ActionScript 2.0 :: 20 MovieClips - Changing State Of Button
Jul 3, 2009
I have 20 buttons (mc's). I want to be able to select one and have it stay in the down state until another is pressed. Frame 1 is "up" frame 2 is "down". I have an array of the buttons(mc's). This piece of code works but doesn't return the button to the up state when another is selected.
function changeButtonState(a){
var i = 0;
for (i=0;i<=19;i++){
if(a=="S"){_level0.sb[b].gotoAndStop(2);isw = 1;}
}}
I'm learning how to use flash CS5.5 and i'm unable to continue a lesson because my button editing seems to not work properly. -When i double click or right click and click edit on my button I go into the symbol edit screen, where i can see the basic button states "Up, Over, Down, & Hit" but when I try to change the appearence of the button in each state the color and any sort of editing done to it does not happen, it is red in the "up" keyframe and when i try to change it to gray in the "over" keyframe it stays red.
-I found that double clicking the button in the edit screen goes into another edit screen labled "symbol 1" and in there i can change the color of the button, but any edits in that screen remain ineffectuall to the actuall button on the main screen. I don't know what is wrong with it, or if I am missing something, i've tried in both action script 2 and 3 and both have the same results.
I need to add a rollover effect to the disabled state of a Spark button. This way, users can rollover the button and know why the button is disabled.I think I would have to override ButtonBase's getCurrentSkinState. Is there anyway to test if a mouse cursor is over a disabled button?
I'm using something like this in my MXML file: <s:label id='mxml_label' text.state1='test' text.state2='test 2' /> Now i would like to change the state1 text from as3 on runtime.
I have a Flex TileList with an itemRenderer made by me. The list loads the content perfectly and renders it. Renderer is a simple canvas element with a checkbox and another canvas with some labels with data. I implemented a method that, on TileList itemClick="clickedItemHandler(event)", Changes the state of the checkbox (if checked -> uncheck, and vice versa). The method works if I click on any place of the item, EXCEPT the checkbox. When I click the checkbox, it doesn't change state. Maybe I was changing the state of the checkbox, and the event changing it back, but I debugged it and it doesn't look like so..
I am creating a tab menu interface with 3 buttons. I have got them working to where on the clicked state the button goes the rollover frame in the animation and freezes until the user clicks on another button tab. What I can't figure out is how to get the first button to load in the "rollover" state so it looks like the first tab is selected already. Attached is the fla file. In the main movie as I tried setting btn1 to the stop on frame 25 with: btn1.gotoAndStop (25); This works initially but when you click on the other buttons the btn1 stays in the selected state.
I set a variable var currentPage:String = "b1"; When I click a button, the click should change the variable currentPage to the event.currentTarget.name and it does
my problem is when i create a button in state 1 and click on it according to code it should make a group in another state named as expand. However according to my code it is still making group in current state 1.
I have a menu with five nav buttons (atcually MovieClips). Each has three frame labels: "on", "stay", and "off". The rollover and rollout animations play flawlessly, but I'm at a loss as to how to give each button a sticky "active" state. I'd like the button to stay in it's active state until another button is clicked, then I would like it to play it's "off" animation. Each MC has this code:
How can I simply use an array or something to save the current frame of all the child movieclips so when I change the frame and then go back, they don't start on the first frame again? It is a very simple question, but I have a feeling that it is going to be super hard to implement.
I have a series of buttons inside an array. I am trying to get the buttons so that once they are pressed, they remain in the over state. Which is a darker color than the up state. So that people know which button they have pressed. Is there an easy way to do this for buttons?
Is there a way of telling a MC button to have a hit state like a normal button? I have some text popping up away from my MC button that is included in the hit state. When I roll over the main button the text pops up. But also, when I roll over where the text pops up it also triggers the pop up animation.
I'm trying to make buttons that involve a character pointing to indicate interaction.When a button is interacted with (mouse over or down) the character's arm points to that particular button. I separated his body, so that it remains constant on the main stage, no matter which button is being interacted with.The problem is, when the user is not mousing over or clicking down on any button, the character has no arms (since only his body remains constant)!How do I resolve this?The only thing I thought of so far is if there's any way to create an up button state that includes the arm (right now I have nothing for mouse up) THAT ENDS when the next button is interacted with. Is that possible? If I put the arm in the up state (in addition to mouse over and down) it stays when the interaction is over, which poses a problem when the user interacts with the next button (the character ends up with double the arms since each button introduces a different set of arms pointing towards that particular button).
I have set up an animation that displays icons on agrid. Right now everything is working ok.I have an array of 4movieclips that are randomly selected to display on the screen.Each has a timeline that brings it from alpha 0 - 100. So far, soood.Now I have to add the remaining 200 icons. Now of course Icould make 200 more movieclips and add them all to the array butthere must be a better way, right?I thought I could just have just one movieclip and switch thepic out from an external xml list. But if I import them they won'twork with the alpha transition because they aren't movieclips,right?
When i roll over the gallery buttons they light up when i roll off they go back to normal.when i click on one of them it stays lit up. My problem is when i click i need to be able to set any button that was clicked back to its original state and i cant for the life of me seem to be able to do that.
Using a for loop I've created a few instances of a movieclip, but I'm having trouble trying to having them appear one after the other at an increasing pace.
For example, I want the first clip to show with a delay around 2 seconds and the last with almost no delay.
So far I've only been able get Timer or setInterval to have a single delay setting.
I'm not coming up with anything other than coding on the timeline which I'm trying to avoid.
[Embed(source = "../lib/hfront.swf")] private var charfront1Class : Class; private var charfront1:MovieClip = new charfront1Class;
in order to create a movieclip object in FlashDevelop. Because there is no option (like in CS5) to give a library object a class inherently.What I need to do is be able to switch which movie clip is being displayed as my character walks about. Do I have to create a separate class for each movieclip and call them in and out of visibility?? Or is there a better way, a way to "switch" which movie clip my current class is pointing to?
how to jump from one frame a movie clip, rot menu, to a frame of another, main, through a button in rot menu, rot menu is a movie clip in symbol 1 which is in another (cant remeber) in main. from frame 1 of main i want the button to be pressed and it takes you frame 2 of main.
I have a sub menu with two movie clip buttons, let's call them mc1 and mc2. They both have a MOUSE_OVER event and a MOUSE_OUT event. What I would like is that when mc1 is clicked it will stay in the over state and then if mc2 is clicked mc1 will go back to the out state while mc2 stays in the over state.What seems to be happening in my code is that the MOUSE_OUT event is overriding the MOUSE_DOWN event. So when I take the mouse off after I've clicked mc1 the over state goes away.
how to make a button stay in its down state when it's clicked, and then go back to its up state when another button is clicked? I'm using buttons, not movie clips.
I have a rectangular shaped button. When someone rolls over it, I want a text bubble to appear to the side of that button. The problem is, the mouse thinks it's over the button even if it's over the side bubble which does not exist in the "Up" state. How can I get the cursor to only detect a button ONLY if it's over any part of the "Up" state and not the "Over" state (which because of the side bubble is larger than the original "Up" state.)
Here is a screenshot of the two button states.[URL]... Even if the cursor rolls over the "Over" bubble (and not the Up state), the Over state still shows up.
I have an interface that uses buttons to play videos. I would like it if, after you press a button, it stays in the 'down' state until the next button is pressed.