Size of a movie Clip ?
I have no idea how to explain this, but i will try my best. I
have a long list of text that sits in a scroll bar on the right on
my page and the problem is that now the list is bigger then the
editable space the movie clip allows me to see. i have to grab the
whole list and move it up and down so i can edit text cut off by
the bottom of the screen. does this make sense? Is there a way to
make the white space, editable space, of a movie clip larger. Note:
enlarging the size of the files, master background, background does
nothing to adjust the movie clip height and width for more editing
space.
Are you aware of View > Pasteboard? If so, then maybe try
scaling the MC to 50% - editing it and
then scaling it back to 100% when done?
Chris Georgenes / mudbubble.com / keyframer.com / Adobe
Community Expert
PAI_T-Bone wrote:
> I have no idea how to explain this, but i will try my
best. I have a long list
> of text that sits in a scroll bar on the right on my
page and the problem is
> that now the list is bigger then the editable space the
movie clip allows me to
> see. i have to grab the whole list and move it up and
down so i can edit text
> cut off by the bottom of the screen. does this make
sense? Is there a way to
> make the white space, editable space, of a movie clip
larger. Note: enlarging
> the size of the files, master background, background
does nothing to adjust
> the movie clip height and width for more editing space.
>
Similar Messages
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Size of each movie clip.
I downloaded my still camera, records movies also, in to a computer using iphoto5 and the movie clips over 1 mim did not download. The computer with iphoto6 all of the movie clips downloaded. Is ther a max that a movie clip can be ? I am using a 1 GB camera chip.
IMAC Mac OS X (10.4.6)Hi RBALLBOB,
I use Image Capture instead...When iPhoto 5 first came out I really think it was programmed to import the smaller 30 sec video clips that cameras were taking at the time. Since then, digital cameras, at least my Canon S2 can take clips as large as your memory card can hold. The first time I tried to download my images and movie clips with my new camera, iPhoto stalled at the movie clips. I wasn't going to take any chances messing up my iPhoto Library so I started using Image Capture to download all my images and Movie clips. I actually like doing it this way a lot better. My movie clips are downloaded into my Movies folder where I then put them in a dated folder.
My photos are downloaded into my Pictures folder, where I then put them in a dated folder. I import the dated folder into iPhoto. I also keep all dated folders from photo downloads in the Pictures folder till I get enough Movie folders and Photo folders to fill a DVD. I burn them and then delete them from the hard drive.
This way I have the photos in iPhoto and I also have just the photos backed up to DVD.
The Movies I keep on the hard drive in their dated folders until I use all the clips for my iMovie projects for the Year. I then make sure they are all burned to DVD, then I delete those from my hard drive.
Using Image Capture to download images and video clips:
Open up Image Capture which is found in the Applications folder.
When it is opened, go to Image Capture/Preferences
Under the General button choose
Camera: When a camera is connected, open Image Capture.
The next time you connect your camera Image Capture will open.
In the window that opens you will see an Options button. Click on that button to set your options.
To find out more about Image Capture (it can do a lot more) Click on Help in the menu bar when Image Capture is open.
iPhoto: How to Change the "Open Automatically" Preference
If you find you can't change any of Image Captures preferences or can't access any drop down menus or they are greyed out, check to make sure Image Capture is loose in the Applications folder and not within a sub folder. -
Preloader based on a single movie clip
Is there a way to have a pre-loader based on a single movie clip, instead of on the entire SWF size? This movie clip may have a single graphic, but the entire movie has a slideshow with more images to display...but rather than making my visitor wait for the entire site to download before they see anything, I'd like to have it so when that graphic is loaded, it displays while the rest of the movie finishes loading. And there would be a preloader that shows the progression of the single movie clip.
How can I accomplish that? Thanks for your help!Thanks for the speedy reply, but I think I didn't explain myself well. I'm not sure your answer will help me. I have an FLA file that contains everything within it. The background image for the resulting SWF is a single JPG, contained within a movie clip with an instance name of "bg_mc". However, there are a lot of other images that also need to be loaded. So, I want the loader to show progress ONLY on the background JPG image, and when it's downloaded, the image is shown, the rest of the SWF continues to download, and when the SWF is completely loaded, the images appear. So the user is only waiting on the background image to load before they see something instead of having to wait for all images to load. Does that make sense?
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Add movie clip in a New Native Window
Dear Friends,
i have created an air application, which open a new window on
click of a button and load the movie clip or a scroll pane with
some items in it. it is working fine but the size is very big than
the actual size of the movie clip. it shows like zoomed picture. it
looks odd and i got sturck up. please help me to show the correct
size of the scroll pane which i added (i used --
nativewindow.stagge.addchild) in native window.
Thanks and advance,
RahimhajiYou must set the stage scaleMode property to noScale. (If you
want to use one of the other scale modes -- even though there are
better ways to achieve the same end in AIR, see the " About Stage
properties" section of:
http://www.adobe.com/devnet/air/flex/quickstart/launching_windows.html
The article is about a Flex application, but the stage
properties section applies equally to Flash. ) -
How can I get my movie clip to resize according to screen size?
I have a movie clip (startMenu); inside it there are buttons, text, and graphics. This is a game I am making, and it will be played on different screen sizes of Android. This is the code I have so far:
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT
startMenu.addEventListener(Event.RESIZE, resizeLayout);
function resizeLayout(e:Event):void
setPosition();
function setPosition():void
startMenu.x = (stage.stageWidth - startMenu.width) / 2;
startMenu.y = (stage.stageHeight - startMenu.height) /2;
When I run it on different phones using debugging, it locks on the left hand corner, but does stretch out to fit the whole screen. What should I do?try changing
stage.scaleMode = StageScaleMode.NO_SCALE;
to
stage.scaleMode = StageScaleMode.EXACT_FIT;
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/StageScal eMode.html -
Subject : Slideshow looks bad
Hello guys
I have a project in my Final Cut just about done. I want to add my slideshow as part ofthe project and burn it to DVD. Inmy slideshow, there are some stills from the movie clips and some downloadedfrom the internet but they all look blur when playback and even worse if Iapply Ken Burn to it. Pleasesome one can tell my how to do it right or it can’t be done because thedownload quality and stills from the clip are not suitable or slideshow. Thank you
PSCThank you Ross.
The entire DVD containing Quick Time movies (Final CutExpress project) and slideshow was done in iPhoto. The Final Cut project was rendered prior to export to QT, the slideshow was sent to iDVD withoutrendering. The slideshow with most of the pictures from my still camera incombination with stills from movie clips and some downloaded from the Internet.After burning, the movie playback is perfect but the slideshow is not. The slideshow containing 3 differentkinds of pictures; those from my still camera looks OK; the stills from themovie clips and from the Internet are not. I don’t have much knowledge in this game, but I think NTSCwith frame size 720x480, and the downloaded picture Item Property shows most ofthem are between 400 to 500 x 300 to 600, may be both of them are not suitablefor TV screen while the stills from my still camera looks OK because they are2048x1536. Please enlightenme. Once again, thank you so much,I really appreciate the time you offered.
psc -
I'm trying to assign a mouseclick event listener to a simplebutton nested within a movie clip's later frames, starting at frame 2 and up. This card, however, is not added to my game until later, and when the player clicks on it/turns it over.
There are four files involved in this program:
#1 The main actionscript file, which corresponds to
#2 my dreamQuester .fla file.
#3 my artifactCard file movieClip's corresponding .as file,
#4 my combo1.as file corresponding to a an instance of a simpleButton named combo1 that is already
nested --and this instance is already named-- inside/as a child of said artifactCard movieclip.
What I've done so far isn't working:
In my main dreamQuester.as file, when a player clicks on an artifactCard, its MOUSE_DOWN event
listener takes them to this function (clickArtCard), where the trouble is at:
// player clicked on the artC card--which is a child of posArt1 on stage--to turn card over:
function clickArtCard(a_event:MouseEvent) {
var thisArtCard:artifactCard = (a_event.target as artifactCard);
thisArtCard.gotoAndStop(unclickedArt1); // go to frame number of artifact
// card where combo1 button is.
thisArtCard.removeEventListener(MouseEvent.CLICK,clickArtCard);
thisArtCard.buttonMode = false;
trace("combo1.combo is:" + combo1.combo);
trace("posArt1.artC.combo1 is:" + posArt1.artC.combo1);
posArt1.artC.combo1.addEventListener(MouseEvent.MOUSE_DOWN, comboClickedWHO);
when the artC card--the static public instance of artifactCard--is clicked, it only gets to the
trace("posArt1.artC.combo1 is:" + posArt1.artC.combo1); which returns this error message:
TypeError: Error #1010: A term is undefined and has no properties.
at MethodInfo-61()
So do how would I declare a static public variable of this simpleButton at the start of my main .as
file to make it defined to get a mouseDown actionListener into my pre-existing-and-named-instance
combo1 simpleButton?
perhaps there is a way, while the debug movie program is running, to click on the simpleButton and see exactly
what it's parent heirarchy is, to see the name of all parents above the simpleButton incase they are
different then what I think?
(just in case, I was hoping to squeeze a zip file containing these files to be less than 9MB incase someone was willing to look at my files to see what I've done so far, but 9 megs is just too big! even though all graphics I've imported where turned into vector graphics with trace bitmap. I wish there was a way to check the file size of each symbol in Flash CS4, here...)
Thank you so much for any help!
~EthanJust use a
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
function keyPressed(event:KeyboardEvent):void {
//trace(event.keyCode);
if(event.keyCode == ???){
// play the sound
Where I show the "???" you would replace with the keyCode for the key you want pressed for that sound. To determine the keyCode you can use the trace line that I have commented out.
Note that when testing in Flash you often need to disable the keyboard shortcuts in the Flash Player in order to be able to use alot of the keys. You will find this option in the Control menu options in the player. -
How to stop a slideshow and show another movie clip at the end?
Currently my slideshow is in a loop. At the end of last slideshow, I want to show another movie clip (End_mv) that's on another layer. How do I do that? My current scripts are below:
import fl.transitions.Tween;
import fl.transitions.easing.*;
//change scale on an image
var fadeTween:Tween;
//To slide in on X axis
var slideXTween:Tween;
//To slide in on Y axis
var slideYTween:Tween;
//To fade IN
var alphaTween:Tween;
//To get bigger on its X axis
var scaleXTween:Tween;
//To get bigger on its Y axis
var scaleYTween:Tween;
//var fadeTween:Tween;
//description place holder
var strDescrp:String;
//source place holder
var strSource:String;
//x poistion
var posX:Number;
//y position
var posY:Number;
//degree rotation
var degreeRot:Number;
// delay between slides
//const TIMER_DELAY:int = 5000;
var TIMER_DELAY:int = 5000;
// fade time between slides
const FADE_TIME:int = 3;
// reference to the current slider container
var currentContainer:Sprite;
// index of the current slide
var intCurrentSlide:int = -1;
// total slides
var intSlideCount:int;
// timer for switching slides
var slideTimer:Timer;
// slides holder
var sprContainer1:Sprite;
var sprContainer2:Sprite;
// slides loader
var slideLoader:Loader;
// url to slideshow xml
var strXMLPath:String = "lstHouse.xml";
// slideshow xml loader
var xmlLoader:URLLoader;
// slideshow xml
var xmlSlideshow:XML;
var txtField:TextField = new TextField();
var formatText:TextFormat = new TextFormat();
//start of sound section is for sound
var soundReq:URLRequest = new URLRequest("PaukenBrumfiel_AngelsOnHigh.mp3");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
//end of sound section
function onComplete(event:Event):void
sound.play();
function init():void
// create new urlloader for xml file
xmlLoader = new URLLoader();
// add listener for complete event
xmlLoader.addEventListener(Event.COMPLETE, onXMLLoadComplete);
// load xml file
xmlLoader.load(new URLRequest(strXMLPath));
// create new timer with delay from constant
slideTimer = new Timer(TIMER_DELAY);
// add event listener for timer event
slideTimer.addEventListener(TimerEvent.TIMER, switchSlide);
// create 2 container sprite which will hold the slides and
// add them to the masked movieclip
sprContainer1 = new Sprite();
sprContainer2 = new Sprite();
mcSlideHolder.addChild(sprContainer1);
mcSlideHolder.addChild(sprContainer2);
// keep a reference of the container which is currently
// in the front
currentContainer = sprContainer2;
function onXMLLoadComplete(event:Event):void
// create new xml with the received data
xmlSlideshow = new XML(event.target.data);
// get total slide count
intSlideCount = xmlSlideshow..image.length();
// switch the first slide without a delay
switchSlide(null);
function fadeSlideIn(e:Event):void {
// add loaded slide from slide loader to the
// current container
currentContainer.addChild(slideLoader.content);
// clear preloader text
//mcInfo.lbl_loading.text = "";
// fade the current container in and start the slide timer
// when the tween is finished
//Tweener.addTween(currentContainer, {alpha:1, time:FADE_TIME, onComplete:function() { slideTimer.start(); }});
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
fadeTween = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
//scale = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
slideTimer.start()
onComplete:function();
function switchSlide(e:Event):void
// check, if the timer is running (needed for the
// very first switch of the slide)
if(slideTimer.running)
slideTimer.stop();
// check if we have any slides left and increment
// current slide index
if(intCurrentSlide + 1 < intSlideCount)
intCurrentSlide++;
// if not, start slideshow from beginning
else
intCurrentSlide = 0;
// check which container is currently in the front and
// assign currentContainer to the one that's in the back with
// the old slide
if(currentContainer == sprContainer2)
currentContainer = sprContainer1;
else
currentContainer = sprContainer2;
// hide the old slide
currentContainer.alpha = 0;
// bring the old slide to the front
mcSlideHolder.swapChildren(sprContainer2, sprContainer1);
strDescrp = xmlSlideshow.image[intCurrentSlide].@desc;
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
//txtField.border = true;
//txtField.x = 0;
//txtField.y = 600;
txtField.width = 855;
txtField.height = 200;
//txtField.background = true;
//txtField.backgroundColor = 0xEE9A00;
txtField.alpha = 20;
txtField.text = strDescrp;
formatText.align = TextFormatAlign.CENTER;
//txtField.autoSize = TextFieldAutoSize.LEFT;
formatText.color = 0x000;
formatText.size = 30;
txtField.x = 0;
txtField.y = 550;
posX = 0;
posY = 0;
degreeRot = 0;
// create a new loader for the slide
slideLoader = new Loader();
// add event listener when slide is loaded
slideLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, fadeSlideIn);
// load the next slide
slideLoader.load(new URLRequest(xmlSlideshow.image[intCurrentSlide].@src));
addChild(txtField);
txtField.setTextFormat(formatText)
// init slideshow
init();I got this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/swapChildren()
at University_Advancement_Holiday_Greeting2012_fla::MainTimeline/switchSlide()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
And here's the code:
// import tweener
//import caurina.transitions.Tweener;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.display.MovieClip;
//change scale on an image
var fadeTween:Tween;
//To slide in on X axis
var slideXTween:Tween;
//To slide in on Y axis
var slideYTween:Tween;
//To fade IN
var alphaTween:Tween;
//To get bigger on its X axis
var scaleXTween:Tween;
//To get bigger on its Y axis
var scaleYTween:Tween;
//var fadeTween:Tween;
//description place holder
var strDescrp:String;
//source place holder
var strSource:String;
//x poistion
var posX:Number;
//y position
var posY:Number;
//degree rotation
var degreeRot:Number;
// delay between slides
//const TIMER_DELAY:int = 5000;
var TIMER_DELAY:int = 5000;
// fade time between slides
const FADE_TIME:int = 3;
// reference to the current slider container
var currentContainer:Sprite;
// index of the current slide
var intCurrentSlide:int = -1;
// total slides
var intSlideCount:int;
// timer for switching slides
var slideTimer:Timer;
// slides holder
var sprContainer1:Sprite;
var sprContainer2:Sprite;
// slides loader
var slideLoader:Loader;
// url to slideshow xml
var strXMLPath:String = "lstHouse.xml";
// slideshow xml loader
var xmlLoader:URLLoader;
// slideshow xml
var xmlSlideshow:XML;
var txtField:TextField = new TextField();
var formatText:TextFormat = new TextFormat();
//var myEnding:MovieClip = stage.getChildByName('End_mc') as MovieClip;
//start of sound section is for sound
var soundReq:URLRequest = new URLRequest("PaukenBrumfiel_AngelsOnHigh.mp3");
var sound:Sound = new Sound();
sound.load(soundReq);
sound.addEventListener(Event.COMPLETE, onComplete);
//end of sound section
function onComplete(event:Event):void
sound.play();
function init():void
//reference my movie clip "End_mc" oon the stage and turn its visibility off
MovieClip(getChildByName('End_mc')).visible = false;
// create new urlloader for xml file
xmlLoader = new URLLoader();
// add listener for complete event
xmlLoader.addEventListener(Event.COMPLETE, onXMLLoadComplete);
// load xml file
xmlLoader.load(new URLRequest(strXMLPath));
// create new timer with delay from constant
slideTimer = new Timer(TIMER_DELAY);
// add event listener for timer event
slideTimer.addEventListener(TimerEvent.TIMER, switchSlide);
// create 2 container sprite which will hold the slides and
// add them to the masked movieclip
sprContainer1 = new Sprite();
sprContainer2 = new Sprite();
mcSlideHolder.addChild(sprContainer1);
mcSlideHolder.addChild(sprContainer2);
// keep a reference of the container which is currently
// in the front
currentContainer = sprContainer2;
//function onXMLLoadComplete(e:Event):void
function onXMLLoadComplete(event:Event):void
// create new xml with the received data
xmlSlideshow = new XML(event.target.data);
// get total slide count
intSlideCount = xmlSlideshow..image.length();
// switch the first slide without a delay
switchSlide(null);
function fadeSlideIn(e:Event):void {
// add loaded slide from slide loader to the
// current container
currentContainer.addChild(slideLoader.content);
// clear preloader text
//mcInfo.lbl_loading.text = "";
// fade the current container in and start the slide timer
// when the tween is finished
//Tweener.addTween(currentContainer, {alpha:1, time:FADE_TIME, onComplete:function() { slideTimer.start(); }});
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
fadeTween = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
//scale = new Tween(currentContainer, "alpha", Regular.easeInOut, 0, 1, 2, true)
slideTimer.start()
onComplete:function();
function switchSlide(e:Event):void
// check, if the timer is running (needed for the
// very first switch of the slide)
if(slideTimer.running)
slideTimer.stop();
// ADDED: Check if using sprContainer2 and at the last slide
//if ((currentContainer == sprContainer2) && (intCurrentSlide == intSlideCount))
trace("Current Slide: " + intCurrentSlide);
trace("SlideCount: " + intSlideCount);
if ((currentContainer == sprContainer2) && ((intCurrentSlide + 1) == intSlideCount))
// hide the slideshow (and other related elements, or remove them if desired)
//mcSlideHolder.visible = false;
// remove any clips directly inside slideshow (any timers/etc need to be stopped too)
while (mcSlideHolder.numChildren > 0)
mcSlideHolder.removeChildAt(0);
// I do see a var named 'sound' playing so you might want to:
//sound.stop();
//sound = null;
// etc any other slideshow-only elements to hide/remove..
// play your movie
MovieClip(getChildByName('End_mc')).visible = true;
MovieClip(getChildByName('End_mc')).play();
// check if we have any slides left and increment
// current slide index
if(intCurrentSlide + 1 < intSlideCount)
intCurrentSlide++;
// if not, start slideshow from beginning
else
intCurrentSlide = 0;
// check which container is currently in the front and
// assign currentContainer to the one that's in the back with
// the old slide
if(currentContainer == sprContainer2)
currentContainer = sprContainer1;
else
currentContainer = sprContainer2;
// hide the old slide
currentContainer.alpha = 0;
// bring the old slide to the front
mcSlideHolder.swapChildren(sprContainer2, sprContainer1);
strDescrp = xmlSlideshow.image[intCurrentSlide].@desc;
//strSource = xmlSlideshow.image[intCurrentSlide].@src;
//txtField.border = true;
//txtField.x = 0;
//txtField.y = 600;
txtField.width = 855;
txtField.height = 200;
//txtField.background = true;
//txtField.backgroundColor = 0xEE9A00;
txtField.alpha = 20;
txtField.text = strDescrp;
formatText.align = TextFormatAlign.CENTER;
//txtField.autoSize = TextFieldAutoSize.LEFT;
formatText.color = 0x000;
formatText.size = 30;
txtField.x = 0;
txtField.y = 550;
posX = 0;
posY = 0;
degreeRot = 0;
// create a new loader for the slide
slideLoader = new Loader();
// add event listener when slide is loaded
slideLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, fadeSlideIn);
// add event listener for the progress
//slideLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, showProgress);
// load the next slide
slideLoader.load(new URLRequest(xmlSlideshow.image[intCurrentSlide].@src));
addChild(txtField);
txtField.setTextFormat(formatText)
// init slideshow
init(); -
Error 1034: Converting movie clip to instance of a custom object?
I have several movie clips on the stage that each have unique instance names.
I need to instantiate them as instances of a custom class I have created. This is giving me an error, and I know I'm probably missing some simple concept somewhere, doing something wrong, but I don't know what it is.
Here is my code:
In the main timeline, I have (simplified):
var puzzleAL:GeoGroup = new GeoGroup ("AL", "Alabama", 1, false);
puzzleAL.addEventListener(TouchEvent.TOUCH_BEGIN, geoTouchBeginHandler);
function geoTouchBeginHandler (e:TouchEvent): void {
e.target.gotoAndStop("Over");
nameDisplay.gotoAndStop(e.target.abbrev);
e.target.addEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
function geoTouchEndHandler (e:TouchEvent): void {
if (e.target.lock == false) {
e.target.gotoAndStop("Off");
else if (e.target.lock == true) {
e.target.gotoAndStop("Lock");
nameDisplay.gotoAndStop("USA");
e.target.removeEventListener(TouchEvent.TOUCH_END, geoTouchEndHandler);
It throws an error before the object is ever instantiated. It compiles, but at runtime I get:
TypeError: Error #1034: Type Coercion failed: cannot convert Puzzleography_fla::Alaska_2@da0a0f9 to GeoGroup.
at flash.display::MovieClip/gotoAndStop()
at Puzzleography_fla::MainTimeline/goToFrame()
My class code looks like this, if it matters:
package {
import flash.display.MovieClip;
public class GeoGroup extends MovieClip {
public var abbrev:String;
public var fullName:String;
public var assignedOrder:Number;
public var lock:Boolean;
public function GeoGroup(abbrev:String, fullName:String, assignedOrder:Number, lock:Boolean) {
this.abbrev = abbrev;
this.fullName = fullName;
this.assignedOrder = assignedOrder;
this.lock = lock;
I'm missing something obvious, I know it, but I'm new to OOP, switching from procedural, so I'm sure I'm getting a concept wrong somewhere.
Thanks so much!
Amberyes, it makes sense and yes, you'll need to learn a little.
I have 50 movie clips not linked to any actionscript in the movie.
that's incorrect. those movieclips are linked to all the actionscript that applies to their class. so, even if those movieclips weren't part of the GeoClass, they still have all the properties, methods and events of the movieclip class (created by adobe developers).
The fact these movieclips are actually GeoGroup objects extending the movieclip class, adds even more code to them. and, so far that's all good and exactly what you should do.
They are all on the stage. They are all named with their instance names "puzzleAZ" "puzzleTX" etc.
no problem, usually. (but in your case, a problem explained below.)
I want to be able to add variables to them, such as strings and numbers, so that I can call puzzleAZ.size or puzzleAZ.fullName to get "XX Acres" or "Arizona" returned.
so, in programming lingo you want your objects to be members of a dynamic (ie, you can add properties) class. the movieclip class is just such a class.
I created a separate class (GeoGroup) that extends MovieClip that has in it all the variables I need and tried to assign each movie clip to that class.
here's the problem. when you created your GeoGroup class you mandated that certain parameters be passed to the constructor. when you add a class member (like each of those puzzle pieces) to the stage, the class constructor is invoked (along with everything else in that class). However, no parameters are passed to your constructor so the flash compiler points out the issue and refuses to run your code.
there are two ways you could proceed:
1. remove the parameters from the constructor
2. don't add any class members to the stage in the authoring environment.
p.s. this is your GeoGroup constructor:
public function GeoGroup(abbrev:String, fullName:String, assignedOrder:Number, lock:Boolean) {
this.abbrev = abbrev;
this.fullName = fullName;
this.assignedOrder = assignedOrder;
this.lock = lock;
the paramters that contructor requires are 2 strings, one number and one boolean. -
I want to play a movie clip in a separate file. First, I use loadMovieNum("[url]",1); which works, but the movie is ends with being too large, even though I adjusted the movie clip's size and exported it. When I load the movie, is there something I can do to adjust the movie in code?
Also, when the movie ends, is there a way to have it move the main page to the next frame (e.g., on(release){gotoAndStop(2);})?Bump. Anyone?
-
Problem attaching external .jpgs to movie clips
Hi There,
I am not able to attach a file (.jpg) outside of flash to a
movieClip without it changing the scale of the image. Stepping
through with the debugger, its clear the image loads correctly til
it is applied to the movie clip, I assume with the attachBitmap
function. It scales it up a little more than 50% and I can't figure
out where that scale is coming from. It appears to scale up from
the upper left corner. We have checked to make sure all the
movieclips within our flash file are the exact same size as the
image files (150 X 150). Please see code example. Everything is
fine except for this. We tried using the matrix transformation to
down size the images but the quality was not acceptable even with
using smoothing and pixel snapping.
So, the basic question being, how do we use attachBitmap and
have it preserve the original size? Any ideas for how to get this
to work is greatly appreciated...
thanks,
Laurawell I'm afraid there are a few things that are not quite
right with the method here - however, the real problem is most
likely that the original image resolution is higher than 72 dpi -
it must be set at standard screen res or Flash will scale it up
uniformly to work at 72.
I think that you may have more success with something more
like this: -
Unloading a movie clip from a for statement
Hi,
I have this code:
//create empty movie clips to place bin top, flame and bin
bottom in that order
this.createEmptyMovieClip("holder_mc2",this.getNextHighestDepth());
this.createEmptyMovieClip("holder_mc",this.getNextHighestDepth());
this.createEmptyMovieClip("holder_mc1",this.getNextHighestDepth());
//attach movie clip/variables
var dsfInstance:DropShadowFilter = new DropShadowFilter(5,
45, 0x000000, 1, 10, 10);
var b:MovieClip =
holder_mc2.attachMovie("binTop_mc","binTop_mc",holder_mc2.getNextHighestDepth());
var a:MovieClip =
holder_mc1.attachMovie("binBottom_mc","binBottom_mc",holder_mc1.getNextHighestDepth());
//property values
a._x = 419;
a._y = 244;
a._width = 112.0
a._height = 140.0
b._x = 419;
b._y = 175;
b._width = 112.8;
b._height = 10.1;
a.filters = [dsfInstance];
//create for loop to place the flame particle on the stage
many times
for(i=0;i<200;i++){
//places in temporary movieclip t
var t:MovieClip =
holder_mc.attachMovie("flame","flame"+i,holder_mc.getNextHighestDepth());
// position the movieclip on the stage for y co-ordinates
t._y = 190;
t._x = Math.random()*80+(Stage.width/2+115);
//give the flame random sizes no larger than 80 pixels and no
smaller than 20
t._xscale = t._yscale = Math.random()*80 + 20;
//randomize the frame the movieclip is going to start in the
flame movie clip is 16 frame long so it will pick number between
that
//because math.random produces decimal values we round the
number using math.ceil to the high whole number
t.gotoAndPlay(Math.ceil(Math.random()*16));
what i want to do is remove the movieclip in the for loop off
the stage when i click on a button. i can manage to remove the
movie clips with the variables a and b but i cant do it with the
one in the for loop.
i put this code in the button:
on(release){
play();
stopAllSounds();
a.removeMovieClip();
b.removeMovieClip();
t.removeMovieClip();
Is there a way to do this?im so dumb! i figured it out.
i used the "holder_mc" the name of the empty movie clip.
holder_mc.removeMovieClip(); -
I have recorded a movie clip on a flip camera and downloaded it to iPhoto. I would like to send it by email to an acquaintance. Since iPhoto does not permit emailing of movie clips I saved the clip to my desktop and attempted to attach it to an email message. No good...?file too big? email would not load and send.
I would like to send it by email to an acquaintance. Since iPhoto does not permit emailing of movie clips I saved the clip to my desktop and attempted to attach it to an email message. No good...?file too big? email would not load and send.
Most internet providers allow email attachments limited to about 20 MBs—a few less. In cases where the file size exceeds this limit, you basically have three options:
1) Re-compress the file to a smaller size. This usually involves reducing the display size along with a reduction in the data rate which often translates to degradation of quality. (I.e., Reducing the total data rate by half will reduce the file size by half.)
2) If both parties share an IM connection, the file can be sent directly from one party to the other.
3) Upload the main data file to a server and email a reference, QTL, or URL of its location to the receiving party who can then access/download the file. For instance, most ISPs allocate a certain amount of storage space to each user account. Many might be sufficient for your needs. If you have a MobileMe account, your movie can be shared/posted directly from iPhoto. There are also a number of sites, both free and commercial, that allow the uploading or sharing of such files. Some, like YouTube, are oriented towards viewing modified versions of you file while others allow downloading of the original file as uploaded. I believe all require a formal membership (free or paid) which is a sticking point for many people.
In short, there are many options available and you will probably need to research which might best serve your needs. -
Button w/in movie clip not working
I know this question has been raised before and it usually
just boils down to using the frame #'s and labels. But, even with
that it is not working.
I have a map of the US and when each state is rolled over I
would like a menu to appear - this menu is a list with several
options and all of the options are buttons. I have it set up so
that each state is its own MovieClip and each has an invisible
button over it for the hit area and the menu to appear. (i didn't
want it to be simply when it rolls over the state movie clip
because the hit would be square, covering other states and causing
a mess of pop up menus)
Anyway, the menu pops up fine, but the buttons within do not
work. Any ideas of what I'm doing wrong? Thanks Much!!!!
wi_mc.stop(); // wi_mc is the state movie clip
wi_btn.onRollOver = function(){ //wi_btn is the invisible
button
wi_mc.gotoAndStop(15); //frame 15 is where my menu resides
wi_btn.useHandCursor = false;
wi_mc.onRollOut = function(){
wi_mc.gotoAndStop(1);Alright, I've made adjustments to how I've got it all set up.
I've made the menu it's own swf file, (seeing as how I'm going to
have 48 of them in total I figured it was less messy to have each
as their own file). Anyways... here's the current problem and I'm
hoping someone has a good explaination for why this would be
happening...
on my main file I have 2 invisible buttons - 1 is calling the
movie to load when rolled over and the other is calling the movie
to unload when a roll-out occurs. RollOver works great - fully
functional menu shows up. Roll out, however, is having some issues.
The invisible button is in the same location of the menu, same size
etc. so that when the user rolls away from this the menu should
"unload".
For some reason it's acting as if the hit area for the roll
out is off. I did a trace to find out where it's saying the rollout
areas are and the first is actually when I roll onto it, then only
again when i roll out from the left side of the graphic. I've tried
deleting the button and creating a new one but the same thing is
happening.
Any ideas for a very confused person trying to complete this
simple task of unloading a swf via rollout? MUCH appreciated!!!!
this.createEmptyMovieClip("ExternalSWFHolder",
this.getNextHighestDepth());
var SWFLoader:MovieClipLoader = new MovieClipLoader();
wi_btn.onRollOver = function(){
SWFLoader.loadClip("wi_menu.swf", ExternalSWFHolder);
wi_rollout.onRollOut = function (){
SWFLoader.unloadClip(ExternalSWFHolder); -
How do I View Guides for Movie Clips in Relation to Entire Scene?
My boss purchased a flash animation from a company a few months ago that she now needs me to fix. The goal is to resize the animation to different dimensions for a new banner. I took the original file, brought up the document settings, and changed the size to the new one we need, and hit the "scale content" checkbox. The file I have after doing this is shown below; I have highlighted the shape I will be talking about in pink. Nothing is the correct size now so I am trying to resize them to fit the stage area. I am having trouble with the green shape that is highlighted Pink.
The person who originally made this file made that highlighted shape into a movie clip and then dropped it in to the main timeline. I was wondering if there was a way that I could see where that shape is in relation to the area of the entire stage and the other objects in the main timeline? Meaning if I am inside of the greenblock movie clip all I see is what is below:
With this view I cannot tell where that shape is in relation to everything else. I am hoping someone can tell me how to view the guides from my main file inside of this movie clip( I already have guides turned on), or any other way of seeing what size and where my shape is in relation to rest of the objects on the stage of my main file. I would take any option that would let me tweak the green shape inside of the movie clip and see in real time how it looks in relation to the rest of the items on the stage as I make changes.
Any suggestions on how to get perspective on where my movie clip is in relation to the stage and other objects on it would be greatly appreciated.
Sincerely,
TissalSomehow double clicking on your system seems to be connected to the command
fl.getDocumentDOM().enterEditMode('');//the view where you don`t see the rest of your stage
whereas normally it defaults to
fl.getDocumentDOM().enterEditMode('inPlace'); //the view where you can see everything els on stge alphablended
you can either create a shortcut to
edit>edit in place or alter the standard behaviour of your double click
or right click(Windows) or ctrl-click(MAc) the mc and choose Edit in Place
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