ActionScript 2.0 :: Calling A Pointer To The Stage?
Feb 10, 2010
I was wondering if it was possible to call a pointer to the stage to replace the original pointer. I know the action script to replace the original pointer and to hide it but I need to know if it can be called so that I dont have to put one of the pointer on every frame I want the pointer to be replaced. Flash 8
I've got a large item on screen that can be dragged around by the mouse. I've simply put an invisible button on the item with:
on(press) { this.startDrag(); }
[Code].....
but if I move the mouse pointer outside the stage area while dragging the item and release the mouse button the release is not detected and the drag stays activated and I have to bring the pointer back to the stage and click and release on the button again to stop the drag.
Is there a way to deactivate a drag when the mouse is released outside the bounds of the stage, perhaps by using a different method that doesn't rely on a button?
I have a customised movie clip that replaces the original mouse pointer arrow. It plays well within the stage (when published onto IE), however, when the mouse moves OUTSIDE of stage, the movie clip disappears to be replaced by the arrow instead.
How can I have my movie clip (for the mouse pointer) to play inside and outside of stage?
In as3 What is the difference between calling stage.width and stage.stageWidth I read somewhere that if we have nothing on stage then the value of stage.width is 0,but what happen when I have nothing on stage but loading contents dynamically on stage?I have tried this and when i have loaded content dynamically on stage then i have got
stage.width=value; // where value is dynamic number
I've read some previous post by others, and have got the concept of how to make it happen just need to ask a few specific questions, one is the action script for changing the movie to the cursor and telling it how to move as the mouse cursor, next question is how do i get to act as the mouse pointer for the whole page, for instance I'm using frames I've got my buttons in the left frame, with a banner it the nested top and then the pages of course load in the main frame, how when creating the mouse cursor do i get it to work all over the page? I wasn't sure if using the normal method if it acts through out the whole site or just over a flash movie.
I'm new with strings and arrays. I want script to calling display objects to the stage and the timer to move images up and down to appear like a scrolling numbers. I start getting sloppy, and mess up passing to Tweener.
- An explanation or strategy may be enough, "I've got pretty close on this one" - There was confusion regarding the Containers and addChildren...looked like arrays
The code "get as far as error with NumbersView and numbers undefined etc".
The methods were proved separately. "I got a earlier version of the document going, but I need to work through this to understand it."
Symbol Properties Class ImageView Tweener The "caurina" folder needs to be present Rolling Numbers "Success loading numbers and connecting to counter".
Placed the movie clip object on stage with two dynamic text fields in it. Make sure the container is placed on stage, has the two text fields in it, and everything is given a proper instance name. Also include the caurina folder.
Seconds MovieClip symbol with instance name of seconds firstDigit Dynamic text field with instance name of firstDigit, placed in seconds secondDigit Dynamic text field with instance name of secondDigit, placed in seconds
Symbol Un-tick 'Export for ActionScript' Use 'Name, Class, and Instance' correctly
Hypothetically, I have a movieclip menu that's created using a class menu.as at runtime. When I instantiate that class on the stage of the main swf, how would I go about telling that stage what to do on a specific click? For instance, if I click button1 on the menu, how do I tell the stage to turn random_object's alpha down to 0?
Important note - buttons in the menu class are loaded dynamically, and there is no way (that I know of) of binding them specifically to event listeners on the main swf stage as in "menu.button1.addEventListener(...)". To summarize my question - how do I control the main stage from within a movieclip, without assigning eventListeners on that main stage?
I have managed to make it work using this method: Inside the class, I add an event listener to each button. On CLICK, the button calls e.currentTarget.root.desiredFunction() where desiredFunction is the function on the main swf stage I want to run. Is there a more efficient or clean way of doing this that anyone knows of?
When i call stage.addEventListener from Document Class (i.e. the entry class to the program) it works. But now i have changed the structure to something like: Document Class pulls PlayScreen (which is of type movie clip). In this PlayScreen, i call stage.addEventListener, but it gives me error saying: Cannot access a property or method of a null object reference. so how do i go about it. basically, i want to add a stage event listener for keyboard event.
I've just downloaded Flash 9 Public Alpha and I'm trying some new stuff. I would like to change the scale of a MovieClip instance that I've physically created and dragged onto Stage but the compiler doesn't recognize the mc instance...Do I need to do something beyond just referencing the clip? : myMovieClip._yscale = 10;
I have a haunting feeling that AS3 will be too intimidating for me to even begin to try learning, I can't really grasp AS2 yet...
It works perfectly in Flash Player 9 but not in FP10. I am calling 5 buttons onto the stage via linkage. These buttons are a movieClip with two frames inside - with different grafics on each frame. I want to use an array to make button 2 and 4 show the second frame in the movieClip. How can I do this! I guess I have to use FP10 since this is a small part of an AIR application. Create a movieClip with to frames, linkagename: radioButton, and why it doesn't work in FP10...
ActionScript Code: import flash.display.Sprite; var myArray:Array = new Array; var box:Sprite = new Sprite; var count:int = 5; myArray = ["button1", "button3"]; stage.addChild(box); [Code] .....
I having trouble nesting classes then calling them on the main stage.I have one AS file that contains all the functionality to create a simple button with a text field that can be customized from the FLA file. I want to use this AS file to create another AS file for a form.I have called the simple button from the AS file into my other AS using import RoundRectButton.
[code]This is called as part of the die() function I've created for an enemy in the small game I'm making.The idea being that when the enemy dies, it attaches a movieclip of an XP orb.And it does this perfectly well.The issue is in the last bit of the code.I'm attempting to call the setType() function within the class that the XP orb is in.However, it isn't setting the type to 100.
how do I call the re-size action at the first frame? It works great once you resize, but isn't called at the beginning. I've tried a few things, but I'm shooting in the dark at this point.
I want to make 5 buttons visible after a logo has animatedI have a function called vis that successfully makes the buttons visible.How do I call this from within the movie clip (instance name 'logo'?)first frame of main timeline code:
If I have a movieclip loaded with Loader and I want it to call back down to the movie that loaded it how do i do that? Referencing a root object just gets me to the root of the child not to the main stage.
I am having problems with a flash project I am working on (flash cs5.5, as3).I have a movie clip with some animation in it, and when it reaches a certain point, I want it to call out a function that is on the first key frame on the stage (as in on the main timeline and not in a movie clip...).This is what I have so far in side that movie clip:
I have an instance of a movie clip that runs and after it runs I want it to call a frame to gotoAndStop back on the main timeline (stage). What is the code for that? When the animation ends, I am simply giving it a stop(); and then I want it to go to the next frame on the main timeline. I think this used to be _root in AS2.
I have a movieclip, that inside it's timeline I have a function that after loading an image into stage, call a function to fullscreen the stage. When I open my swf file alone, it just do fine but when I open it in html file, it doesn't go fullscreen. (It doesn't relate to allowFullscreen or something like that, cause if move my fullscreen command before loader complete , it goes perfect, but if i use in onComplete event , it doesn't do anything when viewing in html.
Inside my movieclip i have this that doesn't work : Code: import flash.events.MouseEvent; import flash.display.Loader; import flash.events.Event; import flash.net.URLRequest; function func1(evt:MouseEvent) [Code] .....
All the things goes right. I used the trace command. The FullScreen command doesn't work on Loader Class , Complete Event when displayed in html file
Sometimes my mouse pointer will turn into a double arrow "<-->" for no reason when using the program. Is it just me?? I do understand it is suppose to when dragging frames, etc.., but this is not the case when I see it. I'm still able to make selections with it and it doesn't prevent me from normal use. It's just a pita too see it.
On the site above, the designer has managed to replace the mouse pointer with a plus (+) or minus (-) depending on where the mouse pointer is (either the left hand side of the screen or the right).I'd like to know how I could achieve this via AS3, if this is a possibility.
I want to find a way to make possible to draw on the entire browser page or a part of it using the mouse pointer. It will be just a blue line that it will be created when the button is clicked.
I have a rotating ad and right now, the mouse is an arrow. the user will not know it's a link. so i need to change the pointer to a hand. where and what do i need to do to change from an arrow to a hand?[code]
I have three large movieclip buttons on stage which change color on mouseover. When the user clicks on one of these, the buttons are hidden for the user a few seconds (timer). When the buttons reappear, and if the mouse pointer is already over one of these buttons, I would like the button to have the mouseover color. As it is now, the user has to move the pointer away and back on the button to change it's color.
So I would like to get the instance name of a movieclip under the mouse pointer after a timer completes. I tried this[code]....
I've managed to find the tutorial for custom mouse pointers but I haven't managed to find quite what I need.What I want is a mouse pointer thats actually a car (an overhead view) that rotates as tho it was driving. So its orientation is dependent on the direction the mouse pointer is moving. Basically I want the car to face the direction its driving in.
I know this easing thing has been gone over time and time again but I can't find a solution to my problem. Basically I have a menu of 3 items (mc instances on the stage). When you roll over an item I would like a pointer to ease to that item. The problem in my code is that the pointer mc eases up to a menu item mc but only works in an onClipEvent(enterFrame) event. If I place the code in an on(rollover) event within a menu item instance, the easing won't occur. In addition, I'm having problems with the scope of the menu. I would like this all to sit within a seperate mc but can't get any of the as to work if I do so. I'm not asking for the complete answer but some assistance in finding a solution . I'll post the .fla to clear up any confusion. By the way, I've already looked at the easing tutorials on kirupa but they didn't help with this problem.