I'm working in Flash Builder 4.5 in pure Actionscript 3.0
I have a movieclip (swc) , I am doing the following :
_visualItem.bgMiddle.height = 200;
bgMiddle is an independant clip only has a single shape in it. On debugging the height remains the same (2.2) but the width changes to 5111. Haven't been able to track it down.
Anything I'm missing here?
Possibly some transforms applied to any of the DisplayObjectContainers higher up in the display tree could be affecting the item you're trying to change?
Related
I inherited Sprite and I want to put inside TableView but when I add inherited Sprite to scene table is not visible but all others sprites added to inherited sprite are visible ( I checked it creates cells, position and z index are set right, when I add TableView directly to Scene it is visible).
I'm able to add a TableView to a Sprite in Cocos2d-x v3.6, but it's a little hard to say exactly why yours isn't showing up. Here are some things to check:
Have you added the TableView as a child to the Sprite via addChild?
When you add the TableView to the Sprite, is your DataSource set properly? (This seems to be the case given your question).
Are there positioning issues when you add it to the Sprite due to the anchor position(s) of your Sprite and it's parent(s)? It could be the TableView with incorrect positioning, or it could be the TableViewCells themselves. Remember that when you add a child to some Node, its anchor point is Vec2(0.5, 0.5).
You're not forced to override cocos2d::Size cellSizeForTable(cocos2d::extension::TableView *table), and if you don't have cell heights, the cells might not show up.
Try "dumbing down" any logistics you have and follow the code in TableViewTestScene.cpp, which is part of the cpp-tests. (cocos-directory/tests/cpp-tests/Classes/ExtensionsTest/TableViewTest)
Last resort: Try doing something silly like giving your table and cells a large height and width of 500-1000 pixels each. Give them an absolute position somewhere in your Sprite. Give each of them a Label that says "Hello, World!" and see if they show up.
It might be helpful to see your applicable code, too.
A very late edit: I realized today that it seems as though Layer objects (and thus TableViews) always have an Anchor Point of Vec2::ANCHOR_BOTTOM_LEFT. Could this be your issue?
I am working on a flash sound mixer application with multiple sound channels, and I am having trouble with the lights beside the volume knob.
Is there a way to hide just a part of an image?
On the image below, image-2 is on top of image-1 to create some kind of volume level indicator effect, and how much of image-2 is shown depends on the value of the volume.
image-url: http://s30.postimg.org/r3ow1g5bl/volume_lights_level.png
I've tried by just reducing the height of image-2, but it looks awful and distorted.
Is there something in flash that works closely the same as CSS's behavior.
example: I'll just make image-2 a background of a shape, and when I reduce the shape's height, the image-background does not get distorted or changes it's height as well.
By searching for solutions, I have come across the mask property, but I don't quite understand how it works, and most of the examples shown are images placed inside circles.
Is the mask property applicable in this situation?
I'm quite new to flash so I don't know a lot of things yet.
You can indeed use a mask.
How to programmatically create your mask
Put an occurrence of your image named myImage on the stage, and put over this occurrence a mask named myMask with the same dimensions. You can apply myMask mask to myImage using it's mask property like below:
Main Timeline
myImage.mask = myMask;
function mouseMoveHandler(e:MouseEvent):void {
myMask.height = myImage.y - e.stageY;
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
You have just to adapt this code to your animation, in the function where you click your button.
I got it working now, many THANKS #VC.One. heres how I did it.
Imported img-2 to stage, converted it into symbol(type:Movie Clip), assigned instance name: img2_mc.
I created a new layer for the mask, drawn a rectangle using rectangle tool, converted it also to symbol(type:Movie Clip), assigned instance name: mask_mc.
Then applied the mask to img2_mc.
/* the code */
img2_mc.mask = mask_mc;
function onEnterFrame(event:Event):void{
var volumeKnob_y = volSliderKnobOn.y + 12; // adjust it to the center of the knob
mask_mc.height = volumeKnob_y;
}
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 ! :-)
Hai am trying to add the height and width of swf dynamically but i cannot change stage.stageWidth and stage.stageHeight and also am tring with another method also.
[SWF( width="900", height="400")]
Its working fine but while adding the value dynamically it cannot change.
var hei:Number=500;
var wid:Number=300;
[SWF( width=wid, height=hei)]
The line
[SWF( width="900", height="400")]
is like telling the compiler to set properties for the SWF.
The variables you have written come into play only at runtime during which the compiler has no role to play. So basically, your code will be ignored.
You might want to have a look at this discussion here.
I'm using a flip mechanism to navigate through my site (flip file & demo). The problem is, once it's flipped the content been displayed good just like I want it, but there's some offset from the flipped (right) parts en the solid left part (visible when you look closely). Also the right part is now a little blurred (which is the disturbing part of my issue). This all caused by the flip (I think the rotationY is causing the problem).
When I click a button I do the following:
flip=new Flip(currentPage,nextPage,richting);
content.addChild(flip);
currentPage=nextPage;
nextPage = new MovieClip();
there is a fix for it, consider the following:
// store original matrix
var origMatrix:Matrix = box.transform.matrix;
// set initial position
box.rotationY = -180;
// start animation
TweenLite.to(box, 1, {rotationY:0, onComplete:cleanBlur})
// execute after animation complete
function cleanBlur():void {
box.transform.matrix = origMatrix;
}
maybe you can find better results using other 3d library.
EDIT: sorry the "box" object, I was testing in flash, but box would be any of your pages to flip. Just apply the same logic.
Matteo at Flash & Math has an excellent solution for this. He actually found that when you bring an object into native 3D space it expands the object by one pixel in both the width and height. This can be counteracted by scaling your object back and then setting it's z to 0 which will scale it back up. Now the object is ready to play with without the blur.
http://www.flashandmath.com/flashcs4/blursol/index.html
adding: This fixes the scale issue, but not the blurriness. You will still need to use the matrix transformation fix posted above.