I'm working in Flash ActionScript 3. I have a stage with several options to click. Clicking on each one opens a scroll pane (full screen 1920x1080) with an image (images vary in size, but all start at a height of 1080, and the width is usually 4000 or more.
I allow the user to scrollDrag to pan around and view the full image. I have also added a zoom feature, where upon using the scroll wheel on the mouse, the image will zoom in and out a little.
What my problem is, I need to find a way to make it so that the zoom actually zooms in on the location where the mouse it when the wheel move is triggered.
I currently only let the zoom happen to a certain level (in and out).
I've tried several things involving content.x/y, content.width/height, horizontalScrollPosition and maxHorizontalScrollPosition, and I just can't seem to find the right formula to focus in on the right area.
I add the eventListener for the mouse wheel to my aSp2 Scrollpane, and here is the function it triggers:
function onMouseWheelEvent(MouseEvent):void{
var mouseXPos = MouseEvent.stageX;
var mouseYPos = MouseEvent.stageY;
var imageWidth = aSp2.content.width;
trace("ContentWidth = "+imageWidth+"\nmouse X = "+mouseXPos+"\nmouse Y = "+mouseYPos);
if(MouseEvent.delta > 0){
if(zoomCounter > 0){
if(zoomCounter != 5){
//var moveRight = aSp2.horizontalScrollPosition;
//var moveDown = aSp2.verticalScrollPosition;
//moveRight = moveRight + aSp2.content.width/2;
//moveDown = moveDown + aSp2.content.height/2;
//var centerX;
//var centerY;
//trace("MoveRight = "+moveRight+"\nMoveDown = "+moveDown);
//trace("MaxWidthScroll = "+aSp2.maxHorizontalScrollPosition+"\nMaxHeightScroll = "+aSp2.maxVerticalScrollPosition);
//trace("HScroll = "+aSp2.horizontalScrollPosition);
//trace("Content X = "+aSp2.content.x);
aSp2.content.scaleX += 1.1;
aSp2.content.scaleY += 1.1;
//aSp2.horizontalScrollPosition = aSp2.horizontalScrollPosition + aSp2.horizontalScrollPosition/2 ;
//aSp2.verticalScrollPosition = aSp2.verticalScrollPosition + aSp2.verticalScrollPosition/2;
aSp2.update();
zoomCounter = zoomCounter - 1;
}
}
if(zoomCounter == 5){
aSp2.content.scaleX = 1;
aSp2.content.scaleY = 1;
aSp2.content.y = 0;
aSp2.update();
zoomCounter = 4;
}
trace("Zoom IN Count = "+zoomCounter);
}else{
if(zoomCounter == 4){
scaleAmt = 1920/aSp2.content.width;
aSp2.content.scaleX = scaleAmt;
aSp2.content.scaleY = scaleAmt;
aSp2.content.y = 520-(aSp2.content.height/2);
aSp2.update();
zoomCounter = 5;
}
if(zoomCounter < 4){
aSp2.content.scaleX -= 1.1;
aSp2.content.scaleY -= 1.1;
aSp2.update();
zoomCounter = zoomCounter + 1;
}
trace("Zoom OUT Count = "+zoomCounter);
}
}
The magic word you are looking for is "Pivot" (in AS3 is called "registration point").
But here we have the fastest way to do it:
You should put your image inside a container Sprite
function reposition():void{
var changex:Number=(container.x-zoomPt.x)/container.scaleX;
var changey:Number=(container.y-zoomPt.y)/container.scaleX;
container.x=zoomPt.x;
container.y=zoomPt.y;
for(var i:int=0;i<container.numChildren;i++){
container.getChildAt(i).x+=changex;
container.getChildAt(i).y+=changey;
}
}
The complete guide is here
Related
I've been working with HTML5 drag and drop, and canvas. I'm trying to put the two together: I drag an element to a drop-area; in the drop-area I want to be able to move the dropped items around to position them as needed.
I know how to drop elements into a div, for ex, but:
does the drop-area have to be a canvas for (re)positioning?
is there a specific term for the moving/repositioning of elements in the drop-area/canvas. I've done a lot of searching and can't find a term for this specifically. simply 'dragging'??
sample drop-area.
No the canvas element is not required anyhow.
You can achieve the exact same result as the linked example you gave without using any canvas.
Here is an example code, among many others possible, certainly far from being perfect, but which does the same as your example, using only <div> elements, css and javascript, but it could also be made with svg.
// we will increment it to get the dragged element atop of everything
var zIndex = 0;
// our constructor
var newElement = function() {
var that = {};
// first get its dimension and position randomly
that.rad = Math.random() * 20 + 10;
// x and y are the center of our element
that.x = Math.random() * (500 - that.rad * 2) + that.rad;
that.y = Math.random() * (300 - that.rad * 2) + that.rad;
// define the element that will be appended to the doc
that.el = document.createElement('div');
// a shortcut to the style property of the element
// since we'll play with this to update our object's position
var s = that.el.style;
// don't forget we're talking in css
s.width = that.rad * 2 + 'px';
s.height = that.rad * 2 + 'px';
s.left = that.x - that.rad + 'px';
s.top = that.y - that.rad + 'px';
s.backgroundColor = get_random_color();
// needed to make be sure we're not in a corner of the circle shaped elements
that.isCircle = Math.random() > .5;
if (that.isCircle) {
that.el.className = 'circle';
}
// happens on mousedown
that.startDrag = function(x, y) {
that.lastX = x;
that.lastY = y;
s.zIndex = ++zIndex;
}
// happens on mousemove if we're the one being dragged
that.move = function(x, y) {
that.x += x - that.lastX;
that.y += y - that.lastY;
that.lastX = x;
that.lastY = y;
s.left = that.x - that.rad + 'px';
s.top = that.y - that.rad + 'px';
};
container.appendChild(that.el);
return that;
};
var elements = [];
for (var i = 0; i < (~~(Math.random() * 50)) + 15; i++) {
elements.push(newElement());
}
var dragged;
var mousedown = function(e) {
var rect = container.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
dragged = null;
// sort our elements, higher zIndex firsts
elements.sort(function(a, b) {
return (+b.el.style.zIndex) - (+a.el.style.zIndex);
});
elements.forEach(function(el) {
// we already found the One, no need to go further
// (no "break;" in forEach method...)
if (dragged) return;
// is our mouse over the rectangular bounds of this element
if (x >= el.x - el.rad && x <= el.x + el.rad &&
y >= el.y - el.rad && y <= el.y + el.rad) {
if (el.isCircle) {
// a little bit of Pythagorian
var a = el.x - x;
var b = el.y - y;
var dist = Math.sqrt(a * a + b * b);
// too far from the center, we were in the corner
if (dist > el.rad) {
return;
}
}
// we got through here,
// tell the whole app we've got the One
dragged = el;
el.startDrag(x, y);
}
});
};
var mousemove = function(e) {
// nobody is being dragged, so don't do anything
if (!dragged) return;
// otherwise, tell the browser we handle the event
e.preventDefault();
e.stopPropagation();
// get the coordinates of our container
var rect = container.getBoundingClientRect();
// get the relative coordinates of our event
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
// move the dragged element accordingly
dragged.move(x, y);
};
var mouseup = function() {
// we dropped it..
dragged = null;
};
container.onmousedown = mousedown;
container.onmousemove = mousemove;
container.onmouseup = mouseup;
function get_random_color() {
var letters = '0123456789ABCDEF'.split('');
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.round(Math.random() * 15)];
}
return color;
};
body {
text-align: center;
}
#container {
width: 500px;
height: 300px;
background-color: black;
margin: 0 auto;
position: relative;
overflow: hidden;
}
#container>div {
position: absolute;
opacity: .7;
}
.circle {
border-radius: 50%;
}
<div id="container"></div>
As you can see, I myself used the word dragged to refer to the object that we do move while we move the mouse with the button down. Yes, dragging is how this action is called...
But, this has very little to do with the HTML drag and drop API where what is important is not the positioning of your elements, but their content.
You can drag and drop elements into others, but it was mainly developed to drag data (external files or text content) to the document.
For this particular example, that would make things a lot harder and while the name "dragging" still applies to the action of the end-user, this shall not be confused with the API and every events related.
A canvas element is required by your linked canvas demo, but you can alternatively use the drag/drop API built into html+JS. And you can "manually" move DOM objects using mouse events as described in Kaiido's answer.
The canvas is required for your linked demo to work.
That exact demo was coded using a canvas element's drawing capabilities and that exact demo will not work if you try to substitute a DIV.
Think of html5 canvas as a re-writable bitmap. You can't "move" or "drag" anything on the canvas. Instead, you completely erase the canvas surface and redraw your circles in their new positions.
In the case of dragging, you listen for mousemove events on the canvas and reposition the circle under the mouse by the distance the mouse has moved since the last mousemove event.
I'm currently stuck with my approach below. I'm not entirely sure if using "hitTestObject" method is appropriate in pairing the pieces to their respective place. I was able to at least match the chess piece to their respective location (that's the best I can do and I feel i'm doing it wrong) but I'm now stuck in counting how many pieces are actually in their correct places. e.g. when I move the pawn to a different tile, it will still count as one, I also want to avoid duplicate counting, example, If pawn is already in the correct location, it will just count as 1, and if it was moved, then that count will be removed. Only count the pieces that are in the correct tile.
My goal here is to be able to make all the chess pieces draggable and determine if they're in their respective location. If ALL the chess pieces are in their location, it will trace or call a function.
Thank you!
import flash.events.Event;
import flash.display.MovieClip;
import flash.events.MouseEvent;
/* Declaring an X and Y variable to be used as a reset container */
var xPos: int, yPos: int;
/* Attaching event listeners for each chess piece */
addListeners(
king, queen, bishop_1, bishop_2, knight_1, knight_2, rook_1, rook_2,
pawn_1, pawn_2, pawn_3, pawn_4, pawn_5, pawn_6, pawn_7, pawn_8);
/* Getting the original x and y postion to be used as a reset */
function getPosition(currentTarget: Object): void {
xPos = currentTarget.x;
yPos = currentTarget.y;
}
/* Function to get the suffix value of an object. example, I need to get the value 4 from "pawn_4" */
function getLastCharInString($s: String, $pos: Number): String {
return $s.substr($s.length - $pos, $s.length);
}
/* A simple function that rotates the chess piece */
function lift(object: Object, rot: Number) {
object.rotation = rot;
}
function dragObject(e: MouseEvent): void {
getPosition(e.currentTarget);
lift(e.currentTarget, -10);
getChildByName(e.currentTarget.name + "_hs").alpha = 1;
e.currentTarget.startDrag();
}
/* This variable is supposed to hold the value of each piece that is correctly placed in each tile.
The total score should be 16 as there are 16 pieces. Only correcly placed piece should be added in the total score. */
var counter:int;
function stopDragObject(e: MouseEvent): void {
var curretTarget = e.currentTarget.name;
lift(e.currentTarget, 0);
/* Hide active hotspots */
getChildByName(e.currentTarget.name + "_hs").alpha = 0;
var multiplePieceSufix = Number(getLastCharInString(curretTarget, 1));
if (multiplePieceSufix >= 1) {
/* Boolean variables that checks whether the current piece is active*/
var isPawn: Boolean = false,
isBishop: Boolean = false,
isKnight: Boolean = false,
isRook: Boolean = false,
currentTargeName;
var widthDiff = getChildByName(e.currentTarget.name + "_hs").width - getChildByName(e.currentTarget.name).width / 2;
var heightDiff = getChildByName(e.currentTarget.name + "_hs").height - getChildByName(e.currentTarget.name).height / 2;
if (curretTarget.substr(0, 4) == "pawn") {
isPawn = true;
} else if (curretTarget.substr(0, 6) == "bishop") {
isBishop = true;
} else if (curretTarget.substr(0, 6) == "knight") {
isKnight = true;
} else if (curretTarget.substr(0, 4) == "rook") {
isRook = true;
}
if (isPawn == true) {
/* there are total of 8 pieces of pawn */
for (var w = 1; w < 9; w++) {
currentTargeName = this["pawn_" + w + "_hs"];
if (e.target.hitTestObject(currentTargeName)) {
/* For some reason the chess pieces are not aligning with their "_hs" version, I already checked their registry point and it seem to be normal.
so to fix, I had to manually add some hard coded values to adjust their location. */
e.currentTarget.x = currentTargeName.x - 8;
e.currentTarget.y = currentTargeName.y + currentTargeName.height;
}
}
} else if (isBishop == true) {
for (var x = 1; x < 3; x++) {
currentTargeName = this["bishop_" + x + "_hs"];
if (e.target.hitTestObject(currentTargeName)) {
e.currentTarget.x = currentTargeName.x - 9;
e.currentTarget.y = currentTargeName.y + currentTargeName.height - 18;
}
}
} else if (isKnight == true) {
for (var y = 1; y < 3; y++) {
currentTargeName = this["knight_" + y + "_hs"];
if (e.target.hitTestObject(currentTargeName)) {
e.currentTarget.x = currentTargeName.x - 8;
e.currentTarget.y = currentTargeName.y + currentTargeName.height;
}
}
} else if (isRook == true) {
for (var z = 1; z < 3; z++) {
currentTargeName = this["rook_" + z + "_hs"];
if (e.target.hitTestObject(currentTargeName)) {
e.currentTarget.x = currentTargeName.x - 8;
e.currentTarget.y = currentTargeName.y + 62;
}
}
}
} else {
if (e.target.hitTestObject(getChildByName(e.currentTarget.name + "_hs"))) {
/* Again, I'm not sure why the pieces are not aligning as intended.
modX and modY is a holder for the adjustment value. I'm not comfortable
seeing this approach myself, but I also run out of ideas how to fix it. */
var modX: Number, modY: Number;
if (e.currentTarget.name == "king") {
modX = 11;
modY = 53;
} else {
modX = 11;
modY = 29;
}
e.currentTarget.x = getChildByName(e.currentTarget.name + "_hs").x - modX;
e.currentTarget.y = getChildByName(e.currentTarget.name + "_hs").y + getChildByName(e.currentTarget.name + "_hs").height - modY;
}
}
/* This is supposed to add to the total score or count of how many pieces are placed correctly.
Thie problem with thi scounter, as it also counts any piece that is places to any "_hs" */
counter++;
trace(counter);
e.currentTarget.stopDrag();
}
function addListeners(...objects): void {
for (var i: int = 0; i < objects.length; i++) {
objects[i].addEventListener(MouseEvent.MOUSE_DOWN, dragObject);
objects[i].addEventListener(MouseEvent.MOUSE_UP, stopDragObject);
// hide hotspots
getChildByName( objects[i].name + "_hs" ).alpha = 0;
}
}
Source: Download the FLA here
--
Updates:
I have added comments in my code to clarify what I'm trying to accomplish.
I'm planning to do board game in flash which has similar function and behaviour to this. User can drag the object to a specified tile and check wether that object belongs there or not.
After reviewing your code, your question is quite broad. I'm going pair it down to what seems to be your main concern - the score / counting correctly moved pieces.
Right now, you do the following every time an object is dragged:
counter++;
This means that the counter will increment no matter where you drag the object, and no matter how times you drag the object. (so even if the piece was already in the correct spot, if you dragged it a second time it will still increment your counter).
What you need to do, is associate a flag with each object to indicate whether it is in the correct location or not, and set that flag to the appropriate value every time that object is done dragging.
Something like this:
//don't use target, use currentTarget
if (e.currentTarget.hitTestObject(currentTargeName)) {
e.currentTarget.correct = true; //since MovieClips are dynamic, you can just make up a property on them and assign a value to it.
//to fix your alignment:
e.currentTarget.x = currentTargeName.x + ((currentTargetName.width - e.currentTarget.width) * 0.5);
e.currentTarget.y = currentTargeName.y + currentTargeName.height;
}else{
//if the hit test is false, mark it as NOT correct
e.currentTarget.correct = false;
}
Then, later to know the current count, iterate over all the pieces and check their correct value. This would be much easier if all your pieces were in an array.
var allPieces:Array = [king, queen, bishop_1, bishop_2, knight_1, knight_2, rook_1, rook_2,
pawn_1, pawn_2, pawn_3, pawn_4, pawn_5, pawn_6, pawn_7, pawn_8];
function countCorrect():Boolean {
var ctr:int = 0;
for(var i:int=0;i<allPieces.length;i++){
if(allPieces[i].correct) ctr++;
}
return ctr;
}
trace(countCorrect() + " of " allPieces.length " are correct");
As an aside, this best way to do this would be with some custom class files. That would however require a complete refactoring of your code.
Also, you probably don't want to use hitTestObject, as even if a piece is mostly over a neighbor, it will still be true as long as 1 pixel of it's bound touch 1 pixel of the tile. Better would be to do a hitTestPoint on the tile, and pass in the center point of the piece (the the middle of the piece has to be touching the tile for it to count).
//a point that is the center of the events current target (the piece)
var point:Point = new Point();
point.x = e.currentTarget.x + (e.currentTarget.width * 0.5);
point.y = e.currentTarget.y - (e.currentTarget.height * 0.5);
if (currentTargetName.hitTestPoint(point)) {
I'm working on a 2d vertical scrolling game that is based on doodle jump and i'm using flash and as3 to create it. I've put the scrolling and platform spawning and so far so good, but thing I randomize a x and y for each platform and obviously they just spawn wherever they feel like (inside the stage, that's my only actual rule). I wanna create rules so that max distance in between new platform and last one is, let's say 35px.
My current random code is:
public function createPlatform():void
{
//randomY();
var newY:Number = Math.random() * 600;
var X:Number = Math.random() * 500;
var tempPlatform:mcPlatform = new mcPlatform();
tempPlatform.x = X;
tempPlatform.y = newY;
platforms.push(tempPlatform);
mcContent.addChild(tempPlatform);
}
I also tried to do random just for Y this way:
private function randomY():void
{
var flag:Boolean = false;
while (flag == false)
{
newY = Math.random() * 600;
if(newY < lastY && (lastY - newY) < 50 && (lastY - newY) > 10)
{
newY = lastY;
flag = true;
}
}
}
the point of the game is to have character jump from platform to platform and when the game scrolls its content it just spawns a new set of platforms.
P.S.: newY is declared in the beggining of the code as 600 so first one is always starting from stage height.
Instead of just randomly placing platforms, try starting at the bottom of the screen and increasing y by a random amount each time you place a platform.
Something like:
newY = Math.random() * 50;
While (newY < 600) {
var X:Number = Math.random() * 500;
var tempPlatform:mcPlatform = new mcPlatform();
tempPlatform.x = X;
tempPlatform.y = newY;
platforms.push(tempPlatform);
mcContent.addChild(tempPlatform);
newY += 35 + math.random() * 50;
}
Once you have values for x and y of the new platform you will have to check the x and y (or one of them) with the last platform added to the array.
Something like:
...
tempPlatform.x = X;
tempPlatform.y = newY;
lastPlatform = platforms[(platforms.length)-1]; //get the last added platform
var flag:Boolean = false;
while (flag == false)
{
if(lastPlatform.y > tempPlatform.y ...)//set the condition(s) you need
{
//create new value
} else {
flag = true;
}
}
...
I have altered an image carousel I downloaded, to rotate to the next picture (left or right) when I click one of the two buttons I added. The original carousel was built to rotate according to mouse movement/position.
For some reason, whenever I click the 'right' or 'left' button, which each rotate the carousel in their respecive directions, the event listener/handler is one 'behind'. It does whatever it should've done the previous time I clicked a button. To put it more clearly, the first button click it does nothing. The second button click it responds to what I clicked the last time.
Example:
I click the left button, nothing happens.
Then I click the right button, the carousel rotates to the left (because I clicked the left button before this click)
Then I click the left button, the carousel rotates to the right (idem).
See the code below. It seems fairly simple; no complex structure or whatever.
You can ignore most vars and positioning (like focalLength,vanishingPointX,radius, etc), I suppose. I'm guessing this bug is either related to the importing/processing of the XML, the for() loops, or the structure the .as file has.
package {
//here are all the imports
public class Imagereel extends Sprite {
var imgurl:URLRequest = new URLRequest()
var loadedimgs:uint = 0;
var images_num = 0;
var imageHolders:Array = new Array();
var imageHolder:MovieClip;
var btnLeft:BtnLeft = new BtnLeft;
var btnRight:BtnRight = new BtnRight;
//Set the focal length
var focalLength:Number = 2000;
//Set the vanishing point
var vanishingPointX:Number = stage.stageWidth / 2;
var vanishingPointY:Number = stage.stageHeight / 2;
//The 3D floor for the images
var floor:Number = 40;
//Radius of the circle
var radius:Number = 350;
//We use 70x70 sized images (change this if different for your images)
const IMAGE_WIDTH:uint = 393;
const IMAGE_HEIGHT:uint = 249;
var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML = new XML();
public function Imagereel() {
//here's the positioning of the buttons
//here are the button addChilds
xmlLoader.load(new URLRequest("carousel.xml"));
xmlLoader.addEventListener(Event.COMPLETE, LoadXML);
btnLeft.addEventListener(MouseEvent.CLICK, prevImg);
btnRight.addEventListener(MouseEvent.CLICK, nextImg);
}
function LoadXML(e:Event):void {
xmlData = new XML(e.target.data);
Parseimage(xmlData);
}
function Parseimage(imageinput:XML):void {
var imageurl:XMLList = imageinput.image.iurl;
images_num = imageurl.length();
for (var i:int = 0; i < images_num; i++) {
var urlElement:XML = imageurl[i];
imageHolder = new MovieClip();
var imageLoader = new Loader();
imageHolder.addChild(imageLoader);
imageHolder.mouseChildren = false;
imageLoader.x = - (IMAGE_WIDTH);
imageLoader.y = - (IMAGE_HEIGHT);
imageHolders.push(imageHolder);
imgurl.url = imageurl[i];
imageLoader.load(imgurl);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
}
}
function imageLoaded(e:Event) {
//Update the number of loaded images
loadedimgs++;
//Check to see if this is the last image loaded
if (loadedimgs == images_num) {
//Set up the carousel
initializeCarousel();
}
}
function initializeCarousel() {
//Calculate the angle difference between the images (in radians)
var angleDifference:Number = Math.PI * (360 / images_num) / 180;
//Loop through the images
for (var i:uint = 0; i < imageHolders.length; i++) {
//Assign the imageHolder to a local variable
var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
//Get the angle for the image (we space the images evenly)
var startingAngle:Number = angleDifference * i -0.30;
//Position the imageHolder
imageHolder.xpos3D = radius * Math.cos(startingAngle);
imageHolder.zpos3D = radius * Math.sin(startingAngle);
imageHolder.ypos3D = floor;
//Set a "currentAngle" attribute for the imageHolder
imageHolder.currentAngle = startingAngle;
var scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);
//Position the imageHolder to the stage (from 3D to 2D coordinates)
imageHolder.x = vanishingPointX + imageHolder.xpos3D * scaleRatio;
imageHolder.y = vanishingPointY + imageHolder.ypos3D * scaleRatio;
//Add the imageHolder to the stage
addChild(imageHolder);
}
sortZ();
}
function prevImg(e:MouseEvent) {
//Loop through the images
for (var i:uint = 0; i < imageHolders.length; i++) {
var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
//Set a new 3D position for the imageHolder
imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
var scaleRatio;
//Calculate a scale ratio
scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);
//Update the imageHolder's coordinates
imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;
//spinning the carousel
imageHolder.currentAngle += 0.6285;
}
//Call the function that sorts the images so they overlap each others correctly
sortZ();
}
function nextImg(e:MouseEvent) {
//Loop through the images
for (var i:uint = 0; i < imageHolders.length; i++) {
var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
//Set a new 3D position for the imageHolder
imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
var scaleRatio;
//Update the imageHolder's coordinates
imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;
//spinning the carousel
imageHolder.currentAngle -= 0.6285;
}
sortZ();
}
//This function sorts the images so they overlap each others correctly
function sortZ():void {
imageHolders.sortOn("zpos3D", Array.NUMERIC | Array.DESCENDING);
//Set new child indexes for the images
for (var i:uint = 0; i < imageHolders.length; i++) {
setChildIndex(imageHolders[i], i);
}
}
}
}
So what this code does:
carousel.xml is imported
The xml is processed so that the image paths there are converted to displayed images
A carousel is made out of the images
The sortZ() function makes sure that the images are aligned in 3D perspective properly; just like z-index in CSS would do.
When clicking btnLeft or btnRight, the carousel rotates to the left or right (this is done by updating the value of imageHolder.currentAngle).
When I put trace's inside the prevImg() and nextImg() functions, I do see the trace that
belongs to the right function, and not the previously clicked one. So it seems that Flash does call the right event.
So how do I get rid of this bug?
Help and tips are greatly appreciated!
Move imageHolder.currentAngle assignment (the line where you change it) BEFORE the code that alters imageHolder's 3D position.
for (var i:uint = 0; i < imageHolders.length; i++) {
var imageHolder:MovieClip = (MovieClip)(imageHolders[i]);
//Set a new 3D position for the imageHolder
imageHolder.currentAngle += 0.6285; // <== HERE
imageHolder.xpos3D = radius * Math.cos(imageHolder.currentAngle);
imageHolder.zpos3D = radius * Math.sin(imageHolder.currentAngle);
var scaleRatio;
//Calculate a scale ratio
scaleRatio = focalLength/(focalLength + imageHolder.zpos3D);
//Update the imageHolder's coordinates
imageHolder.x = vanishingPointX+imageHolder.xpos3D * scaleRatio;
imageHolder.y = vanishingPointY+imageHolder.ypos3D * scaleRatio;
//spinning the carousel
}
The same for the other function.
I'm making an image gallery and I want to have a bunch of thumbnails on the bottom of the screen that smoothly slide from side to side when the mouse moves.
I'm working with a custom class for the container (Tiles) and a custom class for the thumbnails (ImageIcon).
I have a ComboBox which allows users to to choose a gallery. When the user chooses a gallery, the following code is run and the thumbnails should reload. The problem here is that the icons appear on top of each other instead of side by side, also switching categories should remove the old one (see the first for loop), but it does not. Also, the Icons are not animating properly. The animation code is below as well. Right now, only one of the icons will move. The icons should move in order from side to side, stopping when the last few icons hit the edge of the screen, so that they don't get "lost" somewhere off to the side.
Gallery Loader Code:
public function loadCategory(xml:XML = null) {
if (xml != null) {
dp = new DataProvider(xml);
for (var k:int = 0; k < this.numChildren; k++) {
this.removeChild(this.getChildAt(k));
}
var black:DropShadowFilter = new DropShadowFilter(0, 45, 0x000000, 1, 3, 3, 1, 1);
var white:DropShadowFilter = new DropShadowFilter(0, 45, 0xFFFFFF, 1, 2, 2, 1, 1);
for (var i:int = 0; i < dp.length; i++) {
var imgicon:ImageIcon = new ImageIcon();
imgicon.addEventListener(MouseEvent.CLICK, showImage);
imgicon.width = 100;
imgicon.x = (i * (imgicon.width + 20));
imgicon.path = dp.getItemAt(i).data;
imgicon.loadIcon();
imgicon.filters = [black, white];
stage.addEventListener(Event.ENTER_FRAME, moveIcon);
this.addChild(imgicon);
}
} else {
//Failed to load XML
}
}
Icon Animation Code:
public function moveIcon(e:Event){
var speed = 0;
speed = Math.floor(Math.abs(this.mouseX/20));
var image = this.getChildAt(k);
var imagebox = image.width + 20;
var edge:Number = (800/2);
if (this.mouseX > 0) {
for (var k:int = 0; k < this.numChildren; k++) {
if (image.x - (imagebox/2) + speed < -edge + (k * imagebox)) {
speed = 0;
}
image.rotationY = Math.floor(image.x/20);
image.x -= Math.floor(speed);
}
} else {
for (var j = this.numChildren; j >= 0; j--) {
if (image.x + speed > edge - ((imagebox * j) )) {
speed = 0;
}
image.rotationY = Math.floor(image.x/20);
image.x += Math.floor(speed);
}
}
}
As I see it, you have three questions (You should have put these at the end of your question instead of "What is wrong with my code?"). One of the main principles of programming is breaking problems into smaller parts.
How do I line up the ImageIcon beside each other?
How do I remove the old ImageIcon, when switching categories?
How do I animate ALL the ImageIcons together, based on the mouse position, with constraints on either side?
Question 1
I can't see anything wrong, but just check that when you are setting imgicon.x, that imgicon.width is actually set.
Question 2
Instead of relying on numChildren and getChildAt(), I would create a currentIcons array member variable, and when you create a new ImageIcon, just push it onto the array. Then when you want to remove them, you can just loop through the array like this:
for each (var cIcon:ImageIcon in currentIcons)
{
cIcon.removeEventListener(MouseEvent.CLICK, showImage);
removeChild(cIcon);
}
currentIcons = [];
As you can see, I am also removing any listeners that I have added. This is best practice. Then clearing the array when I have removed all the icons.
Question 3
I can see a few things wrong with your code. First, in the line where image is set, k is not set yet!
Here you can also use the currentIcons array, but you probably can't use a for each in loop, because that gives you the items out of order. Just a normal for loop will be better.
I haven't tested this code for the moveIcon method, but the idea should work. You may have to tweek it though:
public function moveIcon(e:Event):void
{
var speed:Number = Math.floor(this.mouseX / 20); // Removed "abs".
var imageBox:Number = currentIcons[0].width;
var edge:Number = 800 / 2;
for (var i:int = 0; i < currentIcons.length; i++)
{
var image:ImageIcon = currentIcons[i] as ImageIcon;
image.x += speed;
image.rotationY = Math.floor(image.x / 20);
var min:int = -edge + (i * imagebox);
if (image.x < min) image.x = min;
var max:int = edge - (imagebox * i);
if (image.x > max) image.x = max;
}
}
EDIT* Sorry, it was supposed to be a greater than in the last if statement, but I had a less than by accident.