Actionscript 3 - How to stop rotation from changing movieclip's position - actionscript-3

This is really frustrating me. Let's say I have a simple MovieClip called Container, inside Container I have other MovieClips like Rectangle, Circle and Triangle. Container has 2 single frames on which the nested MovieClips are placed differently.
So something like:
-Container
-frame 1:
- 1 Rectangle, 1 Circle, 1 Triangle
-frame 2:
- 2 Rectangle, 1 Circle, 2 Triangle
Now the problem is that whenever I add this simple line "this.rotation = 0" on any of the 3 MovieClips (Rectangle, Circle or Triangle) their positions will weirdly move when I switch frames using gotoAndStop, nextFrame or prevFrame.
I have no idea why this is happening so can somebody please explain this behavior?
This is the fla and Document class files that I'm using as sample test:
Main.fla
Main.as

Related

Possible to mask an animated Movie Clip? Flash as3 cs4

I have a simple animation set up - A background I have painted in P/Shop and a Sheep.
The sheep is an animated movie clip - whose head turns and body moves.
What I need to happen is that when the sheep walks under a tree - he is in complete shadow - until he walks out from under the tree.
So far I managed to put the sheep under a shadow layer.. mask the shadow and use a rectangle which is aprox sheep size - it then moves along a tween teh same as the sheep.. It is quite clunky though and will take a fair amount of work reshape the mask shape each time to cover the exact sheep.. even then I won't be able to follow the animation exactly.
So, is there a way to have the animated sheep be a movie clip and a mask - so that he goes into full shadow everytime he passes under a tree.
Or is there another way to achieve this? Thx
The problem is cacheAsBitmap property,
you must assign maskclip and your maskedclip property to cacheAsBitmap = true
For example:
maskmc.cacheAsBitmap = true;
myMaskedClip.cacheAsBitmap = true;
myMaskedClip.mask = maskmc;
I added sample fla file that you can check it here : FLA
Can you put your sheep on a layer in between the shadow and the background? Probably not because you want the sheep in front of the tree -
Maybe you need to put a shadow element inside the sheep movie clip, and use a script to fade it in or out depending on hit test with the tree.
You could add a duplicate copy of the sheep to be used as a mask, although a shadow would probably need softer edges than this kind of mask will give you.

I am trying to make 2 circles around a point and fill between these points and listen for a click between the circles

i'm trying to make something for a game i'm making. When someone clicks on the movieclip i want it to draw an inner circle and an outer circle. I'd like to fill between the circles with a opaque colour (purple in the image) so people can see basically a large thick circle around the movieclip but not touching the movieclip. I then need to check if the mouseclick happens between the two circles only.
The image below shows what i mean. The thing is the thickness of the purple bit has to be adjustable (not in game as such), if you click on 1 movieclip the thickness of the purple bit may be 10pixels, a different clip may be 50. Obviously checking for a click greater than inner circle x and less than outer circle only works on a straight line across from the clip, once you move up or down this doesn't work so well. Any help is much appreciated as i can't seem to work this out. I've tried drawing 2 circles and also tried using 2 movieclip circles but can't get it to work.
Seems i cant upload pictures on here. Easiest way is to think of a no entry sign without the / line going through the middle. The centre is the movieclip, the inside part of the red circle the inner circle and the outer is the outer circle but at no point does the red touch the movieclip
I would measure the distance from the center of the circles to the mouse click point. Then you just need to check is that distance greater than the inner circle radius and less than the outer circle radius.
Something along these lines:
var clickPoint:Point = new Point(mouseX, mouseY);
var centerPoint:Point = new Point(circleMC.x circleMC.y);
var dist:Number = Point.distance(clickPoint, centerPoint);
if(dist > innerRadius && dist < outerRadius){
trace("the click happened between circles
}

Getting graphic/movie clip x,y position from within another movieclip?

This should be fairly simple I'd think, I'm just not that familiar with actionscript haha.
I have a game where I have the background moving behind a character that stays in one position on screen. I'm relatively new to actionscript 3 but I'm wanting to have text boxes pop up whenever the player presses a key over certain objects passing in the background.
So, basically the background itself is a movie clip, and I have other graphics and movie clips within the background mc.
I was thinking of getting the player.x and y position and then "comparing" that position (>= and <=, etc.) with the graphic/movie clip in the background. But I just don't know how to obtain the x and y coordinate of the graphics/movie clips in the background mc.
You could try to target your movie clips in the background by getting their coordinates, then removing their parent's position (the background container).
Something like :
var finalXPosition:int = targetMovieClip.x - backgroundContainer.x;
var finalYPosition:int = targetMovieClip.y - backgroundContainer.y;
By substracting the target movieclip parent's position to its position, you gain the final position in the parent's scope coordinates.
It should work for you as soon as your character and your background container are situated at the same level of the display list.
Here is a quick diagram of what I try to explain (please forgive my inaptitude to draw nice and explicit drawings ^^)
Usually, when I stumble upon such a case, I try to make a quick and even dirty drawing, starting with what I want, then breaking down every useful data I have to achieve that result, you should keep that method in mind and try it the next time ! :-)

as3: Making an animation

I am playing with animation in AS3 and flex4, and I've come into a problem. My application is a game board (like a chess board), where each field is a border container added to some position.
Also I am adding a child element (shape), to this container on mouse click. What I want to achieve is to be able to move shapes smoothly from one field to another. But it appears that the shape goes behind the neighbor field this way http://screencast.com/t/iZ3DCdobs.
I believe this happens because shape is a child of specific border container, and to make it visible over every other container, I would need to use layers somehow....
I would be happy if anybody could suggest a solution
Yes you're right on that. You should add the movable objects to a different layer.
As there are no typical layers in AS, you could try to drop the fields in one sprite and any other objects to a different an than place them on each other, so that when you will move a object it won't go behind other objects.
If you place both sprites in the same position you will still have accurate x,y positions between movable objects and fields.
You have two options:
First one is to have different layers for your DisplayObjects: as an example, the bottom layer would hold all the boards, and the upper layer would hold all the pieces.
Second option is to manipulate the index of the objects with swapChildren(), swapChildrenAt(), and setChildIndex(). So to bring a MovieClip to the topmost front, you would do MovieClip(parent).setChildIndex(this, 0);
If the situation is that always the shape object gets hidden behind the next ( right side ) grid container, the I suggest you create your grid in reverse.
Suppose you are creating a chess grid. that is a 8x8 grid. Normally you would create your grid using 2 for loops, looping from 0 to 8 with say the x and y points starting at 0,0 for the first grid and going on till the end. What I suggest you to do is to create from 8,8 to 0,0.
Display objects in flash are stacked on top of each other based on their child index.
For example: If you create two objects. Rectangle and Circle as follows
var rect:Rectangle = new Rectangle();
this.addChild(rect);
var circ:Circle = new Circle();
this.addChild(circ);
The circle will always be on top of the rectangle in this scenario because the circle was added after the rectangle to the display list.
So if you reverse the order of creation of your grid, the right grid cell will be added to the display list first and so the grid cells to the left will always be on top of the right ones. Hence, the problem that you are facing will not occur.

Actionscript 3.0 drawRect works weird

I have a BitmapData object named myBitmapData. It was loaded of PNG of size 104x104. This PNG represents a red circle on the transparent background.
There is also a Sprite object named myBackground. I want render that red circle into myBackground.
myBackground.graphics.beginBitmapFill(myBitmapData);
myBackground.graphics.drawRect(0, 0, myBitmapData.width, myBitmapData.height);
myBackground.graphics.endFill();
addChild(myBackground);
Everything is fine. I see a red circle in the left top of myBackground.
But when I change the third line to
myBackground.graphics.drawRect(0, 52, myBitmapData.width, myBitmapData.height);
and expect my circle to be translated 52 pixels down, I actually obtain something strange (for me :)): there are two red half-circles (they form like hourglass).
So, the question is: how do I render myBitmapData into the random position of myBackground?
P.S.
In the case of
myBackground.graphics.drawRect(0, 104, myBitmapData.width, myBitmapData.height);
it is circle again :)
This is caused by beginBitmapFill's default repeat = true parameter. There's an example in the docs. Disabling the repetition won't work though, you'd just get a half circle then.
There are several ways to fix this:
Use a Matrix with a translation (displacement) as argument in beginBitmapFill.
Draw the rectangle at 0,0 on another Sprite, and move that sprite to where you want it on the background.
Don't draw directly to the background, but to another bitmap using copyPixels. Then fill the background with that bitmap.