I was wondering if it's possible to use the startDrag function AND giving the selected MC an elastic movement. Or if I 'm supposed to use an onEnterframe function instead.My project needs me to use startDrag only, but I can give a smooth elastic MC movement with this function.
i want to use the simple startDrag-function to drag a movieclip. when the option to lock the movieclip is set to false, there's no problem but when i set this option to true, so the movieclip should follow the mouse locked to the center, my movieclip just disappears. i used this code:
as you can see, I have a container MC which I have added to the stage. I set its drag constraints using a Rectangle(). I then add the 'cat' child movieclip to the container, and I want this to be dragable too. However, as soon as I click on my cat when testing the MC. It shoots to point x=0 y=0 on the stage and doesn't move.
The container MC can be moved without any trouble.
If I remove the rectangle bounds from the containers startdrag() function. both MC's can be dragged without any issue.
I have a small movieclip where an external image gets loaded into a custom shape mask. The user can then drag the image around. This is all working fine.
I am now trying to constrain the movement allowed so that the image cannot ever leave the masked area.
On my startDrag() function i have tried to include the following properties but i cannot get this to work:
So I have a Sprite and if using startDrag(), how do I constrain the movement to x-axis only? that is, move it horizontally? The free x,y movement code sample is here, directly from Adobe's livedocs: [URL]
Is there a way how the startDrag function can be used on 2 different movie clips on one stage?
I have my own photo slideshow player (photos + music) and I need 2 dragable movieclips (buttons). First one is on the timeline and second one on the volume slider. How to achieve that I could use the startDrag function on both of them in the same time?
Or is there any trick how to do it? A regular youtube player has 2 dragable buttons (volume, timeline) also...
i have an .as class that extends mx.containers.Canvas (it's a draggable border of a resizable component), it becomes draggable on MOUSE_DOWN and stops being draggable on MOUSE_UP, MOUSE_OUT and ROLL_OUT. before calling startDrag() i create a Rectangle to define the drag area, i also have a _dragging: Boolean variable to control if it's draggable at the moment. the problem is that when i click this border it jumps to a negative coordinate without calling startDrag or switching _dragging to true.
i've overriden get x, set x, get y, set y and move() methods in order to solve it but the only thing i got was the fact that position changes without calling coords setters or move(), but at the moment it's changed a getter is called and returns new (negative) value so my question is what happens on startDrag() and how to filter unwanted incoming coords values?
//*//*//*//*//**//**/**//**//**//**//**//**//**//**//**//**//**// var t:Array=new Array();t=[d1,d2,d3,d4,d5]; var d:Array=new Array();d=[t1,t2,t3,t4,t5];
When you are dragging a movieClip on the stage, it generally works fine. But if you are performing some calculation or hitTest while you dragging, the location of the cursor and the movieClip starts to go unsynched. For example, in the following code, I am running an ENTER_FRAME handler while you drag a box, and this onEnterFrame_Box method contains a bogus for loop to slow down the process. The drag & drop works snappy if you comment out that for loop... But if you bump up that 100 to something like 200, Flash Player runs quite slow, and the location of the box won't match where your mouse cursor is...
ActionScript Code: var box:Sprite = new Sprite(); box.graphics.clear(); box.graphics.beginFill(0xCCCCCC, 1); box.graphics.lineStyle(1, 0x999999); box.graphics.drawRect(0, 0, 100, 100); [Code] .....
I know how to do the component UI scroll bar. But what I want to do is have my own custom scroll bar, and all the others tutorial looks confusing. I was just messing around with startdrag function and I notice that whenever you don't specify what you want to drag, it just drag everything. Ex: redBox_mc.startDrag(); will drag only the red box startDrag(); will drag everything. Using this I think I can make a UI scroll bar. The only problem is that everything go in the opposite direction. Is there any way I can fix this?
I'm trying to use startDrag with a movie clip that contains a 3D cube (comprised of 3D planes). It only moves the face of the cube, but not the other sides. Can one use startDrag in 3D space, or is there another method?
I'm trying to add a tooltip of sorts to a mc. the mc has the buttonMode set to true and when I rollover it I want it to display another movie clip as a tooltip. I've worked out how to do this with startDrag. The problem is that unless i remove the event listener for rollover the mouse flickers and won't work properly. I fixed this by removing the event listener in the same function, which works great. The problem is that I have to add and event listener for rollout, but the flickering starts again when its added.
Here's the code I have so far: clapperHit_mc.addEventListener(MouseEvent.ROLL_OVER, videoCursor); clapperHit_mc.buttonMode = true; function videoCursor(event:MouseEvent):void { videoCursor_mc.startDrag(true); videoCursor_mc.visible = true; videoCursor_mc.gotoAndPlay(1);
I was writing code for dragging mechanism which invokes to wait for small period of time before starting the drag operation.But I am getting this error message in the mouseDownHandler() function.
TypeError: Error #1006: startDrag is not a function. at Function/<anonymous>()[C:lahblah_8216oboflex2srcuimapWorldMap.as:105] at Function/http://adobe.com/AS3/2006/builtin::apply()
I'm trying to create an interactive piece, where the veiwer can move sliders to effect to movement of other pieces. I understand how to contrain the movement of the sliders, and I've done so, but I'm having trouble figuring out how to constrain the movements of the mc's effected by the sliders. How do I do this without using the drag function?
Code: package { import flash.display.MovieClip import flash.events.Event import flash.events.* public class Main extends MovieClip{ Main is my document class, and player is a MC on the main timeline.
I have made a movieclip and gave the frame this actionscript:
------------------------------------------------------------ var keyListener:Object = new Object(); keyListener.onKeyDown = function() {[code]........
it moves fine and stuff but i was wondering how can i restrict the area in which the movieclip can actually move ? my flash file is 550px X 400px and i want to make it so that it can only move in 300px X 200px of the file if you understand ?
I've attached a demo fla so you can see what I'm trying to do. Basically the big circle is a spaceship that will move to wherever you click. The small circle is a resource that the ship can collect, in this case it's called iron. When you click on the iron the ship moves to it and then the small circle disappears, and +1 is added to your inventory, creating the illusion that the ship has collected it. Problem is, after you collect the iron, you can't really move the ship anymore. It's stuck around the position where the iron was. How do I regain control of the ship after I collect the iron?
I have a graphic of a computer with a mouse that is a movieclip and I am wondering if it is possible to be able to move the movie click about by clicking and dragging on it but I want to restrict the mouse to a certain space so it doesn't float off the table.
I have a background image that moves left and right, continuously giving a 360 Degrees appearance. My control buttons work fine but what I want to do is ease in to the movement. Here is a LINK to my demo. When you roll over the arrows is simply starts and stops. I'd like to ease the starts and stops
Right Arrow Code: on (rollOver) { _root.theclip2.gotoAndPlay(_root.theclip2._currentframe); } on (rollOut) { _root.theclip2.stop(); [Code] .....
I have a big movieclip in a movieclip (bigger then the stage) when i roll over different movieclips the big movieclip moves, right now it just keeps moving when i keep the mouse on the movieclip/ I would like the movieclip to stop moving when its edge is about to leave the screen. I have no idea how i should do this, and all the tutorials i've found explain how to keep and object in the stage (this one is a lot bigger then the stage)
Can anyone tell me how could I be able to move a movieClip in opposite direction of the _xmouse?That means when I move the mouse pointer to right side, my movieClip would move some distance to the left side. And when I move the mouse to the left ,the movieClip should also move to right.I have done something in the attached file but i dont want to continue the movieClip's movement when the mouse movement stops.
I know how to do motion guides, but now I also want to control this movieclip with actionscript code, so that I modify the x and y properties, but STILL restrict the position of the movieclip only to that motion guide. I see that once I modify the x or y properties, the movieclip jumps off the motion guide
I am working on a game project and i have a question about movie clip movement using keyboard event. Basically I have a character on screen and it can move on the x axis using the left and right buttons. I am making my character move by changing the x value of the character movieclip but I find very it laggy and not smooth and if I am going point by point then it's too slow. Whats the best way to make the character move so that the transition will be smooth.
im busy with making a banner with a big movieclip and a small canvas. The idea is somewhat like on:
Code: tfe.nl/vacatures/
I have added mouselisteners to 8 different movieclips for each side it should scroll to. But i have no idea how to make the movieclip move to the side when i roll over the right movieclip, when i roll over a movieclip on the side the big movieclip should keep moving untill the mouse is in the middle again or the movieclip has reached the side.
I'm having a problem with a little movement script I wrote for a MC I have. I believe it either has to do with variable scoping, or with a coordinate system problem. (If I change the xPos and yPos in the onClipEvent (load) to 0,0...then the MC starts in the middle of the field (MC) I'm trying to move it inside of.) Basically...the ActionScript you see below is a part of the "Player" MC...who is supposed to move around a "field" MC I have.
(I was assuming setting xPos and yPos to 0 would have the Player MC starting at the very top left of the entire screen...which instead it starts in the middle of the "field" MC.) Also - When I press the different arrow keys...the Player MC jumps around to different locations...but once at the new location the movement (in a single direction) works okay. I've attached the .swf.