I'm trying to make a google maps style interface for a design project. I've got the drag/drop and zoom functions working, but I also want to make it react to gestures on a trackpad (macbook). I assumed 'listening' to the event.delta of a MouseEvent would do the trick, but somehow it's not working. So what's wrong with my code?
stage.addEventListener(MouseEvent.MOUSE_WHEEL, onMouseWheelEvent);
function onMouseWheelEvent(event:MouseEvent):void {
tafelOrigineel_mc.y += event.delta;
}
I have loaded the flash MouseEvents earlier in the document, so that shouldn't be the problem. After I got this working, I will try to use it on the x-axis too. Is that possible with the MOUSE_WHEEL eventlistener?
Thx in advance
It is a long time problem regarding flash player on MacOS.
MOUSE_WHEEL event won't dispatch on MacOS. Though there are some workarounds involving the use of JavaScript to detect the use of the wheel (over the entire flash content), if it isn't a issue, try checking one of those.
There is a list in this blog post:
http://www.impossibilities.com/v4/2009/03/06/flash-mousewheel-implementations-for-mac-os-x/
Related
Action script 3.0
swipe left/down/right/up gotoAndStop/play (x)?? Someone got a skeleton code of this? I know how to make it in Air for ios/android, but not on regular 3.0. Thanks.
Since you're asking in general - you're not showing specific code:
Use MouseEvents in place of TouchEvents - mousedown in place of a touchBegin for example. mouseX for the position, mouseMove event for swipe code, etc.
Unless you're handling gestures, it should be pretty easy to swap.
I've found some stuff online about how to animate in actionscript 3 from within a class, but haven't been able to find a really good tutorial. I want to control the animations from a class because at some point I intend to move from the flash IDE to using flash develop, where I won't have access to the Flash IDE's timeline.
I have to be able to control an initial animation (opening a bag) which joins onto an animation loop (searching through a bag).
The only way I have been able to do this so far is to add an event listener to listen for the initial animation's final frame. Then when initialAnimation.currentFrameLabel = "Last" then I gotoAndStop("animationLoop").
This has been working fine, if a bit time-consuming. I'm just wondering if there's a better, easier way to do it? Can anyone tell me or point me towards a tutorial that does it better? Thanks very much!
Romano
I recommend instead of using an event listener, you use the method addFrameScript. Essentially you can fire a method when a specific frame number is reached.
Read the following question for more information.
actionscript3 whats the point of addFrameScript
It depends on what it is you want to do:
Usually if you are working together with an artist or want to do animations that are non-code driven, the "best way" is usually to listen for something to happen, and then start animations and on last frame of animation (or when you want to return control to code) you create an event, or use a callback or something else to let code notify that animation is complete or reached a certain point.
If you want to do something from code, the easiest way is to use an external animation library.
Tweener (https://code.google.com/p/tweener/)
TweenLite (http://www.greensock.com/tweenlite/)
Using those libraries, you would write something similar to:
function fadeOut():void {
mc.alpha = 1;
Tweener.addTween(mc, {alpha:0, time:0.275, delay:1, onComplete:onDone});
}
function onDone():void {
trace("Animation finished");
}
Is there some straightforward technique to play only a certain part of a HTML5 video? For example in a 30 second clip I would like to play only the part 5-20 sec. Additionally the rest of the video should not be accessible from the UI at all (meaning the video timeline should only show the 5-20 sec part).
I've been going through some HTML5 video players but none of them seem to be supporting this kind of functionality. If anyone knows a (good) way to implement this feature please give me a hint.
Thanks in advance!
Even though this question has already been marked as answered, here's something that may interest you and anyone else who stumbles across here: Specifying playback range.
It's part of the Media Fragment API and currently works in the latest versions of Firefox, Chrome and Safari 6+.
You can implement it there is a Player.Play() event in a players, whenever Play() called start a timer and call the Player.stop() on the specific time you want.
I got the same problem and I didn't found something that can solves this problem, what you can do is to implement your own controls and display the video with a canvas...
and if you are trying to implement this in IOS you will not be able to do it.
My thought would be to use custom controls, as I don't believe that functionality is available natively. All the functionality of html5 controls (play, pause, start at timestamp, etc.) can be called via javascript. In this case you are going to want to edit the currentTime variable.
So you may want to consider setting up your own slider, where the start of the slider represents your starting point, and the end your ending point. Set the video to not play on page load. Then on page load have a javascript function change the currentTime to your starting point. For stopping you could occasionally query the currentTime. I wouldn't use a timer as delays like slow loading could throw it off.
I am trying to implement a similar video in "Preview Mode". I am utilizing the methods stated above by adding an event listener and then pausing the video at a currentTime()=='x' postition. To prevent user from simply hitting play again, the currentTime listener wont allow playback past the 'x' time in the timeline so each time the user hits play, it is automatically instantly paused again. Furthermore, at time 'x' the video container will become hidden through CSS thus preventing interaction from the user with the video.
I searched for this a lot, but I couldn't find a solution for this 'bug' as it's called here:
http://fcontheweb.com/articles/scrollwheel/
Please, click on first flash, and use mouse wheel, then click on second flash and use mouse wheel again. Now You know perfectly what 'bug' I mean.
The thing is, I believe this bug can be solved WITHOUT externalinterface. This chat is made with AS 3:
http://www.kongregate.com/games/UnknownGuardian/game-development-room-gdr
Open 'codebox', hold ENTER to make a hundred of lines or so, and then test your mouse wheel.
It doesn't use any externalinterface technique (both obviously as it's Kongregate, and confirmed by author), just mx.component.textArea that itself implements the scrolling nicely.
I couldn't achieve that with even.preventDefault or stopPropagation. Any ideas?
E: Thank You, divillysausages! The question still isn't answered in 1% - what is textArea component's workaround?
There's two methods proposed here: http://gamedev.rasmuswriedtlarsen.com/2010/01/18/quicktip-scrolling-only-in-swf-not-on-page/, but only the first one works on Kongregate
Apparently it uses ByteArray and LocalConnection to construct an AS2 swf that stops most browsers getting the scroll event
Does anybody know if this is possible?
I am trying to create a flash movie that will show / preview what I am typing into a field in a normal HTML form. The call to update the flash movie would most likely be attached to an onKeyUp event.
Any advice or tutorials would be great
cheers!
Decbrad
Assuming you're using actionscript 3....
Check this out
You can also check this link out (its for Flex 3 though... AS3 should be similar for flash I believe)... I've used ExternalInterface in my Flex projects before.
As far as I'm aware, Flashplayer only listens to key events when it has focus (which it wouldn't have if you're typing into an HTML form. I'm not aware of any way to inject events into Flash with javascript.
Is there a particular reason why you can't use a text area in the actual flash movie itself?
My advise would be to grab your favorite event utility for JavaScript and then pair it with ExternalInterface. That way, you can add a callback to the EI in Flash which would mean that you could do something like this:
ExternalInterface.addCallback( "keyboardClicked", dispatcherFunc );
function dispatcherFunc():void
{
dispatchEvent( new Event( "javaScriptKeyClick" ) );
}
document.getElementById( "mySwf" ).keyboadClicked();
Hey guys, thanks for pointing me in the right direction! I haven't touched flash since version 4 so to say that i'm rusty... is an understatement!
The reason I haven't built the text area in the actual flash movie is because the system is 95% complete now and there's a lot of smarts on the server side. The flash preview is more or less the icing, as they say! Bit surprised there's not more of a hook into Flash.
Thanks again!
Dec