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Go back to the first button and create a new button. Draw something, select your drawing, and press F8. Set symbol instance to button. Then press OK. Basically, you change the gotoAndStop 2 ; part to what command you want. There's also better codes for this. That was it, and yeah, if you want that number variable to work, add the following code to the first frame in your movie:. And a very last thing, how to show the variable.
Add a new text field, change the type to dynamic by clicking the little drop down menu and then in the var: text field, type the name of the variable. This will be the variable that will bounce around. Yeah, by the way, make a new MC and put it off stage! Well, now to the first code part, a whole line, yay! Put the code on the MC which is off stage. If you want it to start from something else, change the ones to where you want it to start from.
In this tutorial, we will make something as simple as a click counter. What we will be making. Make a new MC and put it off stage. This code should be put on the frame:. Now, this is the final step, where you should add code to the MC which should be off stage. The code is shown and explained below:. The blogs first day, lol. Anyway, this is the sequel to my previous FUN stuff post. This was a cool experiment I did, try it out! You must first create a new MC of course. And not a good code either.
The code have now been improved a little bit:. Now, this is a fun thing we did to the code. Now, make another MC, which will have the following simple code:. Here to help you! All code in this tutorial goes on the frame. We can now draw inside this movie clip using the drawing API. In this tutorial we will use the following features of the Drawing API lineStyle to set the style of lines drawn using the API moveTo to move the position we will draw a line from lineTo to draw a line from the position defined using moveTo We will start by setting the line style, we want thickness 5 and color black newMC.
USAGES: Well, basically anything, you use this for hitTest checks if one object touches another , checking if a variable is what and doing something if it is that and so on…. Take a look at step 3! It should be put on the enemy MC.
Put it on the player MC this time. STEP 1: Create a new flash document. STEP 2: So, now you should add a blank keyframe after the current frame. STEP 3: Go back to the first button and create a new button. STEP 4: Now comes some script, read it, and put it on the button. Click Counter and 1time…. STEP 2: Now, this is a fun thing we did to the code.
Blending Flash design and ActionScript to make a cool UI can be tricky, so luckily, the Scaleform programmers have taken care of the bulk of the work. What we're going to do now is delve a little into that arena and expand that functionality for our own uses.
We'll start off by creating our custom mouse cursor. When you launch a Scaleform swf in the UDK, you won't see a cursor following your mouse movements around. This is because the UDK doesn't use a mouse cursor, so we have to create one in our. We attached it to a class called "lib. Open up this MenuCursor. If we tried to add the event to this MenuCursor object, it would only move when the mouse coordinates were over the cursor sprite.
This is also the reason we set the "mouseEnabled" and "mouseChildren" variables to false - we want the stage to handle all the mouse events, not the MenuCursor. Double click the DisplayObject entry in the popup to automatically add the import statement at the top of the file. Do the same thing for the MouseEvent class to import "flash. We added a listener function for the MouseEvent. All this function does is set the x and y coordinates for the MenuCursor object to the mouse's x and y coordinates stored in the event's "stageX" and "stageY" variables.
That does it for the MenuCursor, now let's make use of it. Just above the constructor, create a MouseCursor variable called "cursor":. You'll need to import the MenuCursor object. We have to wait until it finishes loading to create a MenuCursor object, otherwise, the image won't get attached to it and we won't see the cursor on the screen. You'll need to import "flash. Mouse" for the call to "Mouse. We're hiding the default mouse cursor and adding our own custom mouse cursor to the stage.
They're all part of the same package, so we don't have to import any classes. In each of their constructors, simply place a call to "super ;" to call the parent constructor. That's all for the MenuCursor. Now we're at the point where we have to decide which parts of our menu screens' interaction should happen in ActionScript and what needs to go in Unrealscript. Epic recommends that you leave most of the heavy lifting to Unrealscript as ActionScript is a somewhat slower language. However, making calls back and forth between your Unrealscript and ActionScript code takes time, so there are cases where you do actually want to write the code in ActionScript to avoid the overhead.
For example, it's a good idea to control the interactivity from within ActionScript like our MouseCursor class' "MoveCursor" function - trying to send that data back and forth between ActionScript and Unrealscript would be a nightmare! Also, they recommend that animations be handled primarily on the timeline, as scripted animations tend to perform worse. If you're using Flash and not just creating the swf strictly from ActionScript, I can't imagine why you wouldn't use timeline animations anyway!
With those guidelines in mind, we'll keep our ActionScript to a minimum and do most of the work in Unrealscript. The data provider is basically an array of options that we're going to want to step through. In this case, it will be an array of anti-aliasing multipliers. You'll need to import the DataProvider class scaleform.
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