ActionScript 1/2 :: Change Button's Status In Tree Menu
Feb 17, 2010
well i had a tree menu which contain about 15 and under each of it about 3 or four sub the problem is when i press one of the sub it should gives specific status and when i press anther button from anywhere ,the 1st button should B initialized as it was i made to var to dedicate which i 've jst pressed.[code]
I'm making an application that uses a branching tree type structure, and need to get the buttons to refer to and be able to manipulate individual XML nodes. I tried putting a button reference directly in the XML and setting the reference to that node with the event data, but it didn't work, because the XML didn't recognize the event.currentTarget as an actual button, so couldn't find the node that contained the click target. I assume there is a standard way to do this, since it's so common. Just for clarity, the tree will basically look like this:
PrimaryNode1 Subnode1 Subnode1a
[code]....
I need to be able to keep track of which subnode goes where for determining other data as well as graphically positioning the node and subnode data); PrimaryNode2 etc., with add and expand buttons. I can't set static references, since all of the nodes are added through the program depending on if they're needed. I tried doing this with multidimensional arrays, but since I want each level to be theoretically (but not practically) infinite with infinite subnodes, checking through the arrays got kind of messy. I just figured there has to be a standard way to set this up, since it's so common.
I have a intro to a picture of a tree which has buttons on it. The intro is an embedded flv video (not using the FLV component). The video starts on frame one and runs to frame 2. The tree is on frame 3.When I click a button on the tree, it runs the respective frames then returns to the tree. When the tree appears, the sound of the video is playing in the background.How can I make this stop?
I'm currently learning AS3 to develop my own game but my previous experience in game development is with LUA script. Within Lua script, you can write/script objects with different statuses with IF statements. For an example,
I installed a flash template. It has navigation buttons with a nice roll-over effect. The buttons are all located within a symbol called "menu" (it is a Movie Clip type symbol, not a Button type). Each individual button in the menu appear to be in its own separate layer, so the first button is in a layer called "item1, second button in "item2", and so on. I want to edit the link for the fourth button so it goes to another website but I can't seem to find the code to edit the link. I managed to find
[CODE]...
and this does work - upon pressing the button it goes to the website link. However, there is no more roll-over effect for this button. So there has to be an alternative or better way to editing the link for this button (without removing the roll-over effect).
We are looking for a vertical style menu tree. We are trying to replace an old style Java Menu, which you can see at [url]... along the left side of the window.
I am trying to use a tree menu to load SWF files into another SWF file. Its not Astra but its very similar. If I could simply get one node linking in an SWF I think I could get the rest. All I could find was how to bring in a movie clip. I have the menu set up and ready to populate but need a bit of help getting it to function how I need it.
I have currently created a tree menu that works but I cant seem to get the scrollbar to scroll thought the information. I have attached my flash 8 file.
I read about dynamic menu in [URL] and think its really awesome menu! I stuck get to do menu like this, I'm using flashmx 2004. I get confused in action script code posted there and didn't get further to continue building.
Basically, I have a button and on click it displays a menu. I want to click that menu a second time and the menu closes. Currently, every time you click the button, the menu reopens. I pasted the Flex livedoc example below. If you click the button, the menu keeps reopening.Now, I rigged it up by setting a var to open and closed, so when clicking the button it does a check. However, if you click away from the screen, the HIDE event gets dispatched, and the menu closes. This messed up the open close var being set.
How could I make this Flex example below show the menu on button click, and then on a second button click, it closes the menu? Take into affect that if you click away from the menu, it closes it.Also, I played around with the MOUSE_DOWN_OUTSIDE event for the button and set the preventDefault, and the FlexMouseEvent event.cancelable is set to false.Changing to a PopUpMenuButton is not an option. I have to much skinning involved.Here is the Flex example:
<mx:Script> <![CDATA[ // Import the Menu control. import mx.controls.Menu;
I noticed there was no tree component in AS3. I plan on making a tree style menu with sub menus and stuff so should I just do this project in AS2 or is their something I can make similar to a tree component in AS3?
I can create buttons using flash. and i have change buttons colors when the mouse over status of the button. but the problem is i cant set the status of the button.as a example in above site if the user click the FAN Club button button will change in to a different color ( ash rectangle).
Is there a way to group context menu items into a tree like structure?Like the Quality in built in menu.You can test it on any flash that has the built in items enabled.Right Click -> Quality -> Low.Can you do the same with custom items?For example:Right Click -> Custom Options -> Option 1
where can find a tutorial or Tree Menu like the astra Tree Menu with a functional horizontal slider? I am dont know how to make the changes. All I need is the simple astra tree menu but I NEED that horizontal slider.
I got project, an accordion menu/tree menu, that just has 2 expanding parts. Very simple looking, but needs to look exactly like the image I was given.Not knowing much code, I luckily found an old sample of a real simple tree menu, since I didn't need any expensive components or plugins, nor did I want to deal with external XML files (can't code an XML worth a damn anyhow). But this old sample had everything in the fla, and did just what I needed it to. I attached it here, Menu_Old.zip.I took that exact same setup from the sample, and exact same code to make my current menu.At first, it did work fine, but the text looked really rough (I had to use images), but it definitely looked off. Looks fine in the fla, but when viewing the swf, the images are crap, some rollover states don't even line up.Then upon further inspection, I noticed that the profile of the original sample that I also built off of was an old Flash MX file. Profile said it was flash player 6, and actionscript 1.0. I'm guessing maybe player 6 just had crap antialiasing?Using flash CS3 (but saving these as flash 8), I was able to change the profile on the sample menu to flash 9 (& even actionscript 2.0) and it still works and looks fine, even after saving with the new profile.However, with my new menu that uses all that same code, when I use anything higher than flash player 6, my text look perfect again, but I lose all functionality!This doesn't make sense! And the guy needs this menu like yesterday! The way the text/images look in flash player 6 mode in unacceptable.
I am using flash cs3 and cs4 (same results on both).I put this post in this section because the code and original file are flash 8 or older stuff, plus in cs3, I did save these as flash 8 files.I both modified the original sample fla itself to the new menu to see if that might fix the problem, but it didn't.Nor did starting it over from scratch, despite again using the same old code.My new menu just isn't expanding, other than when profile is player 6 where it looks awful.You can see for yourself, if you change the current menu profile from player 6 to anything newer, the text looks great, but it will likely lose functionality like it does for me. Do the same with the old sample menu, you can even use the player 10 profile in cs4 and it still works.
I'm in the middle of creating a tree menu that needs to expand/collapse when items are selected. I'm drawing all my info from a DB via sendAndLoad. I'm having alot of problems getting the "math" right for the menu tho. If you look at the attached movies (play main.swf, which loads 1.swf) and click on Villas, you'll see what I mean. I need to have each of these items expand/collapse when they are clicked on. There will never be more then one layer under each main country, so it only has to do the expand/collapse when clicking a country.
I Have rollover buttons in Flash cs3 using actionscript 2 and i need to have a "visited" status.Every visited button would stay on the rollover image and indicate to the viewer that he's been there.
I have use flash sparingly in the past. I am well versed in computers, but we can flash, very weak. Let's say this I do know how to get into Flash. This is the address for what I'm trying to accomplish. You can see the navigation in the upper left corner [URL].
I am trying to develop a menu tree that has these basic functions: 1. No heavy graphics - basically the information is more textbased. 2. The menu tree works within two tabs. 3. The menu tree using rollovers. a. The rollovers display a graphic image or text in a "TV" box, display, underneath the actual menu tree.
"Master Swap Action" - there is also a horizontal tab selection available. The master display, largest display area, is changed based on the "Master Swap Action". Also, the menu tree is swapped out. The two areas that are swapped out correspondent to the tab's that were selected. Here is a small sample of how we control the Menu currently. It uses a language called iMint. [Code] .....
I am attempting to create a Flash5 menu tree, following the Flash4 tutorial at this [URL] I have created the two MC's (a "topMenu" and a "subMenu"). However, when I place the two MC's on the first frame of _root , the properties of the associated buttons get screwed up if I place the two MCs in a verical alignment. It appears that Flash5 makes a consolidated object, such that the _height property for the second MC is determined by adding the _height property of both MCs.
1. Could you confirm that this is what's taking place? 2. Is there a way to use Scope to eliminate the problem? 3. Other recommendations?
NOTE: if you move the lower MC out to the side, the problem disappears. Although a workaround, this seems to be a poor way for the program to function.
how to use attachMovie to load a movieclip in to my main stage, drag it around and include a close button. I then added a variable (x) that would control which clip would on top depending on which was clicked last.
The question bit... I've managed to do this (...sort of), but was wondering if anyone could hint me with the code to disable the button if the clip is loaded, and enable it as soon as the clip has been closed so that it may be opened once again?
I'm using this to load the clip where x is the variable;
Code:
on (release) { attachMovie("new", "newname1", x); newname1._x=200;
I have a Tree component that's used as a navigation menu between different 'pages'. When the user clicks a certain option in the menu, I switch the 'page' by switching between State components in my application. The thing is that when the user indeed clicks an option in the menu, I want to perform a validation of some of the information in a certain component. If the validation fails, I show an alert, and I'd like to prevent the navigation to the other page. One part of this is simply not changing the currentState of the document, but the tree component still goes on with the change event, and the result is page A still being shown on the screen, whereas the selected option in the tree is page B (to which the user wanted to navigate, but failed since some of the information wasn't valid).
I tried to figure out how I can cancel the change event on the tree component itself. The thoughts I had didn't quite fit nicely:
I searched for a slightly different event (such as 'changing' or 'startChange') on which I can call the stopPropagation() method (since the regular 'change' event is not cancelable), but none exists for the Tree component.
I also thought about always saving the current option that's selected in the Tree component by myself, and when the validation fails, I will set the Tree's selectedItem to that saved option. That's also ugly because such an action will raise another change event on the Tree, thus another change to the States components, and another population of the page in which I'm already at. That's something I really don't want to do.
I also though about using a different component, such as Menu (and I also found an implementation of a vertical Menu), but that doesn't even seem to help. The same problem will exist there.
There must be a best-practice for preventing a change process to commit!
I tried the following code and it works great. on (release) { loadMovieNum("main.swf", 1); main.enabled = false; } How would I go about resetting the the button's status after another movie is loaded? Do I have to manually code for each movie loaded or is there an easier way using loops perhaps?
I'm recreating an xml menu inspired by [URL]... How to change the menu to a horizontal menu with the same submenu animated dropdowns... so basically, I need the main categories to go accross the top and the rest work the same.