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<0> 1, onClipEvent is deprecated in favor of movieclip.onEnterFrame ... and 2, you can't put onClipEvent on a frame, has to be on a movieclip <1> oooh, okey <0> so, it would be this... <1> :) <0> _root.ball.onEnterFrame = function() { if (Key.isDown(Key.DOWN)) { this._y -= 10; } } <1> hm.. why _root.ball.onEnterFrame = function() ? <2> damnit, my onLoad isn't working <1> I don't doubt it, I'm just trying to learn what I'm actually doing :P <0> well, you're telling the ball that you want something to happen every frame, and it only affects the ball ... but your code is on your timeline so it's centralized <0> if you're asking why do you have to do mc.onEnterFrame = function(), that's because you have to write a function for the onEnterFrame to run <0> you could also do, someFunction = function(){ //do stuff } and then do _root.ball.onEnterFrame = someFunction; <1> ah, okey <1> thanks :) <0> no prawblum <1> trying to use it with hitTest() <1> I've gotten 2 mc's to "collide" (text notifying), but I've always written the code inside the mc's to do it the easy way
<2> logo_mc.onLoad = function () { trace ("it works"); } <- this should work if logo_mc is loaded, right? <1> so, should: if (_root.ball, hitTest(_root.box)) {, be inside: _root.ball.onEnterFrame = function() { /* ... */ }, as well? <0> bugiam: i don't believe so, i don't think onLoad works for mc's like that <2> ok,. cause it doesn't right now. <2> i'm loading a jpg into a CreateEmptyMovieClip, and onload doesn't work <0> bugiam: use the MovieClipLoader cl*** <0> it has an onLoad or something similar <0> i think it's onLoad hehe <3> how do i make a link open a page with a specific size and without the IExplorer Buttons? :) <3> whats the action? <3> anyone know? <0> Jennavive: getURL("javascript:window.open("page.html", "_blank", "height=400,width=300,toolbar=no,menubar=no");"); <3> thanks! <3> :D <3> Fear your rock <0> google the javascript window.open command for more options in that 3rd param <3> ok cool :D <1> FearX: sorry to bother you, but should this be inside _root.ball.onEnterFrame = function() { /* here */ } ? <1> if (_root.ball, hitTest(_root.box)) { _root.debug = "Touch!"; } else { _root.debug = "Nothing!"; } <0> yeah <0> but <0> you don't need _root.ball inside that if() ... <0> it could just be if(hitTest(_root.box)) <0> or maybe you can do if(this.hitTest(_root.box)) <1> hm.. that doesn't sound logical if it's not in the mc :S <0> why not? <0> if(_root.ball) checks to see if _root.ball exists <1> oooh, wait, now it does :D <0> but, if you've put that inside _root.ball.onEnterFrame, of course it exists <1> I had to re-read the code :) <1> yup, exactly :) <1> but.. <0> or, if it doesn't it won't execute <1> but, I drawn 4 lines around the ball on its own layer, I converted the box into a mc (instance: box), but _root.debug always says "Touch!" even if it's not touching the lines <1> *I've drawn.. <0> no clue .. this would be an instance where i'd need to see it to understand what it's doing <1> there's no code in the ball or box <2> thanks FearX, MCL worked great <1> only in a layer called "Action" <0> bugiam: cool <2> what's the diff between mc.height and mc._height? <4> a _ <0> bugiam: i believe there is no mc.height, but there is Stage.height <2> ok, cause mc.height gets color coded. <2> aah, sorry, i misinterpreted you <2> ok, i see <5> :( i wan't my kidz bop CD <6> whats up <6> I have a quick question, I have a movieclip of my bullet, and I want to add additonal properties to it such as a boolean for alive, and velocity/angle <6> how do I add additional properties to a movie clip <2> mc.velocity = 10; ? :) <6> that wasnt working <6> There is no property with the name 'xInc'. <6> ("mLaser" + laserCount).xInc = 1; <1> FearX: would you mind taking a look at a pastebin I added? <1> http://pastebin.sekati.com/?id=hitTest@d79c6-1229ac2-t <7> HaZnO, its inside the bounding box of the lines <1> yes <1> but even when I move it out of the box, it still says "Touch!" <7> try if(this.hitTest <1> ah, that worked, thanks :)
<6> hello, im trying to make my spaceship shoot lasers <7> np <6> whats the best way to go about generating laser <6> lasers* <6> im using duplicateMovieClip <1> but, how do I fix the issue that it's "hit" when it's "inside" the box? :\ <6> but I need additonal properties on that movie clip, such as angle, if the bullet is still alive, etc <0> HaZnO: do ... if(this.hitTest(_root.box)) ... and change all your _root.ball actions to this <0> distinctd: pastebin (see topic) your code, and paste the url here <1> okey, thanks <0> when you do _root.ball.onEnterFrame = function(){ //you can just do; this._x +=10; } .. which would make _root.ball move right 10 pixels every frame heh <1> hehe :P <1> but how can I make the box "transparent" so that it wouldn't "hit" when it's inside the "walls" :P <0> so you don't have to write _root.ball for every action .. this is really useful when you have something like _root.mc[somethingElse].blah.whatever[crazyness].onEnterFrame <0> HaZnO: that might mean using 4 different mc's, one for the top bar, left bar, right bar, bottom bar of the overall "box" <1> hehe, yeah, I know that actually, it's just that I copy-pasted the code from outside the function :P <6> can anyone help me? <1> hm, okey, I was afraid so <0> distinctd: i already answered you <0> [00:07:50] <0> distinctd: pastebin (see topic) your code, and paste the url here <6> oh ok <6> http://pastebin.sekati.com/?id=flash****@2932c-a2603ca2-t <6> we duplicate a laser <6> but that laser needs info on where to go <0> that's OLD OLD OLD code <6> are u talkin to me? <0> ja <6> ok <6> what should we be doing <6> you undestand what we are trying to do <0> yes <6> we are idiots lol <0> hehe, ok <6> the graphics are nice tho <7> distinctd, is that from the spaceship game tutorial on flash kit?> <6> nope <6> from scratch <6> + google help <6> + FearX help soon <6> :) <6> ;) <0> ok, take your first setProperty ... this could just be written as this._parent["mLaser"+laserCount]._x = mShip._x; <6> ok.. <0> so, no need for setProperty ... this would mean that you could do this._parent["mLaser"+laserCount].xInc = Math.cos(mShip._rotation); <6> ok <0> i believe it's this._parent for the scope, it should work, if not, and if your lasers are all on the _root, then just to _root["mLaser"+laserCount] instead of this._parent["mLaser"+laserCount] <6> ok root is working :) <6> lemme see if i can use xInc <6> THank you so much we got what we needed! <6> if i have any more questions I know who to ask lol <0> congratulations :D <0> wait til you get my bill lol <6> lol <6> need my address? <6> 1 more quesion <0> sure <6> does this look like it should work <6> _root["mLaser"+laserCount].xInc = Math.cos(angle) * 15; <6> _root["mLaser"+laserCount].yInc = Math.sin(angle) * 15; <6> angle is the angle the ship is facing <0> as logn as angle is set <6> but im talking about the math <6> is the cos and sin correct for what we are doing? <0> oh, that i'm not sure about, i always have to play around with the cos and sin when i use them to get what i want... i understand what they do and what they're for, but i have to see what it's doing to adjust my code <0> is it not working right? <6> now we got it <6> Math.cos wants radians <6> not degress <6> thanks :) <0> yeah that's true <3> Fearx i copied and pasted getURL("javascript:window.open("page.html", "_blank", "height=400,width=300,toolbar=no,menubar=no");"); <3> and it wont do anything <3> does anyone know how i can make a link open up a page in its own window sized at a sertain size without the toolbar? <3> the action?
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