (loopsOf >= 60) {
loopsOf = 0
}
if (counter > maxLines) {
clearInterval(hitMe)
}
};
hitMe = setInterval(startIt,1)
if you copy and paste this to a frame in
mx then it should just work. creating random circles... i just want to be able to make them generate in a specific direction, like say north westerly..
any help or hints would be greatly appreciated...
thanks !!!!
Display Animated Drawing Lines With Random Direction
What I'm wanting to try and create is a line with a random starting point (within a certain area) and have it set off in a random direction (but keeping it either going vertical or horizontal), then have it change direction at a random interval, but still keep it either vertical or horizontal.
So this is what I've got so far:
var currentX:Number = Math.round.random(200);
var currentY:Number = Math.round.random(200);
function drawLine1(Void):Void{
var lineMC:MovieClip = _root["line"+currentLine];
line1.lineStyle(1,0x000000,100);
line1.moveTo(currentX, currentY);
line1.lineTo(++currentX, currentY);
theTime = random(30);
theTime--;
trace(theTime);
if (theTime > 1){
drawLine2;
}
}
I'm trying to give it a random starting point, and a random straight vertical or straight horizontal destination, and then when the countdown timer reaches to 1 (after starting at a random number from 1-30), it will drawLine2, which will set it in a different direction.
I would've pursued different methods of obtaining this effect, but the randomness is very important to me. I would ultimately like the end of the line to fade out as the line grows, but i'll tackle this one problem at a time.
I've searched through pages and pages of tutorials and haven't found anything useful, so I'm now asking for help. I also greatly appreciate any time and/or effort spent on this. Thanks!
Drawing An Outline Of An Object In Flash And Then Animating The Drawing?
I wish to draw an outline of an object in flash? bit by bit a piece of the outline is drawn until the outline is completed, once this has finished then object then appears and the outline disppears (this part I can manage).
I do not know where to begin? So may need a lot of direction on this one.
Help Me Alter Random Drawing Lines Open Source Script
I found this really cool script, here:
http://levitated.net/daily/levCityLines.html
There are actually allot of cool ones on this site.
I've figured out how to limit it to only 4 lines, make it not fade out or move itself to center.
What I need help with is being able to specify the coordinates of the starting point of each line and the ending point of each line. I am totally a newbie, but would really appreciate any help in getting this modified . . .
Thanks!
Random Value Issue...
Hi - I'm pulling simple xml text data into my flash movie, and am trying to pick a random xml node to display each time the movie plays. The code I'm using is below...
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
titledata = [];
clientdata = [];
textdata = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
titledata[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
clientdata[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
textdata[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
}
firstItem();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("data.xml");
p = random (i);
function firstItem() {
textclip.title_txt.text = titledata[p];
textclip.client_txt.text = clientdata[p];
textclip.text_txt.text = textdata[p];
}
So 'i' is the total number of nodes, and 'p' is the currently displayed node, strangely 'p = random (i)' just won't work for me.
What am i missing?
Thx
Issue With Random Frame
Ok I have an mc that randomly goes to frames at a set interval
This code is on the mc
Quote:
onClipEvent (load) {
gotoAndPlay(random(10)+1)
}
onClipEvent (load) {
delay = 7000;
// a 7 second delay (in milliseconds)
resetTime = getTimer()+delay;
}
onClipEvent (enterFrame) {
if (getTimer()>resetTime) {
resetTime = getTimer()+delay;
this.gotoAndStop(random(10)+1);
}
}
The question: is it possible to make this so that the same frame wont be repeated until you've seen all the frames?
Issue With Random Frame
Ok I have an mc that randomly goes to frames at a set interval
This code is on the mc
Quote:
onClipEvent (load) {
gotoAndPlay(random(10)+1)
}
onClipEvent (load) {
delay = 7000;
// a 7 second delay (in milliseconds)
resetTime = getTimer()+delay;
}
onClipEvent (enterFrame) {
if (getTimer()>resetTime) {
resetTime = getTimer()+delay;
this.gotoAndStop(random(10)+1);
}
}
The question: is it possible to make this so that the same frame wont be repeated until you've seen all the frames?
Random Issue, Most Likely Obvious.
hopefully someone points out something obvious here so that i can be reassured of my sanity. i've linked to to zips with the relevent files and what not. the basic setup is like this:
1) main scene loads up, a few rows of thumbnails come in. no AS yet.
2) when one of those thumbbnails is clicked, AS is called in and four things happen.
a. a function is called to disable and hide all the thumbnails.
b. a body text variable is set.
c. a header text variable is set.
d. an already loaded, but stopped on an empty first frame, movie clip is called into action, via sending the playhead to it's second frame.
3) with all thumbnails hid, the "cover" movieclip loads in and fills in it's dynamic text fields with the previously set variables.
4) when the return button is clicked, the cover movie clip returns to it's first [empty] frame and a function is called to reEnable all the thumbnail buttons.
works like a charm... for one button. the very first thumbnail in the layout works every time. no other thumbnail will respond in anyway. not if it's clicked before or after that first thumbnail, not if i copy and paste the AS code word for word. i've went over the movieclip timelines, instance names, etc over and over and i'm drawing a blank. does anyone have any clue what i messed up?
here's the commented code. sorry for sloppy, crap coding. i'm just trying to get together a mock-up real quick.
Code:
stop();
//generic temp function to disable/hide buttons
function disableButtons() {
thumbPanel_mc.senryu.enabled =
thumbPanel_mc.skelco.enabled =
thumbPanel_mc.sour.enabled =
thumbPanel_mc.fay.enabled =
thumbPanel_mc.kh.enabled =
thumbPanel_mc.cs.enabled =
thumbPanel_mc.frogpond.enabled =
thumbPanel_mc.tt.enabled = false;
thumbPanel_mc.senryu._alpha =
thumbPanel_mc.skelco._alpha =
thumbPanel_mc.sour._alpha =
thumbPanel_mc.fay._alpha =
thumbPanel_mc.kh._alpha =
thumbPanel_mc.cs._alpha =
thumbPanel_mc.frogpond._alpha =
thumbPanel_mc.tt._alpha = 0;
};
//generic temp function to enable/show buttons
function enableButtons() {
thumbPanel_mc.senryu.enabled =
thumbPanel_mc.skelco.enabled =
thumbPanel_mc.sour.enabled =
thumbPanel_mc.fay.enabled =
thumbPanel_mc.kh.enabled =
thumbPanel_mc.cs.enabled =
thumbPanel_mc.frogpond.enabled =
thumbPanel_mc.tt.enabled = true;
thumbPanel_mc.senryu._alpha =
thumbPanel_mc.skelco._alpha =
thumbPanel_mc.sour._alpha =
thumbPanel_mc.fay._alpha =
thumbPanel_mc.kh._alpha =
thumbPanel_mc.cs._alpha =
thumbPanel_mc.frogpond._alpha =
thumbPanel_mc.tt._alpha = 100;
};
// senryu is the name of the button contained within
// the thumbpanel_mc clip that actually works.
thumbPanel_mc.senryu.onRelease = function() {
disableButtons();
bodyText = "text and text.";
headerText = "SENRYU MAGIC";
thumbPanel_mc.coverUp_mc.gotoAndPlay(2);
};
// this is a reference to the very last thumbnail on
// the thumbnail panel movie clip. last because i tried
// each button on my way through error checking. body/header
// text is the same cause i was lazily testing
thumbPanel_mc.tt.onRelease = function() {
disableButtons();
bodyText = "work!";
headerText = "SENRYU MAGIC";
thumbPanel_mc.coverUp_mc.gotoAndPlay(2);
};
fullsite.zip - the rest of what i have of the site, in case context matters.
web.zip - contains the FLA of the file i'm posting about. last frame of the first actions layer contains most of the major script.
Random Values Issue
Hi - I'm pulling simple xml text data into my flash movie, and am trying to pick a random xml node to display each time the movie plays. The code I'm using is below...
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
titledata = [];
clientdata = [];
textdata = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
titledata[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
clientdata[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
textdata[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
}
firstItem();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("data.xml");
p = random (i);
function firstItem() {
textclip.title_txt.text = titledata[p];
textclip.client_txt.text = clientdata[p];
textclip.text_txt.text = textdata[p];
}
So 'i' is the total number of nodes, and 'p' is the currently displayed node, strangely 'p = random (i)' just won't work for me.
What am i missing?
Thx
Array Issue (using Random Function)
This is some code for a triva based game. Text is displayed on the screen as questions based on arrays. Line 10 is where I'm having problems. See, I'm trying to make the "question" variable for example "q1" using the random function, so questions will appear random... but line 10 just won't work.
Any ideas?
stop();
_root.mainbox._alpha = 0;
_root.mainboxshad._alpha = 0;
rando=random(2);
question="q"+rando;
q0 = new Array("random question 1:","answer a","answer b","answer c","answer d");
q1 = new Array("The speed of light in a vacuum is:","3.0 x 10 E8 m/s","Very fast","40 km/hr","8000 m/s");
onEnterFrame = function(){
_root.mainbox._alpha += 5;
_root.mainboxshad._alpha += 5;
title.text = (question[0]); //Why isn't the array called here???
opt_1.text = (q1[1]);
opt_2.text = (q1[2]);
opt_3.text = (q1[3]);
opt_4.text = (q1[4]);
}
[F8] Stupid And Very Simple Issue With RANDOM/URL
I have a simple issue related to RANDOM linking ...
For example when the movie reaches a certain frame I wish it would go to a random page on my website ( let's say I have 10 different ones ). So I wish it goes to 1/index.html or 2/index.html .... 10/index.html ( where the digits are folder names of course )
The action I have on the frame is :
Code:
rnd = random(10);
getURL ([rnd]/index.html, "_self")
And of course if doesn't work cause I'm a bit of an idiot and have no clue how to write down correctly but I'm sure you guys can realize what I want. It's very simple, just I don't know how to do it.
Many thanks.
Issue With Random Movie Loading
I'm new to flash. I have MX 2004. went with a template to try and learn some of it on my own. it loads a random image for the homepage and each following subpage. from what I can gather, it takes all the information from these two commands:
loadMovie("galleries/home/"+_root.poza+".jpg", "pic1");
and
_root.createEmptyMovieClip("s", 1);
_root.s.onEnterFrame = function() {
t = pic1.getBytesTotal();
l = pic1.getBytesLoaded();
trace(l);
if (l == t and t != -1) {
gotoAndPlay(3);
removeMovieClip(_root.s);
}
};
stop();
the template also had two buttons, a previous and next button to move through the images...
code for previous button:
on (press) {
if (_root.poza>1) {
_root.poza--;
} else {
_root.poza = 3;
}
pics.gotoAndPlay(1);
}
code for next button:
on (press) {
if (_root.poza<3) {
_root.poza++;
} else {
_root.poza = 1;
}
pics.gotoAndPlay(1);
}
The template came with 3 photos to randomly show up on the pages...but now I have 8 images that i would like to show. can I change this somehow to file through my 8 pictures instead of 3?
Thanks for any help!
regards,
David V.
Can Anyone Help Me? Random Letter Scrolling Issue
Hi all,
I have been playing with a tutorial for random letter cycling (2.0 as posted by Manny Dimatulac aka Thoripes - http://www.tutorialadvisor.com/tutor...2_0-1137.html).
I want to modify this movie so that it scrolls randomly through the letters, then when the word is found, the movie pauses briefly then moves to the next frame, where a new word will begin cycling ie. when the word is found, move to the next frame.
I am a bit of a newbie to actionscript and can't seem to get this to happen - can anyone help me?????
Cheers,
Alikau
GotoAndStop Random Frame Browser Issue - Help Please
Hey guys,
I am creating a flash banner for a non-profit journalism institution in Flash CS3 Pro.
What I want to do is when someone goes to the website, the flash movie automatically loads a random member's organization (with a button link) into the center area.
The file works in IE7:
http://www.cnjo.org/
but in FireFox, the flash file is stuck on the first logo, and will not randomize.
Here is my action script 2.0 code:
r = int(Math.random()*12)+2;
_root.gotoAndStop(r);
stop();
_root.btn_ahcj.onRelease = function(){getURL("http://www.healthjournalism.org/");}
_root.btn_apme.onRelease = function(){getURL("http://www.apme.com/");}
_root.btn_asbpe.onRelease = function(){getURL("http://www.asbpe.org/");}
_root.btn_bea.onRelease = function(){getURL("http://www.beaweb.org/");}
_root.btn_ewa1.onRelease = function(){getURL("http://www.ewa.org/");}
_root.btn_ire.onRelease = function(){getURL("http://www.ire.org/");}
_root.btn_nsnc.onRelease = function(){getURL("http://www.columnists.com/");}
_root.btn_poynter.onRelease = function(){getURL("http://www.poynter.org/");}
_root.btn_rel.onRelease = function(){getURL("http://www.rna.org/");}
_root.btn_sci.onRelease = function(){getURL("http://www.nasw.org/");}
_root.btn_sej.onRelease = function(){getURL("http://www.sej.org/");}
Like I said, the button instances are set and working in IE7 but not in Firefox, whats up with this?
Load Random Image With Caption XML Issue...
I've search, but cannot find the answer. Based on the kirupa xml gallery I am loading a random image opposed to starting with the first image in the xml file. It works fine, but I have not been able to figure out how to get the accompanying caption to load with the specific image. Does anyone know the correct way to right the following:
Code:
function loadImage() {
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[random(total)],1);
picture_num();
descTxt = description[0];
}
}
I know it has to do with this: "description[0];"
I'm just not sure what to change the '0' too....??????
thanks in advance.
Scrolling Drawing Board? Drawing Without Moving The Mouse
Hello, I'm new to this board and kind of a flash newbie so you could probably help me out.
What I'm trying to build is what you could call a scrolling drawing board - just like a drawing board but when the mouse comes close to the edge of the window, it scrolls and lets you continue your drawing.
I have no problem creating a drawing board with API, but i can't make it scroll. Usually when i want to scroll a background image i make it move along with the mouse when the cursor is near the edge of the window (for example, if the mouse's coordinates are above a certain number, the background image starts moving in one direction so it "scrolls" in the other direction).
So i wanted to do this with the movieclip of the drawing in a drawing board (make it move according to mouse's coordinates near the edge of the window), but when i scroll i have to stop the mouse at the edge of the window because i cant go any further :p so the drawing moves but it stops drawing. Or maybe what i need is some way to draw even when the mouse is not moving. Is that possible?
I'm sorry it may seem a bit confused (moreover english isnt my native langage :p), I'll try to post an example later. In the meantime, if any of you see how i can do that ... thanks
Button Issue In Flash - Program Issue
all of a sudden when i create a button and place it on stage i cant click it to drag it, scale or whatever...instead when i hover over it it behaves as in a compiled swf file (cursor changes into a hand,...).
How can i change that to the way it was? Anyone had this problem before? It is becoming really irritating.
Drawing Board With Specific Section For Drawing
Ive made myself a drawing board in flash, but the problem is that i can draw over anything on the stage and I want to have a specific canvas for drawing.
I tried creating a separate MC and pasting the code there but it didnt help although i have no idea why. Any ideas?
Flash 8 Random Sound, Random Movieclip
Dear people, happy greetings to you all.
I would like to find some way of using a simple variable structure to do 2 things:
Pick and play a random sound from say - a selection of 5 sound files.
Do something similar with movieclips.
If you could show me where some relevant tutorials are that show how to do this or can supply some indicative code I would be most grateful.
many thanks
julie
*
Flash 8 Pro Issue Interval Issue
Hey, I've been working on my site for a few weeks trying to get it all just right, and I'm making it import text, to text fields from external documents, I've been using loadVariablesNum() and createTextField() to post the text onto the flash document.
ActionScript Code:
//0x393c39;
this.createTextField("forum_box",this.getNextHighestDepth(),212,3,162,120);
forum_box.wordWrap = true;
forum_box.border = true;
loadVariablesNum ("forum_txt.php", 2);
function ftv() {
if (_level2.forum_txt != undefined) {
trace(_level2.forum_txt);
forum_box.htmlText = _level2.forum_txt;
clearInterval(ftt);
}
}
var ftt:Number = setInterval(ftv, 100);
this function keeps looping, it is in a frame that is only called once, i tested this by placing a trace at the very begining , just to see if it would echo it to the output screen more than once, It seems my interval isn't stopped by clearInterval(). if anyone can see my issue here it would be greatly helpful.
Thanks
Drawing Scripts For A Drawing Program
Need help with reference scripts for a simple drawing program. I'd like the user to be able to select different tools (circle, square, pencil, paint brush), change the color of the fill, and erase or reset the screen. Can anyone refer me to the right place?
Drawing A Soft Mask... Drawing Api?
Hello everyone, (almost) first post here
I'm creating a, quite original flash website (meh... not my idea in fact, I'm only the flasher!), in wich you're in a car, sitting on the passenger side, and you're looking outside to see the contents coming on the road.
It rains.
A lot.
So the windowseat is "fogged" (how can I say that...???) and while you're loading the content you actually can draw on the glass with your.. err... finger (mouse!), like how your friends usually do in your car when you really don't want their fingerprints all over your car glass
Ok, easy way to do that:
1 - attachmovie
you actually duplicate a circle, give it some randomness in blurring and size so it looks irregular and place it right under your mouse.
Good, it works... but when you move fast, it just leaves a blank spaces between clip and clip...
Hey... that's not fair...
2 - drawing api
Oh my god... I can't make a mask with a simple line, so I should draw a shape while moving the mouse.
The point is... HOW???
I dunno if there's a better way to do that, but that's the only one in my mind now.
Actually the drawn clip should also be blurred a little bit (1 or 2 percent) wich is not a problem since you can easily blur the container.
But now the real point is: how do I draw like that with the beginfill?!?!?
Note: I uploaded the fla so you can have an idea on how it looks...
Help Needed In AS3 Drawing Board ( With Drawing Api)
Hi all,
I'm doing a flash application with flash cs3 actionscript3. I tried with as2.
Now I am facing difficulty in doing it in AS3.
the application includes:-
all the vector or images should be editable means scale rotate color change etc.
draw line -
draw rectangle -
circle
input text.
curve with node points
if anyone have any tutorials or any resourse please post here.
thanks inadvance
Harish
Random Flash N Random Image
Basically I have 5 flash movies and 3 images and I want to show them randomly using dreamweaver.. anybody knows how to do it?
Flash Script - Creating A Dynamic Drawing Application In Flash
This forum thread discusses the SitePoint article 'Flash Script - Creating a Dynamic Drawing Application in Flash' by SitePoint ScriptMaster.
"i did the drawing tool tutorial and it works great, but now i want users to choose their own color, so i replaced the rgb value with a variable called 'mycolor'... This only seems to work if i define 'mycolor' in the frame-actionscript, and not when i put it in a buttonscript..."
does anybody know what i did wrong? or does anybody know a tutorial of a drawing tool with more options? (colors, eraser, maybe even store drawings???)
that would be great
greets
onno
Drawing With Flash?
I was after some simple shapes like those at http://www.turtleshell.com/2000 . For some reason when I'm drawing on fireworks my shapes look pixelised but they come out nice 'n' crisp when done on flash... why is this? am i doing something wrong or am i going to have to draw in flash? if so, how would i go about making a simple swirl shape like on turtleshell?
cheers
lev
Drawing A Map In Flash
Hi,
I’m a schoolteacher and I want to develop and interactive map for a geography project in my school that will display information about certain places on the route when the user clicks on them. I would like some general advice on the best way of doing this. Does anybody know of any good online resources that would be of use to me?
I want some advice in drawing a large map in Flash, is there an easy way to do this in Flash? I have obtained a map from the Internet but if I simple import it the content will become blurred if the user zooms in etc.
Cheers
Drawing In Flash
i woudl like to create an intro, wherein i would draw certain elements with my wacom tablet, but also show the graphics as "being drawn" in the movie.
do i need Toon Boom for this or can i use a workaround in Flash MX itself?
cheers.
Drawing In Flash
I'm probably the newest newbie in Flash today. I have the program and I'm actually studying it in my school this semester. My problem is that I've been hand-drawing all my life. It's fairly easy for me. But creating in Flash eludes me! I know all about the tools available but using them to create images similiar to the ones I put on paper is nearly impossible for me. How do you flash pros create your stuff (when creating in Flash as opposed to importing graphics)? My class kind of demands I use images created in Flash instead of importing and I was just seeking some ideas on how the experienced design their images.
Drawing In Flash
Design Monster here,
Is it possible to use actionscipting in FLASH4.0 to make the mouse draw sort of like the pensil tool you would use in adobe photoshop or flash. I want to be able to make the mouse draw using "On Press" and stop the "On Release" action. Keep in mind that you are controling the mouse every action. So you will be able to draw anything in the actual movie.
Is there a tutorial, a script, or a link I can use to be able to create this.
Thanks
Design Monster
Drawing In Flash MX
I'm creating an online drawing program using Flash MX's draw methods.
I need to know if anyone out there knows any good references for dynamically generating point and click bezier lines. I have a sample here but it has some limitations to date (like it slows down BIG time when you make too many lines...). Any help with samples would be good. Thanks to all. You can check the link at:
http://www.jamestadeo.com/flash/draw/draw.php
Looks Like You Are Drawing In Flash
I wanted to know how to make it look like I am drawing or writing in my flash movie. Here is a little sample of what I am talking about. when you click in this site you will see a scribble come up. I want to know how to do that. thank you very much, I am using Flash MX
sample
Flash Drawing
Hey i need to find flash drawing tutorials please please please money or no money anything besides cartoon smart i don't realy like the guy who makes them
hes not very nice so if you find any please do tell
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