StartDrag, stopDrag, hitTestObject The Flash movie has three movie clips, square_mc and circle_mc that are draggable objects. The blackCircle_mc is the object that the other two instances, when dragged over it, should disappear from view. However, at the moment the example does not allow the movie clip instances square_mc and circle_mc to disappear. The instances disappear and are not visible in the target area of the blackCircle_mc instance, but not over the black circle area itself. The hitTestObject method is working on the target area outside the circle, but not within the circle circumference.
I have a game with a timer. Lots of moveable pieces using startDrag and stopDrag on a dropTarget. when the timer hits Zero, all the pieces are disabled using enabled=false;
but if I am mid-drag with a piece when the clock runs out, I can't get rid of it, and it won't let me hit my "reset" button.
i created quiz. Questions of quiz, two question are fill inthe blank and others are multiple questions. i want to add matches question using startdrag-stopDrag. it runs in seperated fla. But it doesnt runk when i add to quiz.fla, actually mybadscrore doesnt work. However , how i can do to run only once square1.mc?
Code:
square1_mc.addEventListener(MouseEvent.MOUSE_DOWN, drag); stage.addEventListener(MouseEvent.MOUSE_UP, drop); function drag(e:MouseEvent):void
when I use startDrag() and stopDrag() to drag an object why doesn't it effect the x,y coordinates of the object? you can run this example and see for yourself (move the circle and look at the trace messages):
Actually i have a quiz.fla. In the file ,two of them fill inthe blank questions and others are multiple questions.square1_mc must run only once not twice. Ä°f user correct selected, doesnt run it again.However,if mybadscoretext is 1 not increase 2,3,4. :Show i can do all?
stop(); var myScore:Number = 0; var myBadScore:Number=0;[code]....
I have a pretty simple function here where I want to start dragging a video scrubber along the x axis within bounds, and drop it when they let go. The code works perfectly if I don't specify a bounding rectangle (except it doesn't restrict to x-axis). What's up with that? Here's my non-working code:
Code: videoConsole.scrubber.addEventListener(MouseEvent.MOUSE_DOWN, dragScrubber); videoConsole.scrubber.addEventListener(MouseEvent.MOUSE_UP, releaseScrubber); private function dragScrubber(e:MouseEvent):void{
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?
The Flash movie has three movie clips, square_mc and circle_mc that are draggable objects. The blackCircle_mc is the object that the other two instances, when dragged over it, should disappear from view. However, at the moment the example does not allow the movie clip instances square_mc and circle_mc to disappear. The instances disappear and are not visible in the target area of the blackCircle_mc instance, but not over the black circle area itself. The hitTestObject method is working on the target area outside the circle, but not within the circle circumference.
I'm making a game where I have units that can move from square to square kind of like a game of risk but with squares.I want the units to be able to be dragged from one square to another.When I use the startDrag function on my unit it disapears.[code]so my workers show up in the square just fine.they just disapear when I drag them.some other minor details are:everything is in a big main MovieClip, class Square extends MovieClip and there is a .jpg on the bottom on the main MC.so the child level order is .jpg, then Squares, then the squares have Units (if they have units).Units are added to the Squares not the main MC.
I am trying to use startDrag to drag my square movie clip and while i drag it up the square should rototate right and when I drag down it should rotate left, everything works except of the rotation part
I'm making a VERY basic Jeopardy game, and I need buttons to be disabled after being clicked on once.
Oh, and I'm working in CS3, but I'm using AS 1&2 because that's what I learned... I have no idea how to use AS 3...
example: frame 1 has btn11 in it. btn11 when clicked takes the person to frame 2. when done with frame 2, they click on return.
the return button (btnReturn1) has the following AS
on (release) { gotoAndStop ("Round1",1) btn11.enabled=false; }
the problem is that it works at first - the button disables when I get back to frame 1, but the next time I click a different button then return to frame 1, the first button I disabled isn't disabled anymore.
my actionscript so that my disabled buttons stay that way no matter how many times I come and go from the frame? or if you have a better way to do it, that'd be great. basically, it's like the jeopardy screen, and after "songs" for 200 is clicked, I don't want it to be clickable again at all.
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?
how to constrain the Mouse movement along with the MovieClip I am dragging. In the following example, if Mouse travels outside of the box, it stops responding to MOUSE_UP. I would like Mouse to be constrained to the same area as ball during dragging, that is, when ball reaches a boundary Mouse will stop as well.
ActionScript Code: var box:MovieClip = new MovieClip(); box.graphics.beginFill(0xFF0000, .75);
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 adopted the tsunami effect that i've got from this link [URL] but the problem is how can i plug the title on each icon, showing up on an icon when i point on it (on rollOver)
I have a main movie that contains some combo boxes. Some of them may be disabled.By pressing a button I load another movie using loadMovie. The loaded movie also contains combo boxes.When the button is pressed, the clip that shows the combo boxes is removed from the stage and the loaded movie is displayed. By pressing another button, the loaded movie is unloaded and the clip with the combo boxes is displayed again.Well, once the other movie has been loaded, when I go back to the clip with combo boxes, the disabled combo boxes have a small gray button covering the black down arrow.I have determined that so long as the loaded movie contains combo box in the library, the problem occurrs, even if there is no actual instance of it.The combo boxes that are not disabled are not affected. The combo boxes are disabled by setting "cb_name.enabled=false".If the combo box is enabled, it displays correctly, but if disabled again, it goes wrong again.My project is targeting Flash 8, so it uses AS2.I'm using Flash CS4.
I am able to disable mouse events on a movie clip with a single frame using the mouseEnable property and setting it to false.However if the movie clip contains multiple frames setting the property to false does not disable the mouse events.Do I need to disable for each frame of the clip? Or is this outside the box for movie clips.I have tried .enable and .mouseChildren to false also.I have alternatives to what I am trying to do so I am trying to determine if I am missing something.this is basically my code, this code will ignore events if I change the movie clip to a single frame.The multiple frame movie clip is made up of 5 frames of bitmap symbols and functions properly.
public class Main extends MovieClip { private var contract1:MovieClip=new CONTRACT ;//multiple frame mc public function Main() {
i have a movie clip that changed the cursor icon. But once i inserted the movie within another movie it stopped working.heres the code of my movie clip ( FLASH 8 -ACTIONSCRIPT 2)
_root.onMouseMove = function() { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { if (isAttached) {[code]....
I'm writing a FlashLite ActionScript2 piece of code. I have a series of textfields that are dynamically created and displayed on screen. I then wish to drag each of these textfields around. To achieve this I used some code from another flash site for dragging and dropping. I have two problems:
1) The txtMovies are dynamically allocated so each as a number appended to it, i.e. txtMovie0, txtMovie1 and so on. I can't figure out how to assign these in a non hardcoded fashion within a loop i.e.
object_array[0] = ("txtMovie"+i);
When I do this, it doesn't work. I think it's because it's not an object but a string. I tried using Object as a prefix to the part in brackets, tried [ ] etc... but couldn't get it to work.
2) In the function fnTxtMovieOnRelease I'd like to access the parameters (i.e. .text) of the selected text movie but, I don't know how to access it. I have no idea how to detect which of the movies are selected and thus access their individual text strings. I've tried to pass a parameter to the fnTxtMovieOnPress function but this then stops that code from working and I really don't know why.
I have created a flash movie(Interactive Map) for my company and I have been asked to print out the file with our company Icon instead of regular flash icon.
I have a problem with the startDrag function I'm using in AS3. Right now I have a movie clip which is made up of 4 different layers. I export the movie clip, create and object of it, add in an event listener for mouse clicks that calls the startDrag function. However, instead of dragging the entire Movie Clip and all of its parts, it only grabs and drags one layer around, which breaks the different parts of the Movie Clip up.
public function HopperMouseDown(event:MouseEvent):void { event.target.startDrag(true); //start dragging tile[code].....
This is my function for the MouseClick event on the MovieClip. I initiate the startDrag event, but here it will not drag the entire Move Clip for some reason it only drags the different pieces inside the clip.
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
I'm creating a small drag & drop activity, and I want to be able to check and see if the dragged movie clip is completely within the bounds of another movie clip (or at least in the bounds of a certain x/y zone on the main stage. I can't use dropTest because it returns true if any tiny bit of the movie clip overlaps with the dropTest movie clip.
I also thought of something that just checks the x/y coordinates of the dragged movie clip, but I'd need this to reflect a range of values rather than one coordinate. For instance, I'd want to return true if the movie clip's x is between 50-60 AND the y is between 50-60. I'm attaching a small graphic to illustrate in case my explanation isn't clear enough [URL]
I have created a flash website, each button is a movie clip with an invisible button over it containing the following script
on (rollOver) { _root.mouse_over_profile_btn = true; } on (rollOut) {
[Code]....
each page is also a movie clip and on release of a button its played. the problem is that when i press another button to play another movie clip 'page' the old content is still there.
Is there a way of reversing the page transition i have used to bring out the movie clip and then bring in the next movie clip.