ActionScript 2.0 :: Change Attached Movieclips X Position
Apr 12, 2011
I am using the following script in a MC to produce an empty movieclip and fill it with evenly spaced movieclips on demand.[code]The last piece of code repeated below should remove one of the attached movieclips when it is created then remove its iteration from the array and loop through all movieclips after it in the array and minus 30 from their y coordinate:[code]When I trace Wine[mc] it produces a list of names of movieclips after it in the array as it should, and the movieclip is removed as it should but the coordinates of the other movieclips remain unchanged.
I have two movieclips in the centre of my stage. One is on top of the other and fade's between them using left/right buttons.I want to change this so that they slide in like a jQuery slider does. I don't want to change the initial position of the movieclips (on top of each other) just change the fade effect to a slide in.
I would like to have one movieclip over the top of other attached ones. I have tried getNextHighestDepth on the movieclip, but it still doesn't work. Here is my code for attaching the movieclips:
I wasn't sure if I were to put this in the Actionscript forum or in here, so I put it in here. I'm making a small test for a game so I made two attached movieclips to the stage. I got them to move at each other, but when they hit, it doesn't detect it. Is there anyway i can make them hit eachother? Heres the code
code: function loaderCompleteHandler(e:Event):void { var scoreXML:XML=new XML(e.target.data); var playerResult:MovieClip;
[code]....
I have a MovieClip with the linkage name of "playerResult" in the library. For every loop it takes the scores+names from the xml and displays them by creating a new instance of "playerResult" and attaches them one by one under each other.I need to be able to remove this highscore when it's not longer needed, thus (the most important part) freeing up memory. So I can then use the same code to show the scores again without doubling the memory it uses every time.
code: function loaderCompleteHandler(e:Event):void { var scoreXML:XML=new XML(e.target.data); var playerResult:MovieClip;
[code]....
... so I now have a name for each instance (playerResult0, playerResult1...) but still can't come up with a way to remove them.
I want to add a "progress meter" whenever the user goes to the next question (whether the question was answered correctly or not). I want to attach movieclips along the bottom line, and I want the user to be able to specify some color and shape preferences for these "progress meter" elements. I'm bilingual, so I included my original, french comments (pour tous ceux qui sont francophones).
English:
Code: function ajouterBalle(couleur, etat) { var posX = (quelleQuestion*(640/ballesTotales))-(640/(ballesTotales*2)); this.attachMovie("mc_balle", "balle"+quelleQuestion, quelleQuestion); this["balle"+quelleQuestion]._x = posX;
[code]....
mc_balle is actually just a movie clip with 3 keyframes, with shapes made of a fill (and no border).
I call upon the ajouterBalle function this way, which is supposed to create a "balle" or "progress meter node" using the right shape and color:
Code: ajouterBalle(0xFF0000, 2);
The balls position themselves in the exactly right fashion and shape...but the color doesn't apply! So I'm wondering where is the problem. Perhaps with the dynamically created color contructors? Or the line just after, when I set the color?I am able to change the color of a background movieclip (read: non-attached) with no problem, but the dynamically created ones don't work...
I am thying to create a movieClip class that has a button attached at the right corner, and then load multiple instances at the stage. My problem is, that although one MovieClip is loaded correctly, all the rest have no button attached! How is that possible? what am i doing wrong???Also i would like to note, that besides the button i am attaching one more movieclip with and image (from a loader)Let me show you what I mean:
package multi{ public class Multi extends MovieClip{ var rightButton:SimpleButton=new SimpleButton();
I am updating a file to AS3 that someone else worked on. I'm getting the error about scripts attached to buttons/movieClips and have been through the file a few times already. Is there a tool or something else that will help find the scripts?
I have dynamically attached a number of movieclips inside a another movieclip on the stage, and now I want them to act as buttons, but I can't work out how. They are named as they are created, so I know I can target them, but as to how to assign an onRelease functions to them I have no idea.I don't want to hard code a load of onReleases, as the number of movieclips will change depending on outside data, how I could do this with a loop or something, given that I have an array of their names?
How do I make a preloader if I have only attached movieclips from the library, I know how to make a preloader but not for attached movieclips. The movieclips are attached from level 0 to 12, and I want one preloader to preload all levels at once, how do I do that? Tried with a for loop to loop through all levels but it didn't work.
I did a search on the forums and found 2 threads that were relevant but didn't quite get what i wanted out of them.I've loaded a movieclip using attachMovie(); and ive put it into an empty movie clip (as you would with external MC's)My question is how i will go about targetting the loaded movieclip and having it play a certain frame.[code]
I have a little problem, How do I make a preloader if I have only attached movieclips from the library, I know how to make a preloader but not for attached movieclips. The movieclips are attached from level 0 to 12, and I want one preloader to preload all levels at once, how do I do that? , Tried with a for loop to loop through all levels but it didn
I need to remove some movieclips that are attached dynamically so they do not show up underneath the new movieclips that will be attached when a user clicks the next button. I've tried removeMovieClip with little success. I am able to remove one or two of them, but not all. I need all of the previously attached movies gone.
Here is the as2 for it. PHP Code: //Set functions function show_movie() { menu_mc._visible = true; buttons_mc._visible = false; teacherinfo_mc._visible = false; } function displayInfo() { [Code] .....
On my stage I have 2 empty MC holders, each of them in a seperate layer. In the bottom mc holder called 'map' a map image is loaded from my XML file using MovieClipLoader. This works fine.
What I want to achieve is that on top of the map, 24 PNG images with Alpha channels are loaded into seperate MovieClips attached in MC holder 'projects'. For every PNG image a MovieClip from my library is attached in order to determine the hit shape of the PNG image. This works fine too!
However all of sudden my first 2 MovieClips with the PNG images in it dissapear as soon as all of the images are loaded. But when I roll over on of the other MovieClips they suddenly show up again and when rolling out they dissapear again!
It has nothing to do with my XML file nor my PNG images, because when I move my first 2 XML nodes (the ones that are dissapearing) to the end, 2 different MovieClips dissapear! It worked absolutely fine before but since I added 2 more MovieClips the problems started. It almost looks like I can't load more then 22 PNG images, but that would be extremely weird.
I tried creating the first half of the MovieClips in one MovieClip and the second half in a different MovieClip, but that doesn't change anything. But when I create the first half of the MovieClips in the _root and the second half in a MovieClip, only 1 MovieClip dissapears instead of 2!
I really don't get it. I'm totally confused and lost since I don't know what else I could try.
Here's my AS2 code:
Actionscript Code: var pimage = new Array();var pmc = new Array();var ptitle = new Array();var phit = new Array();var ptooltip = new Array();var pmenu = new Array();var ptotal:Number;var phalf:Number;function fillProjects() { nodepath =
The proposed task has to do with the creation of an application in which the user will be able to insert, drag&drop and remove rectangles. The properties of each rectangle (name,x,y) should be saved in an xml instance.
1.Create a vertical toolbar with the above buttons:
a.new rectangle b.move c.delete
2.Create a movieclip that will be your workspace on the right of your toolbar named stage.
3.Create a function that will be triggered by the new rectangle button and will attach to the stage rectangles as movieclips named rectangle(i) (rectangle1, rectangle2,...).
4.Create a function that will be triggered by the move button and will drag and drop a selected rectangle.
5.Create a function that will be triggered by the delete button and will remove a selected rectangle.
If I have several items that move across the screen but the user can click any of them at any time, how do I record the current position of any of the items item in order to use that data to change the position of the item after the user clicks?
This is what I am doing: I have 11 images that slide accross the screen. The user can click any of them at any time. When he clicks one I am scaling the image so it looks like it is comming forward (z axis) and then the rest of the images are scaled down so it looks like they are going back on z axis. So what I am trying to do is get the current position of the image when the user clicks the image so that I can use that to correctly estimate the scaling and moving of the image to make it look like it scales from the center and not from the top left corner. So if have a variable that gets the current position of the image being clicked I'm thinking I can change its position using something like: x = currentposition + -45;
I'm trying to get in the habit of using AS in the first frame on the main timeline as much as possible. but sometimes i hit a snag. like getting a movie clip to change it's alpha when it hits a certain frame in an attached MC.
It this part in qeustion "if(ball._x + ball.width / 2 > 400){" should the trace function be recognised when the half of th ball moves over the 400 mark.
I have a setup where a girl is holding a card on there are words on each card and as time goes by they fall to the ground. The problem I am running into is that the cards never go back into the loop of cards, once they are out I am just left with a blank card. How could I have it reset this?
I've got a movieclip in my library called primaryCommMC.I'm loading these 5 times onto the stage and naming them commMC0-4 using the following:[code]Right now they're all obviously loading on top of each other. I want to stack these movieclips on top of each other so the first movieclip will be at y=0 and the following at y=(the height of the proceeding MC + 5 (a little gap)).
I have a master MC that's added to the stage via addChild(p2_mc). Inside that p2_mc, I have others MC'S (added to the stage manually, not via addChild). One of them is instanced fond_mc. I want to position that fond_mc in the middle of the stage using that line of code WHEN the stage is resized. Obviously, the following line is into the resize function: fond_mc.x = stage.stageWidth/2;
I works but returning faulty results because it uses left corner of the mc instead of registration point, which is top and center. I tried all math formula I could think of to no results. Keeps positioning the fond_mc wrongly. I know this is related to registration OR stage measurement. Is there a way to reset stage.stageWidth values INSIDE the resize function?
I have a moviclip duplicating 200 times and rising off the top of the screen. When it moves completely off the stage, and I want it to move back to the bottom of the screen and rise up again. Right now it just keeps going up off the stage and doesn't replace itself.Here is my code on my movieclip:
I am trying to create a movieclip, load a jpg into it, and if successfull, create another movieclip (or even better: create that movieclip right away too), with a textfield in it, and place it under the loaded jpg, depending on the postion and height of the jpg. I tried something like this, but the jpg and text don't show.
Code: this.createEmptyMovieClip("nieuwsfotoMC", 2); nieuwsfotoMC._x = 15; nieuwsfotoMC._y = 194; var loadFoto:LoadVars = new LoadVars();
I have some Headline MovieClips that are been attached on the stage on runtime based on an xml file.
Each Headline is placed one after the other vertically on the stage, and each one of them, when clicked, expands showing the description of the headline, pushing the other headline MovieClips down, according to how much _y is the description occupying.
I did a smilar example with some boxes attached on the stage with a loop, one after the other. Each Box, on RollOver, increases by _yscale to 130% for example and pushes the other Boxes down as:
i Code: mport caurina.transitions.Tweener; //using Tweener to tween the _yscale property num =4; var boxes:Array = new Array();
I will have 5 type of buttons. Each type I will duplicate (+1) at some condition. Each button is sharing a same functions, just some difference in value and positions. Button type's name:bug1, bug5, bug10, bug20, bug50
If I run the page locally on my machine, the banner looks fine no matter the browser. however, on the free hosting service server, size and position of certain movie clips are messed up in IE, safari and opera. they overlap in places, and u can see the corner of something that's supposed to be off the stage. why? note: the hosting service put some junk after my </body> tag... [URL]