I would like to tween between a short rounded rectangle and a tall rounded rectangle. (I only want deal with the height - no other parameters). I am programming with actionscript 3. My tweening engine is TweenLite.
I have been tweening a sprite that contains a rounded rectangle. The tweened sprite produces distortion. I suppose that I have been scaling the original image, rather than the height of the rounded rectangle?
Here is a simple example of my code:
-
Draw the rounded rectangle:
roundRect = new Sprite();
roundRect.graphics.beginFill(0x000000);
roundRect.graphics.drawRoundRect(0,0,50,15,4,4); //Original Height: 15
roundRect.graphics.endFill();
addChild(roundRect);
Then I listen for a mouse click event on the rounded rectangle.
The mouse event triggers a function with the following code:
TweenLite.to(this.roundRect, 1, {height:120}); //Final Height: 120
-
I would like to tween the height of the rounded rectangle itself. I would hope that this would not produce the unwanted distortion. Is there any way to achieve this?
Thank you.
This can be achieved with "9-slice scaling".
Below are two tutorials on how to setup a Movieclip to use the 9-slice guides, one is done through the IDE (using the guidelines) and the other through code (by defining a rectangle called grid and assigning this to the movieclip's scale9Grid property).
http://www.sephiroth.it/tutorials/flashPHP/scale9/
http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00001003.html
Once the scale9Grid property has been correctly assigned you can scale (and Tween) the movieclip as intended without any distortion.
It might also be worth reading: http://www.ovidiudiac.ro/blog/2009/05/scale9grid-work-and-fail/ which describes various scenarios when scale9grid does and doesn't work. (mainly to do with having nested children and non-vector graphics inside of the grid).
Hope this helps.
As an alternative, and since its only a rounded rectangle, you could also do something like this:
var rectHeight = 15;
var roundRect = new Sprite();
addChild(roundRect);
updateRect();
function updateRect() {
roundRect.graphics.clear();
roundRect.graphics.beginFill(0x000000);
roundRect.graphics.drawRoundRect(0,0,50,rectHeight,4,4);
roundRect.graphics.endFill();
}
roundRect.addEventListener("click", click);
function click(e) {
TweenLite.to(this, 1, {rectHeight:120, onUpdate:updateRect});
}
Related
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;
}
Is it possible to display a mask object using AS3?
I have a MovieClip called myMC, then I mask myMC with the MovieClip called myMask. MOVIE_CLIP and MASK are library MovieClips.
var myMC:MovieClip = new MOVIE_CLIP();
var myMask:MovieClip = new MASK();
myMC.mask = myMask;
Of course, myMC won't show.
What I want is that myMC is only displayed in myMask, and not outside it, with myMask reamining visible.
To be quite honest with you, this isn't possible AFAIK. A mask, by definition, is invisible. What you would need is to have the mask be the SHAPE you want, and then have an additional MovieClip that shows whatever visual elements you would have shown on the mask.
Case and point, if you wanted to use a glass-pane graphic as your mask, you would need to have a glass-pane graphic, the mask with the same dimensions, and then the MovieClip you're masking underneath that mask.
I hope that helps.
I've a problem with ROLL_OVER event listener. When I enter the empty area withing the movieclip with mouse cursor, ROLL_OVER event triggers. But I want that event trigger only when mouse cursor is on the colored area.
To Make it more clear: Think about " O " letter, when mouse cursor is between the empty area of O letter (inside of O) , event shouldn't trigger. It should trigger only when mouse curser is on the black area.
How can I implement this?
Thanks
-Ozan
PROBLEM IS SOLVED THANKS TO #Ethan Kennerly
I just want to add a few things to help people have problem same as me. In my situation I tried to make continents glow when my mouse is over them. I used the ROLL_OVER/MOUSE_OVER eventlistener to check if my mouse is over them or not. But with the data given by Ethan Kennerly I produced another way.
In Ethan Kennerly's solution, if your mouse enters the area of continent from a transparent area , it doesn't get blur effect because ROLL_OVER and MOUSE_OVER event listeners only trigger once per enters so I used MOUSE_MOVE event listener on each continent movieclips.
And for this statement:
if (isPixelTransparent(DisplayObject(event.currentTarget), new Point(stage.mouseX, stage.mouseY)) {
return;
}
add whatever is in the "ROLL_OUT or MOUSE_OUT" eventlistener function, add all of them inside this statement. But don't remove ROLL_OUT or MOUSE_OUT functions.
It sounds like the movie clip contains a shape that has transparent pixels. Transparent pixels respond to mouse over and roll over. If you could draw vector graphics that have no shapes with transparent pixels, the mouse would ignore the empty space in the movie clip's bounding box.
Yet it sounds like you need to use transparent pixels and you want the mouse to ignore them, so you could guard, like this:
private function onRollOver(event:MouseEvent):void
{
if (isPixelTransparent(DisplayObject(event.currentTarget), new Point(stage.mouseX, stage.mouseY)) {
return;
}
// respond to roll over.
}
To detect transparency, Miguel Santirso rendered the pixels and translated the coordinate space here: http://sourcecookbook.com/en/recipes/97/check-if-a-pixel-is-transparent-in-a-displayobject (Except line 38 looks on my computer like "rect" got rendered as "ct"). You could optimize that code by only drawing the pixel in question, instead of the whole image, and checking if that pixel value (getPixel32) is 0, instead of calling a hitTest. I would optimize Miguel's code like this:
public static function isPixelTransparent(objectOnStage:DisplayObject, globalPoint:Point):Boolean
{
var local:Point = objectOnStage.globalToLocal(globalPoint);
var matrix:Matrix = new Matrix();
matrix.translate(-local.x, -local.y);
var data:BitmapData = new BitmapData(1, 1, true, 0x00000000);
data.draw(object, matrix);
return 0x00000000 == data.getPixel32(0, 0);
}
By the way, if all your movie clips would have the same hit test shape, you could create a separate transparent shape that listens to the roll over. I use a transparent shape to define a custom hit test shape that is a consistent and simple shape (like a circle) when the image is a more complicate shape (like an X or an O with nothing in the middle). The custom hit test shape is a Sprite with a transparent shape. The sprite listens to the roll over. A separate mouse listener shape is also useful if your movie clip, on later frames, creates new shapes that alter the silhouette of the movie clip.
The easiest solution would be using the Interactive PNG class by Moses.
http://blog.mosessupposes.com/?p=40
Normally the clear areas of a PNG are treated as solid, which can be especially frustrating when dealing with a lot of images that overlap each other because they tend to block mouse interactions on the clips below them.
This utility fixes that so that mouse events don't occur until you
bump against a solid pixel, or a pixel of any transparency value
besides totally clear. InteractivePNG lets you set an alphaTolerance
level to determine what transparency level will register as a hit.
I am new to AS3 scripting. I have a wide image (movie clip "preform_mc") that I am masking and would like for right button ("right_mc") to dynamically move the image.
The code below moves the image to the right, but its not a dynamic movement (would like an animation effect) and I cant control when the image should stop moving, basically a max amount for the x coordinate.
any help is greatly appreciated!
right_mc.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_2);
function fl_MouseClickHandler_2(event:MouseEvent):void
{
preform_mc.x += -100;
}
Take a look at Greensock Tweening Library. Using that library you'll be able to easily make a smooth animation of a moving image. For the control of max X you should write an if statement to check whether preform_mc.x is more than the max amount you want.
Code will look something like this:
var min_x:int = -500;
function fl_MouseClickHandler_2(event:MouseEvent):void
{
if(min_x < preform_mc.x)
TweenLite.to(preform_mc, 0.5, {x:preform_mc.x - 100}); // using the library I provided a link to
}
I need to place a transparent sprite over another sprite. The overlaying sprite will acept some mouse events. When a user move mouse over upper sprite a curve will be drawn. After it'll be processed it will be drawn on the base sprite (and erased on upper).
The idea I have now is to place the sprite, draw a rectange of size equal to sizes of sprite and set alpha to 0.
The question is a bit dump: maybe the proposed solution is not the best. Is there a better way to set width and height (as far a I understand Sprite.width = w; will not help)?
Thank you in advance!
You can't set dimensions directly, while you can draw over that Sprite. So you can do like this:
graphics.beginFill(0,0); // zero alpha fill
graphics.lineStyle(0,0,0); // invisible lines
graphics.drawRect(0,0,width,height);
graphics.endFill();
This way your Sprite can have its alpha remaining at 1, to not hide anything that's its child. Then, whatever curve you would decide to draw in that Sprite, you can draw within a child Shape object, via graphics.moveTo and graphics.lineTo.
UPDATE: According to comments below, setting alpha to 0 won't work with newer Flash player versions, so alpha should be set to a nonzero amount for the events to register on the overlapping sprite.
graphics.beginFill(0x808080,0.01); // almost zero alpha fill