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Created August 11, 2010 07:31
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/*
* A Fish Eye Menu in Actionscript 2
* converted by James Ford
*
* based on A Fish Eye Menu in Actionscript 3
* from shinedraw.com
*/
var IMAGES:Array = [ "image1", "image2", "image3", "image4", "image5", "image6", "image7" ]; // images
var APP_WIDTH : Number = 550; // Width of this movieclip
var APP_HEIGHT : Number = 400; // Height of this movieclip
var MARGIN:Number = 15; // Margin between images
var IMAGE_WIDTH: Number = 48; // Image width
var IMAGE_HEIGHT : Number = 48; // Image height
var MAX_SCALE:Number = 3; // Max scale
var MULTIPLIER:Number = 60; // Control the effectiveness of the mouse
var _images : Array = new Array(); // Store the added images
/////////////////////////////////////////////////////
// Handlers
/////////////////////////////////////////////////////
function on_added_to_stage():Void{
// add the images to the stage
addImages();
// start the mouse event handler
//stage.addEventListener(MouseEvent.MOUSE_MOVE, on_mouse_move);
}
// because we've got no document class, we need
// to start things in a more simple way
on_added_to_stage()
// mouse event handler
//function on_mouse_move():Void{
this.onMouseMove = function():Void {
//trace("on_mouse_move")
for(var i:Number = 0 ; i < _images.length; i++){
var image : MovieClip = _images[i] //as MovieClip;
// compute the scale of each image according to the mouse position
var imageScale:Number = MAX_SCALE - Math.min(MAX_SCALE - 1, Math.abs(this._xmouse - (image._x + image._width / 2)) / MULTIPLIER);
// resize the image
resizeImage(image, IMAGE_WIDTH * imageScale, IMAGE_HEIGHT * imageScale, i, IMAGES.length);
}
// sort the children according to the _yscale
sortChildren(this, "_yscale");
}
/////////////////////////////////////////////////////
// Public Methods
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
// Private Methods
/////////////////////////////////////////////////////
// add the images to the stage
function addImages():Void{
for(var i:Number = 0; i < IMAGES.length; i++){
// we can't attach bitmaps in AS2 like we do in AS3, so the bitmaps have been
// converted to movieclips and attached that way
var imageClass : String = IMAGES[i];
var image : MovieClip = this.attachMovie(imageClass, imageClass, this.getNextHighestDepth())
image.cacheAsBitmap = true;
// resize the image
resizeImage(image, IMAGE_WIDTH, IMAGE_HEIGHT, i, IMAGES.length);
_images.push(image);
}
}
// resize the image
function resizeImage(image : MovieClip, imageWidth:Number, imageHeight:Number, index:Number, total : Number):Void{
image._width = imageWidth;
image._height = imageHeight;
image._y = APP_HEIGHT/2 - image._height/2;
image._x = APP_WIDTH/ 2 + (index - (total - 1) / 2) * (MARGIN + IMAGE_WIDTH) - image._width / 2;
}
// Sort the objects according to the image width
function sortChildren(container, criteria:String) : Void {
var _numChildren:Number = IMAGES.length//container._numChildren;
//no need to sort (zero or one child)
if( _numChildren < 2 ) return ;
//create an Array to sort children
var children:Array = new Array( _numChildren );
var i:Number = -1;
while( ++i < _numChildren )
{
children[ i ] = {mc:container.getInstanceAtDepth( i ), num:container.getInstanceAtDepth( i )._yscale};
}
//sort by children by the criteria
children.sortOn( "num", Array.NUMERIC );
var child : MovieClip;
i = -1;
while( ++i < children.length )
{
child = MovieClip( children[ i ].mc );
//only set new depth if necessary
if( i != container.getInstanceAtDepth(i) )
{
//set their new position
child.swapDepths(container.getInstanceAtDepth(i))
}
}
}
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