View Full Version : Rotating / Dragging objects
onebigeye
July 22nd, 2002, 09:48 AM
Hi there,
I have a bunch of draggable objects and I want to be able to rotate them. Is it best ( possible ? ) to rotate them based on keypress or how might you go about this.
Here is my keypress code so far ( draggin works - rotate doesn't )
on(press){
this.startDrag(true);
}
on(release) {
stopDrag();
}
onClipEvent (keyDown){
if (!Key.isDown(Key.ENTER)){
this._rotation += 45;
}
}
Thanks in advance!
Iammontoya
July 22nd, 2002, 11:36 AM
what are you trying to accomplish? Your code works fine, but what exactly would you like to accomplish?
pom
July 23rd, 2002, 12:48 AM
What version of Flash are you using ? Because this wirks well with Flash MX (on and onClipEvent on the same object), but not with Flash 5 (you'd have to put a button inside your clip).
pom :asian:
onebigeye
July 23rd, 2002, 12:06 PM
Hi there and thanks for the replies, I appreciate them!
What I am creating is an app that allows people to design their own apartment layout. Basically, I've got it working where someone can drag different pieces of furniture / appliances onto the floorplan and rotate / size the pieces as necessary. To accomplish the rotating / sizing feature, I've created a separate menu with buttons for each piece of furniture. ( see attached jpg )
Is it possible to create only one set of modifying buttons, which will automatically rotate / resize the item that is currently selected? I'm guessing this will require something like creating a variable that is updated and sent to the modifying buttons when an item is selected
Thanks in advance.
onebigeye
July 23rd, 2002, 02:35 PM
Hello,
Just wanted to thank you for the replies. I've been able to create a function that does what I want.
Thanks again.
Iammontoya
July 23rd, 2002, 02:39 PM
You're right!
You basically need a switch..
turn couch into a graphic
turn couch graphic into a button
turn couch button into an mc
put code on your buttons like this..
on frame 1 of your timeline, you could put something like this
var activebutton;
on your "couch" button (all your buttons)...
on(release){
_root.activebutton=this._name;
}
this way, you could check in your a/s to see what the value of activebutton is, and pass it to your code
then,
//change property somewhere else with a button
on(release){
active=_root.activebutton;
trace(active + _root.rotate + _root.height);
eval(active)._rotation=rotate;
eval(active)._height=height;
if you use duplicatemovieclips or attachmovieclips, make sure your original button, which is inside a movie clip has code attached to it. That way your code will always work regardless of instance name.
I hope this was helpful.
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