I made a help screen that pops up when the user clicks the "help" button. To accomplish this, I place the movieclip on the top layer, and set it's _visible to false. When the user clicks "help", visible = true, and BAM, help screen appears. The problem is that all of the buttons underneath my helpPage movieclip are still clickable.
how to attach a movie clip to another movie clip after drag and drop .I mean to say that is it possible to make a new movie clip with the target movie clip and dropped movie clip.
I have a button instanced "howto_weblink_btn" which is located inside a MC instanced "HowTo_maininfo_mc". I would like to write a code allowing me to access this button from the main navigation menu. Here is what I come up with:
HowTo_maininfo_mc.howto_weblink_btn.addEventListener(MouseEvent.CLICK, onClick_openJTV); function onClick_openJTV(event:MouseEvent) :void { HowTo_maininfo_mc.navigateToURL(new URLRequest("http://www.ubloom.com/index.php?
what happened in my flash document was, I created a button, "next_btn" with the following commands:
on(release){ //to remove all the splats for (score=0;score<100;score++){[code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips.And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
First of all, I would like to apologise for not knowing whether this code belongs to F5 or FMX Action Script. I'm that noobish, yup. Anyway, what happened in my flash document was, I created a button, "next_btn" with the following commands:
[Code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips. And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.
For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
I have a movie clip which has several objects including text adjusted nicely. This is like a template type movie clip which I need to use it on around 15 layers with some modifications (Like text, images, calendar etc.). And I called it a "GenericPanel_mc".To use it in another layers, I am just duplicating that "GenericPanel_mc" to say, Home_mc, Project1_mc, Project2_mc, ..........Project15_mc.... so on.But when I tried to change the Header Text of Home, It changes the header text of all my Projects.
can anyone explain me that what are the things new in ActionScript 3.0 and give me the links where this thing explained in detail.How to createEmptyMovieClip and how to attach movie Clip?
I �m just starting to migrate from AS 2 to AS 3 and i have a problem with the addchild function�.I have a movieclip with the Mascot class and i�m trying to add it to the stage using a class file��but it doesn�t do anything�I have no idea how to load this movieclip using a class file even though it works in the actions bar[code]...
i am trying to create a basic game and am having a problem. I'm using swfmill and mtasc (but I doubt that has much impact) and am using ActionScript 2. At the moment I am attempting to add a load of tiles to a set and then move that set of tiles about the screen in one go. The problem I am having is that I can not figure out the best way of linking the set (which is created on the fly) to the _root movie and so it doesn't draw.
I could potentially be doing everything wrong as I have only just started to learn how to use this language. This is basically what I do:
I create a 'Main' class that extends MovieClip and add a new clip of this class to the library.
I also create a 'TileSet' class that also extends MovieClip. This class calls attachMovie (on 'this') to add a number of tile MovieClips from the library to this TileSet.
I create a 'TileSet' within 'Main' (like var myTileSet:TileSet=new TileSet();), so that the Main class can play with the tileset.
When running I see nothing. As I said befor I believe this is due to TileSet not being attached to Main or _root. As a test I changed the TileSet's attachMovie (that attaches the tiles) to be called on '_root' rather than 'this'. This change makes the tiles show when run, but means that I can not move all the tiles by simply moving the TileSet.
I think I could probably add the TileSet into the library and 'place' it (swfmill method to put the clip into the stage), but I would prefer to do it on the fly in pure ActionScript as I think this will be useful later on too.
Thats the first time i am using this forum so I'am a newbie. For first I must say that my english is the worst on earth. Therefore a you understood me.My problem is: made the Attach Movie Clip with XML Load and it wondered me, because it worked. But now I make Hover Captions inside the first Attach Movie Clip, also with an attach movie function, Now I have the problem how to get the data from the xml file into the 2. attach movie.for the 1. path (into the first attach movie) the code looks like this._root["neuesMC"+i].xmlPfad = xmlDatei[i].attributes.namen;
I am attempting to attach a slider bar to a movie clip. The movie clip is of a face morphing from emotion to no emotion. My ultimate goal is to have the viewer choose when the emotion has disappeared by moving the slider bar.
This is what I am trying to achieve but I do not remember the syntax in AS2
HTML Code: public function highlightCan() { var glowId = String(this); var newId = glowId.substring(47);
[Code].....
If I hard code this value i.e. _glow0 or _glow1, this works but this value needs to be dynamic, in order to get the rollover state working. per highlightCan();
how to attach a movie clip to the stage or root. I have created a movie clip called movClip and have checked export for actionscript and have chosen "movClip" as its class.I have used this script:
ActionScript Code: function button1(evt:MouseEvent):void { var mc1:movClip=new movClip(); mc1.x=0;
[code]....
This attaches the movie clip. Great! Problem is it doesn't attach the movie to the root or stage, but rather as a child of this function?? weird! so when I want to use removeChild(mc1) from a different function from a different button or even from an action set on a different timeline it can't target mc1?So how do I make this work. Basically I want one function from button 1 to attach the movie clip and I want a second function from a second button to remove the movie clip.
ok so heres the problem: i have some buttons that are suppose to attach a movie clip on stage after you press it. This works perfectly, but after i mask it, the masking box blocks it so i can't click on anything.
i hope you understood what i'm saying, and i've tried using the 'setmask' code, but that doesn't work either.
Code: var hands = new Array(); function attachHands(){[code]....
These are the codes i have typed.I have already attach the movie in hand1,hand2,hand3.Is there a way to remove attachHand1 and attach a new movie clip on it? Not to overlap on attachHand1 because it will be seen.Those hand1,hand2,hand3 are empty movie clips....
I need to be able to click on any part of the screen and have a movieclip from the library appear where I clicked. It would be the same item each time.
I'm kind of a flash newbie, and I need some help with AS2 in Macromedia Flash 8. I want to make it so that when you click the mouse, it plays a certain movie clip at the current mouse position, without the movie clip actually being on the stage.
I'm trying to attach a movie clip to the main stage using:
[AS] this.attachMovie("movieObj", mc1, 1); [/AS]
However, it ain't showing up. Trace said the movieclip of that name is undefined, despite having the correct linkage and instance name. Anyone know why a movieclip might be MIA?
I have this frame where in the button links will change whenever the textbox changes. Here is an attached sample image so you could imagine what I am trying to say. For the
textboxes (instance anme: voca2_pg and voca3_pg)
it should be 10-20 then when next button is clicked, it will be
20-3030-4040-5050-6060-7070-8080-9090-100
For short, the next and back button will operate the textboxes.
but if I type for example 25 (on voa2_pg textbox), it will show 25-35 (basically getting 10 numbers in all)
ex. I typed 43it will look like: 43 - 53 or if I type 88it will look like: 88 - 98 And then the purple button below also will change every numbering..10 - 20 the AS is:
on (release) { getURL("javascript:command_voca(1,1)","_self"); } 20-30on (release) {
I am trying to attach a movie clip at a specific location on the stage using the following code:attachMovie("plane_mc", "mc", 1, {x:50} );The statement above does attach my MC called plane_mc onto the stage but it won't attach it at the location where I want it to. The x parameter doesn't seem to have any effect whatsovever on the stage location.
I've got an XML document that holds the info for a Press section I'm doing for a client. The XML holds the path to a thumbnail, the headline text and a link to the original article. I'm having no problem getting the thumbnails to load in and the headline was a breeze too. Put them both in holders so I could position them later. My trouble comes when I try to pass the link attributes to a button that also gets attached to each press clipping. I can trace out the link array that I create to hold my XML data but when I try to pass it to a getURL function inside a button in the same For loop "i" is never passed.
Code: var yPos:Number = 0; var xPos:Number = 0; var spacer:Number = 6; var imgPathArr:Array = new Array(); var headlineArr:Array = new Array(); var linkArr:Array = new Array(); [Code] .....
Im making a game where you have a little dude you're walking around with using the arrow keyes. Now i have certain underwater scenes and here i thought it would be nice to add a little movie clip of air bubbles coming out of the dudes mouth.
So i have the movie clip with the animated bubbles laying in the same frame as the scene (where the dude will walk around). Im looking for a script that makes it so that as soon you enter the scene the "bubbles" movieclip will "attach" itself to the "man" movieclip. (Or atleast follow it around)
I dont want to modify the man clip itself with bubbles since then the bubbles will interfere with some hittest i have (and just want the bubbles to be aesthetic)
I'm making a menu. It consist of three mc's (btn1, btn2 and btn3) and two squares The two squares rescale horizontal in different directions depending on the button that is presses. When the squares come to an hold there is a little gap between them underneath the button that was presses and the button is going 20 pixels down into that gap. Below is the code I have used:
When the movie starts everything is fine. First the two squares are rescaling. When that is done the buttons are fading in and finaly btn1 is going 20 pixels down in to the gap. But what I would like to accomplish now is that when btn2 is pressed that first btn1 is going back up again when that is done that the two squares are rescaling untill the gap is below btn2 and that after that btn 2 is going down 20 pixels.
And that is where I have problems. Point one when I don't know how to integrate a if (if used) in the button event, so everything is going to move at the same time(btn2 already moves before the squares are in place and the squares are already moving before btn1 is back up again) and secondly the way I have it now btn1 is indeed moving back up again, but after that its up it also going back down again.