ActionScript 1/2 :: Disable HitArea Once It's Set?
Mar 13, 2009
If I create a Movie Clip and assign a child Movie Clip as the hit area using this.hitArea = this.mcClipName; is there a way for me to disable that hit area? For instance, mcButton is a button. When I click mcButton, it triggers a function that reveals other content in my movie. I don't want them to be able to click that button again unless they close the new content (using another button that appears with the new content).
I have been having some trouble with a movie clip basically designed to act as a button for a store front for a website.This movie clip has, stored as the front of the movie (i.e. before you click in to edit the movie) the following code:
This gives the movie the hover over and out effect and animates the button so as once pressed the button expands to give a 'Product Details' view.However, when clicked the info shows up as it should but the hit area which I put into the Movie Clip is still on the info area so none of the contents on this new window are accessible and when the cursor leaves the designated info area the movie clip returns to its first stage as it would appear at the start of the animation.Is there any simple way to disable the HitArea on specific frames within a Movie Clip?
is there a way to assign a dynamically created movie clip the hitarea of a PNG file that is loaded into it via actionscript, basically creating a none square/circle hitarea that is a mask of the bitmap image.
I am embedding swf files into flex and no matter what button I use, mine or one of the library swf's that comes with Flash, the hitarea shifts upwards to the top 10 pixels of the button and up from there outside the button area.
I am trying to set up a cicular movieClip as a hitArea for another, but the circular shape is not detected rather the bounding box of the movieClip. is there any way around it? am i doing something wrong?
I want to remove the so called "HitBox/HitArea" on the RadioButton component - I don't want the user to be able to click anywhere else except the button - and I don't want to just resize the hit area so it's as big as the button (the hit area is a square, and my button is a circle)... can this be done? or does the button absolutely depend on hit area? Part of my reason for asking this, is when I publish my .swf with the radiobutton - the hitarea is displaying as a big white rectangle that is covering the button and part of the text up... why is this?
How to programmatically enlarge a flex 3 button's hitArea. Is there some function that I can override? There is no function in the button class called hitArea. What I have done is, I have created a programmaticskin for a button. The form of the skin consists out four arrows. In between the arrows there is nothing (meaning transparent). Because of the way the skin is shaped, it's difficult to click on the button. The skin has alter the buttons hitArea. What I'm looking for is a way to enlarge the hitArea and alter the hitArea shape in to an square. (the hit area must ofcourse still be invisible).
I have a grid of many 10x10 pixel squares separated only by a pixel line. When the user rolls over the sprite, it grows, animating to about 4 times its size--to around 40x40 pixels. The sprite stays large while the mouse is over the sprite, but if the user wants to rollover the neighboring sprite it is obscured by this sprite and its larger size.
Is it possible to shrink the size of the hit area so that even though the sprite grows in size the mouse can still access or trigger the neighboring sprites underneath--to the right, left, top, bottom? I thought about using Mouse_move, but wasn't sure if that would fire off too many events.
I read the following posts. However, my hitArea needs to be the same size or just slightly larger than the original 10x10 pixel sprite. I've had little success. [code]...
I am trying to customise a listbox component so that when the user clicks on one of the items a movie clip containing 3 buttons appears. My problem is that as I have make the buttons appear whern the item in the listbox is clicked, they are attached to the movie clip and so dont work.I think that one way around this would be to define a seperate hitArea for the listbox item so that this does not interfere with the buttons when they appear
Got this weird issue going on today. The hitarea, the 'interactive space' of some of my buttons is off/ distorted. I created several buttons in a class with the pen tool and converted them to Buttons. I added some eventlisteners, but when I tested my Movie, I noticed the interactive space of some buttons was gone or at a different position or not the size I made it.
I made another button using the rectangle tool, and tested again. I noticed the visual button was at the place I put it, but the 'interactive space' was at the bottom right. Whenever I would move over this interactive space with my cursor, the visual button would instantly go to the place the interactive space is. Whenever I move the mouse out of the interactive space, the visual button goes back to its inital place.
Check it: (press start, 2 times the right arrow, then the window, then go to one of the buildings in the landscape and click on it)[URL].. Here you see two rectangle shape buttons. Hover over them, no interactivity. Move the mouse somewhat down to the right, and weirdness happens.
Is it possible? What I'm trying to do is enlarge the hitArea for a selected movieclip on my stage, but only onRollover. I have 5 MCs on my stage acting as buttons of sorts. onRollover of any of the clips, they grow in scale and I'd like the hitArea to do the same so they (MC and hitArea) are proportional.
It transpires that there was another Sprite being create and set to alpha=0 which just happend to be at the same Y position as the height of the SimpleButton. This was preventing interaction with the button.
I have a SimpleButton which I am positioning on the stage. I'm doing a variety of things with it buy when I set it's Y position it breaks/alters the hitArea.
var playUp:Bitmap = getBitmap('play_up'); var playDown:Bitmap = getBitmap('play_down'); var Y:Number = 100;
I copied this from some other forum because it's explain well "...Let�s say you are loading in an external asset that has an alpha channel, such as a PNG. Now let�s say that you want that asset to act like a button, with rollover and click actions. No problem. No reason you can't do that. But, actually, there is a problem. The hit area for that external asset will be its entire bounding box. Take this octy image for example: Even if you rolled over the top left of the image where it�s totally transparent, it will still trigger rollover actions, which is certainly not ideal and could potentially be very confusing for a user..."
Does anybody know how to disable TLF in CS5, specifically, on import of an AI file?
When I import an .ai file into Flash, I want the text to come in as classic text becasue the TLF is to memory intensive and makes my application unusable (the application is very font heavy).
Right now, my workaround is to produce the assets of the file in CS4 and then open it with and convert to CS5. This is fine for the initial build, but is a pain when I need to make updates to the file.
Is there a way to use ActionScript to disable all buttons in a movie at the start of the movie (or at any given time in the movie), and then re-enable them at a certain time? I'm using Flash MX (only version I have access to), and I know how to get to the ActionScript panel and use it for basic things like stopping/playing a movie or jumping to a certain frame, but I haven't figured out much about ActionScript beyond that.
(btw, what version of ActionScript does Flash MX have?
using an FLV, with SeekBar component...works fantastic, but the scrubber clashes with my cuepoints when dragging along the timeline. So i want the scrubber to be inactive. Tried everything but can't get it to disable.disable this, I've looked everywhere, seems a few people have asked here but with no solid response
On the root, I have a movieclip (input). Within it is 1 frame of codes (well, 2 layers, each with 1 frame of code...).
Alongside on the root, I have another movieclip (banana), which has a stack of animation within... the first frame within is labelled "main".
What I wanted was that if banana's current frame was main, then input is untouched (enabled). If banana's current frame WASN'T main, then input is disabled ENTIRELY (everything within is disabled as well, especially the frames of code).
What I have tried was applying this code on a frame on the root timeline:
I've made an AIR Application. It definitely has a .swf file. Running the .swf file alone works till a point where user tries to press keys like A, S, D, etc from the keyboard which will not be detected as the .swf if running using a flash player. So inorder to avoid such problem I'd not allow the users to run the .swf file natively. Only if the .exe is clicked it must run. So is there any functions that implement this??
I have a zoom in function and when I'm zoomed in I can drag the movie clip around with a drag function I have a zoom out function which restores the movie clip to its original size but I would like the drag function to be disabled while zoomed out.[code]...
How do I disable right click functionality for SWF? When I right click on this movie that I have it gives me option to click on a link.How do I take the link out or diable the right click function?
I would like to disable left clicks certain keyframes, i have a movieclip that the user is dragging and when a click is made it has a short animation, but i dont want users to be able to click other things while this animation is running. so i need to disable the left click. the animation is on inside the movie clip.
I want to automatically disable the ability for people to switch to FullScreen when watching my Flash animation. The animation will be downloaded by people and viewed in FlashPlayer rather than in a web browser, if that makes a difference.Here is the Code I have tried so far:
Code: stage.addEventListener(Event.ENTER_FRAME, DisableFS); function DisableFS(event:Event):void {
i have this code in timeline to disable a cue point but it seems that its not working.. flvPlayer.setFLVCuePointEnabled(false, "Cue1");im going to have this disable cue point code in a button function..its possible to only have one cue point and when i click a button for example the time for the cue point changes?This is the rest of my code:
flvPlayer.source = "movies/contouring_1.flv" flvPlayer.stop(); flvPlayer.addEventListener(MetadataEvent.CUE_POINT, cuePointListener);flvPlayer.addEventListener(Event.COMPLETE, completeListener); function cuePointListener(event:MetadataEvent):void { trace("Reached cue point named " + event.info.name + " Time: " + event.info.time + " Seconds"); flvPlayer.stop()}
In my code, when a user clicks on a button, I set the alpha of the button to 50 and set enabled=0. This works to essentially disable and grey out the button. The problem is that even though the button has been disabled, it still sits in the over state until the user moves the cursor off the hit area... Funny, no?
Since you can't tell a button what frame to go to, how do I get it to go back to its up state (without recreating all my buttons as movieclips and doing the whole thing manually)?
Is there anyway to disable the movie from playing when I hit Enter? I've got a button press later on that needs Key.ENTERI could change it, but it is the only key that makes contextual sense.