ActionScript 2.0 :: Add MovieClip From Library Then Disappear On Certain Amount
Jan 18, 2010
How can I increment attached movies once I hit a button? And returns to zero when it reached a certain amount.
Example.
There's a movie clip with an instance name of "release".
Once clicked
A movie clip will appear from the library.
and it adds another movie clip when clicked again.
And adds and adds and adds... until it reached 10 movie clip visible in the stage. When it reached 10, all of the called movie clips will disappear.
I'm running into an error 1009 on a script that I've been working on. What I'm trying to do is attach a preloader Movie Clip that I have in my library with a class name of preloader, to an empty Movie Clip called preloaderMC and position that on a set of loaded thumbnail images. I can get the code to show one preloader and it will track the total of all the images being loaded, not single images. Ideally, I'd like the preloaders to show the amount loaded for each image and then disappear.
I have a large library that I am organizing of vector only files, some imported from Illustrator.
When I re-name some of the items other Movieclip items in the library lose their contents and all that is left is an empty symbol.
I repeated this several times and tried to find workarounds. Like duplicating the symbol. This worked for the one item but then it deleted another symbols contents.
titles a bit vague, i had no idea what to call it, i am sorry if this is a stupid question, i just can't find the answer anywhere.
I am using AS2 and i want to create an enemy, but i need it to spawn randomly. yes i know, use random. but i don't want the movieclip to go under or over a certain amount.
i want the movie clips y axis to be over 122 and under 292 (i gave up trying so i just have it set at the highest i want it to be
newenemy._y = random(292)
i want it to be something like random(122,292). but that doesn't work might mention i am extremely new. only started using as2 last week(from memory, i used to just copy all codes i didn't know and the only thing i added myself was key.isDown things)
I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar. I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: [URL][Code]...
So I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar.I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: URL...[code]I encoded the video at a high rate so that it would download slowly. It may not playback smoothly, which I am not concerned about. What I am concerned about is the numbers below the video what are derived from ns.bytesLoaded and ns.time. If you watch it for a bit, the amount played should exceed the amount loaded.
I double checked the video duration and the bytestotal that flash is reporting and they are correct. I don't know of any way to check the accuracy of bytesloaded.If your internet connection is super fast, you may not see the issue - it only occurs when it is playing back faster than it is downloading - if this is the case, you may need to throttle your speed down, or start downloading a large file while you are watching this demo in order to see the issue.But this is a serious issue and means that building custom video interfaces with loadbars and playheads is impossible!
I've got a movieclip animation which is added to the stage at the start of the .swf.Its an introduction to the game, and the user is encouraged to click on the movieclip to start the animation.Once the animation is finished I'd like the movieclip to be removed from the stage.Do I need to setup some sort of event handler which listens out if the movieclip has finished then start a function once its finished to remove it from the stage? Which methods look out for movieclips finishing?
I am still new to actionscript. What I want to do is set the alpha of a movieclip to rise and then lower at a set amount. I can do it so it set it at random but not the way I want it, e.g., clip starts at 20%alpah, and rised by 1 until it at 50% and then reduces by 1 until back to 20% over and over.
Second frame : i = i+1; setProperty ("/grid", _alpha, +i); result = getProperty("/grid", _alpha); if (result = 50) { setProperty ("/grid", _alpha, 50-i); }
I've got a movieclip animation which is added to the stage at the start of the .swf. Its an introduction to the game, and the user is encouraged to click on the movieclip to start the animation.Once the animation is finished I'd like the movieclip to be removed from the stage.How do I go about doing this? Do I need to setup some sort of event handler which listens out if the movieclip has finished then start a function once its finished to remove it from the stage?
I've got an assignment where I have to make one movieclip disappear when it is hit by another. I used to be able to do this in AS2 but now I'm at a loss.
I have a button and 2 MovieClips, I am trying by clicking on a button to make one of them to be alpha=0. The result I keep getting is disappearing of all. These 2 MovieClips are on the same frame (different layers).[code]
I'm trying to run a function where after an amount of time of the mouse being idle a movieclip plays, then if the mouse moves another one plays. I have gotten my code to do this, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once. how do I do this?
I am trying to build a drop down menu using fuse kit. I somewhat understand the fuse kit, or the stuff I need to alpha, slide, tween and the whatnots. I have a menu button, (button_mc) press it once and the sub menu appears. Press it again and the sub menu disappears But how do I write the code. So It will work?
button_mc.onPress1 = function() { Some code that make the menu appear } button_mc.onPress2 = function() { Some code that make the menu disappear
i am trying to do is add a movieclip with the amount of points scored when a hit test occurs. I have a movieclip with some text and a motion tween. i add this with this code in the hitTest function:
I'm trying to run a function when after a specific amount of time of the mouse being idle a movieclip plays, then when the mouse becomes active again a different movieclip plays. I have gotten my code work for the most part, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once.
I have a movieclip where I create a child display object (another MovieClip) in the constructor and show it with addChild();. However, later on in the code I modify the tint of the parent MovieClip using colorTransform. The child object then vanishes. Even if I do a removeChild/addChild after the tinting, it does not show. I don't understand why this is happening.. tint should just modify the color of everything, not hide children, right? See attached code for the way I am showing the child and changing the tint.
I am trying to implement the following control on a movieclip object. When the mouse pointer is over the object and if the left mouse button is clicked and stays clicked then a mask that overlaps the movieclip object is starting to disappear. I tried the MouseEvent.DOWN, etc but I did not succeed to implement this functionality. Probably i miss something. Can I achieve this through standard mouse events types or do i have to implement it another way? Also is it possible instead to fade out the mask by reducing the alpha attribute, to actually make disappear the pixel(s) that under the mouse pointer ?
I make a print button, use printJob class to print a movieclip, the format is perfect when just test movie in flash, I mean I print it out as a pdf file. But when I load this application online, it still can print, but some cells' line disappear, some are still there. So is there a way to keep this format? I am thinking about to convert the movieclip to a pdf file, then print.
I have a problem with dragging movieclip which is dynamically generated via attaching movieclip from library.I want to move the movieclip by pressing the yellow square within a boundary say 100*4. I am attaching the flash file with this thread.
Im trying to create an inventory where when you click an object it will automaticly go into your inventory, the inventory is embedded in other movieclips.I have quite a few spaces(movieclips) in the inventory box when it is open but I just need it so when you click an object it attaches to a movieclip in the inventory.I also need it so that if you click a different item it attaches to the next space in the inventory rather than overlapping an item you have clicked before. I would only have only about 15 (or something similar) spaces so if I have clicked 16 items the 16th item cannot go into the inventory.
I'm using XML to grab some data and it's working fine :
I have a moveclip, let's call it "box" and a movieclip called "item", for every piece of data from the xml call I'd like to put a new movieclip called "item" into the movieclip called "box".
[code]will create an instance of the movieclip "levelUp_mc" and play it.I have the same code in a function in a class, but it doesn't do anything. What is going on?
I need to load a movie clip to the stage from the library. I also need that movie clip to load with a certain string of actionscript code in it. To load the movie clip, i checked the "export for actionscript" thing in the "linkage" section of the movie clip info, and i named the class "sol1" I then used this code on the first (and only) frame: Code: _root.attachMovie("sol1", "NewInstanceName", {_x: 50, _y: 100}); It seems to work, but the question is, how do i load the movie clip with code in it?
In my fla file, I created a movieclip in library which links to class MyMovieClip. I add some functions in the class. I fla file, when I drag the movieclip to stage, all the functions are working well. But I want to dynamic create the movieclip in stage(not dragging from library). This is the codes in my first frame of fla:
var tf:MovieClip= new MyMovieClip(); addChild(tf);
but all the time it display those error information: TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MyMovieClip() at dragExample_fla::MainTimeline/frame1()
anybody can tell me what the problem is and how to dynamically create a movieclip which link to a class.
getting a MovieClip item onto the stage within say the Document Class.
The trick is though, I would like to do it when the MovieClip linkage refers to a Class name, but does not actually have a Class document created.
I know that you could give it a class complete with document and that would be easy. But if you have say 10 enemy objects that literally do the same thing but just look different, why should I create 10 separate classes!
or am I barking up the wrong tree and I should just set up 10 different enemy styles within the 1 MovieClip and just attach the 1 Class to it?
Though I would still like to know how to get a MovieClip onto the stage dynamically from the Library when it doesn't have a Class file associated with the Class name in it's linkage