Flash MX stage coordinates #$*^!@#$_%!)

how does Flash MX figure it’s coordinates

i have a jpg that is loaded several symbols deep off of the main timeline and i have specified an _x and _y for it but aside from trial and error i have no way to figure out exact coordinates to position the movie. what corner of the loaded jpg is used for positioning and where is 0,0 so i can figure out exactly where to tell _x and _y to be? :hangover:

the upper left corner is positioned at 0,0 :wink:

right
on the root … the upper left corner is 0,0 but once you’re in a symbol … how does that change relative to the symbol or root or whatever?:smirk:

inside a symbol is exactly the same… ?
i think i’m not gettin’ your question :-\

ok i’ll try to explain better
sorry for the confusion

if i have a movie that i load onto _root and i tell it to be at 0,0 it will have it’s top left corner aligned at the top left corner of the main stage

if i load a movie into a movieclip that is on the _root and i tell it to be at 0,0 it will not be aligned at the top left corner of the main stage.

i’m curious what corner of the loaded movie gets aligned with what corner as 0,0 of the movieclip it’s being loaded into

oh!! i think i got it now…

take the registration point as 0,0 reference :wink:
it will only change if you move the registration point with the free transform tool =)

note. my post could be interpreted as if moving the registration point will change the 0,0 coordinates :crazy:

my mistake…

0,0 will remain in the same place =)
i think there’s a little crosshair… i’d need to check that out :sigh:

but a loaded movie has no registration point for me to grab :frowning:

i just want to know how to figure out where to tell my movie to load

it’s not relative to the _root’s stage coordinates

try it … load a movie into a symbol … at 0,0 … it won’t appear at the top left

it will appear at 0,0 of the movie clip it’s loaded into… :wink:

you’re running into the problem of INTERNAL coordinates… if I’m following this right…

if you have a movie clip called “spank” in the stage… and you load another movie clip, “monkey” into it… and then you try to set the coordinates of “monkey” it will change the coordinates based in relation to “spank.” Meaning that if you have "spank at (30, 30), and you load “monkey” into “spank” and set monkey._x and monkey._y to 0, "monkey will be at (30, 30). If you want it to be at (0,0) relative to the root, you have to do: monkey._x = -spank._x and monkey._y = -spank._y

did this explain anything?

thanks lavaboy =)
i really suck at this. sometimes i just can’t explain stuff :-\

i think so

so what part of monkey would be at 30,30?

which corner? or would it be aligned to the center of the loaded movie?

it will always be the upper left corner shuga :wink:

*Originally posted by kax *
**thanks lavaboy =)
i really suck at this. sometimes i just can’t explain stuff :-\ **

you can say that again!! Maybe its just because you just dont know anything? :!:

:wink:

Im just playin, we are lucky to have you here kax… someone needs to take up the slack when Im not here :beam:

of course a “spank the monkey” perspective always seems to explain things so nicely every time.

haha… yes… I really wanted to make a little gem of literary artwork, in which I would create a metaphor in which the language I used to explain it would have a double meaning…

… but then I said f*ck it, and just referred to the containers as spank and monkey. I hope I used terms we could all relate to… haha…
:slight_smile:

Originally posted by senocular
you can say that again!! Maybe its just because you just dont know anything? :!:

how can you know that i know?.. and how can i know that you know?.. :sigh:

Originally posted by senocular
Im just playin, we are lucky to have you here kax… someone needs to take up the slack when Im not here :beam:

my pleasure :wink:

Originally posted by senocular
of course a “spank the monkey” perspective always seems to explain things so nicely every time.

monkey? what monkey? what are you talking about!? :stunned: :stuck_out_tongue: