ActionScript 1/2 :: Creating A Button Which Jumps To A Different Point In A MC?
Mar 17, 2009
I need to create a button which will be on a MovieClip. The Movie clip contains columns and rows of data. I want the button to be able to take you from the point on the MC where the button is down a few rows to another point, this would be similar to creating an anchor text in an HTML document, but I don't know how to do it with AS.
the program below is suppose to make the object move instead of just jumping from one point to another.my program so that it moves(what i mean by move is that is glides to the other point)
I have a dial that can be rotated and scrolls between 40 and 210. At the moment, this works all the time. Is there a way of getting this to work only when a button remains depressed?
I've set up a movie clip containing a button that jumps to frame two when pressed, and back to frame one when pressed again. SO the dial needs to work when the movie clip (containing the button) is stopped on frame two, but not on frame 1.
I am wondering how to write code so that once a character reaches a certain 'end mark' it will trigger the next frame/level. I am using Flash CS5, but I have primarily used it for animation. This would be my first leveled game.
I'm trying to create a needle gauge type preloader, and I've created the needle and made it a MC and set the registration point to bottom middle, but it still rotates on a centered axis. This is the tutorial I'm following: [URL]
I have this code for creating a border around images. (partly from the huge thread on resizeBorder here at Kirupa). The image is loading into a containerMC and that I can align top left, but this code I dont know how to align? Anyone?
Code: //creating the border: this.createEmptyMovieClip('border', 3); with (_root.border) {
i have to generate a button dynamically... and have to keep a click handler for the same how to write script for clicking buttonim using following code for creating button dynamically
I have an animation and a button on the stage.I want the button to do something, but only when the animation gets to a certain point. So I've made the main timeline 60 frames long (my animation in embedded in a movie clip that loops every 60 frames) yet my actionscript is on frame 1. If the button is pressed anywhere between frame 1 and 59 the animation jumps to the target of the button, whereas frame 60 of the first animation and frame 1 of the second (which the button links to) glide seamlessly.
Sorry for the re-post I accidentally put this in the wrong thread. I just imported a video file with 2 sections titled: music light I can navigate to these fine if I use a button from the component menu but those are pretty hideous so I made a custom button. For some reason even if I name the button the same thing as the component button it no longer works?
I'm trying to use the Button component in Flash CS3 having issues with the registration point. The code should resize the bitton from it's center but it does from the top left corner. Is there anyway to change the registration point using action acript 3?
I have some AS3 code which I was hoping would create a re-usable button class but it does not. I just get a blank canvas. I am not getting any errors. Code is attached. Anyone see what is wrong?
I've created a video player using the flv component. I have images of cue points. The user should be able to click on an image and the video should skip or start at that cue point
It's a simple animation. Rectangle with a med. quality blur filter & 0% opacity tweened several frames later to med. quality blur filter & 80% opacity. This is a normal motion tween. So what it does is fade in, fade in, fade in...then oops! - jumps to 80% opacity. The last frame of the tween is 80% opacity, but the frame before that is significantly lower in opacity. So for some reason it's jumpy.
This was happening to me before with a different .fla when I had one blur filter on low quality and the other on medium. But in this instance, both keyframes have the same quality.
Im trying to make a FLV cue point pause the FLV and also pause the entire timelines inside the swf. Then everything would continue playing when the user would click a "continue" button.
Basically I have a flash presentation that load an external FLV and a bunch of graphics that go with the video. At one point I need everything to pause so a small flash game can come in and the user can play it and then when they are ready to move on they can click "continue" and the FLV would continue where it left off along with the rest of the timeline.
I'm making game, where I must collect points. In end menu screen, i want that if my score's over 200, a next level button will be visible. Now it's visible every time when timer's out. I have tried this code if (score < 200){ this.visible == false; } else if (score >=200){ this.visible == false; }
My Original Post:I have been designing a visual presentation in Flash CS5, there are a few movie clips on the stage that are set to play at a certain time/frame. The problem I am having is that I am not familiar with coding/actions. I want to have a play and a pause button so I can pause at any point (not a specified frame) and discuss with the audience. Then I want to be able to click the play button to resume from that point (wherever I paused from). I hope to get help and be able to learn from your answers. I don't know how clear my question is, but I can clarify if you need me to... A Reply:you can stop/play any movieclip by using the movieclip's reference:
After last update of flash 10.1.82.76, the game that i play has a chat screen and as soon as it fills it jumps straight to the 1st line of text. It would normally continue on with what was typed next and continue to auto-scroll down.
I have spoken to another user who is using win7 (not sure bit type) and browser was chrome.
I am using win7 64 bit and ie8, so it appears win7 is the common denominator.
I do have an xp pc but i choose not to try the update until i came here 1st
I can make "normal" preloaders work, you know, with a bar that goes up and all. But I'm curious about a preloader wich jumps to a different frame in lets say "loader" MC. I can't really explain so here's the code that I thought would work:
I am currently trying to create a function (or set of functions) that automatically fades in a button for each cue point in a video the first time a video loads. This way the buttons only become accessible once that point in the video has passed. The buttons should stay active once the video is loaded.
The code below is what I have so far. Essentially all I have managed to do is trace the name of the cuePoint. I believe what I need to do is somehow assign the cue point name to an object, pass that reference to the "fadeIn" function and run the "fadeIn" function.It is worth noting that the buttons I am fading in are already on the timeline, so I do not need to create them in code. I just need to reference them.
Code://game_display_bitmapData is an object which contains bitmap data. this bitmap data is loaded from an XML file.
[Code]...
Now what happens is tht only one button is visible or workin at any point of time. But if i use say, "xyz_button" as the params for the about_button. then it works fine. i can see both the buttons. also i tried giving unique names to the button, even that didnt work.
It's been a long time since I've done any work with actionscript, and alas I've forgotten nearly everything. I've tried to look for a tutorial that would explain basic animation with actionscript, but the one that I found on Kirupa was no longer there.
Basically I'd like to do this:On the stage I have a movieclip and I'd like the movieclip to move along the x-axis to a certain point and then back to the starting point again. The moving speed of the movieclip should also be adjustable.
I have a lot of external SWF files loading into my flash site using one UILoader on different labeled sections. I used only one UILoader component (with the same name) and then kept on scaling and repositioning it on different labeled sections. Everything worked fine until the very end for some reason some of the UILoaders jump to its own position and I can not seem to do anything about it. I can not figure out where the mistake could have been.