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Type: Posts; User: dawsonk
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Maybe try something like this..
package {
import flash.display.*;
import flash.events.*;
public class BreakerBar extends MovieClip {
public function BreakerBar() {
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Thanks for sharing. You are AWESOME.
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AS2 or AS3 ?
Do clips have center registration or upper left?
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var className:String = flash.utils.getQualifiedClassName(LibraryItem);
var myClass:Class = flash.utils.getDefinitionByName(className) as Class;
var BLOK = new myClass();
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import com.greensock.*;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.geom.Rectangle;
var item_mc:MovieClip;
red_mc.addEventListener(MouseEvent.MOUSE_DOWN,...
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import flash.events.KeyboardEvent;
import flash.events.Event;
var ballXSpeed:Number = 8;
var ballYSpeed:Number = 8;
var moveLeft:Boolean = false;
var moveRight:Boolean = false;
var...
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function doQuit($e:Event):void {
if (this.root.parent is Loader) {
var loader:Loader = this.root.parent as Loader;
loader.unloadAndStop();
...
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// place on main timeline, delete existing onClipEvent codes
var tID;
var numStars = 50;
var stars = [];
star1.onEnterFrame = function() {
if (random(50) == 0) {
mc =...
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onClipEvent (load) {
_x = _x = random(180);
_y = _y = random(400);
_alpha = 80 + random(20);
_xscale = _yscale = 80 + random(80);
ct = random(100);
}...
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function handleCollision( e:Event ):void {
if (this.hitTestObject(wall)) {
trace("HIT");
} else {
trace("MISS");
}
}
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The easiest way is to store the location of the player, move the player and do the hit test, then move the player back to the stored location.
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package {
import flash.display.MovieClip;
import fl.motion.Color;
import flash.geom.ColorTransform;
public class RectangleClass extends MovieClip {
...
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Change the 2nd function name and the call in the event listener...
btn_1.addEventListener(MouseEvent.CLICK, onClick, false, 0, true);
function onClick(e:MouseEvent):void{
navigateToURL(new...
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var myPointer:Sprite;
var btns:Array = ["staff099","staff098"];
stage.addEventListener(MouseEvent.CLICK, onClick);
function onClick(e:MouseEvent):void {
if...
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Maybe you can adapt this to what you are trying to do...
package {
import flash.display.*;
import flash.ui.*;
import flash.events.*;
import...
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You are not calling the photoGallery function...
photoGallery();
function photoGallery(){
photos1.addEventListener(MouseEvent.MOUSE_DOWN, startGallery);
...
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function dist(a, b, c, d) {
xd = a - c;
yd = b - d;
return (Math.sqrt(xd * xd + yd * yd));
}
function dragobj() {
a = drag;
xd = _xmouse - a.x;
...
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package {
import flash.display.*;
public class Game extends MovieClip {
// note - changed background to Background
private var bg:Background;
...
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var isOver:Boolean = false;
myObject.addEventListener(MouseEvent.MOUSE_OVER, doOver);
myObject.addEventListener(MouseEvent.MOUSE_OUT, doOut);
addEventListener(Event.ENTER_FRAME,...
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var myXML:XML;
var stX:Number = stage.stageWidth;
var speedX:int = 2;
var gap:int = 20;
var index:int = 0;
var len:int;
var myLoader:URLLoader = new URLLoader();
myLoader.load(new...
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var my_date:Date = new Date();
var currentHour:Number = my_date.getHours() + (my_date.getMinutes() / 60);
trace(currentHour)
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For Escape the room tutorial, take a look at
http://www.flashclassroom.com/cms/flashclassroom/index.php?vsite=1&Area=327&SubSectionOf=265
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Your code works, so how are you creating your object?
var obj:Object = new Object();
obj.Model = 'SomeModelNumber';
obj.EID = 1234;
obj.ItemID = 5;
obj.Size = null;
obj.iLength = 34;
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my_mc is the instance name of the movie clip you want to play
keyListener = new Object();
keyListener.onKeyDown = function() {
if (Key.getCode() == Key.SPACE) {
if...
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