ActionScript 2.0 :: Changing Alpha On Multiple Movie Clips?
Jan 7, 2010
I know how to change the alpha of one movie clip at a time on rollover, rollout, and release. But I'm a bit stuck trying to figure out how I would change the alpha of multiple movie clips, when one is clicked. It's for a simple photo gallery and I want all the thumbnails to darken once one has been clicked & the image is loading. I can't just fake it by having a somewhat transparent black movie clip appear over everything, because I need the alpha of each thumbnail to be able to change again once people roll over a new thumbnail.(a section of my code is included for reference but there are like 30 thumbnails so I didn't include it all, the code is the same for everything)
you'll notice on their main page, when you roll over section "living" all movie clips below which are "living" projects are highlighted, while others are faded out.I have a vague notion that this is done by creating a series of arrays, one for living, one for learning, one for working, etc etc etc... and then changing whole sale all MC's contained in those arrays upon roll over.First of all, am i correct in this assumption? If so, i really need some pointers to get started. Say i want to define these arrays, and on the press of a button, one directs its movie clips to change alpha to 50, and the other to 100. All of these movie clips by the way are visible on the stage.
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
The thing should work like this: theres a movie clip in frame 10 of the timeline with two buttons inside, by clicking one of them the movie should jump to frame 15 and take the alpha of two Mc there (they are inside a different movie clip) to 0. This is what ie been trying (code on the button, btw):
on (release) { McScene2.lettuce._alpha = 0; McScene2.pumpkin._alpha = 0;
I have created a website on the time line. There is actionscipt contolling which frame to play via a button. Within this button is a movieclip with a fade in using alpha on its own timeline with a stop(); at the end.The problem is I only want it to play when you first see it from moving to that page from the main timeline. Currently if i move over the button it plays the movie again which i dont want to happen. I do however want to retain the over states etc for the button.
I'm working on a simple movie clip that shows a few lines of outline text. Audio will eventually accompany the text, and to make the clip more "interesting" from a viewer perspective I've been asked to fade in the text line by line as the clip progresses. I hadn't expected any trouble with this...I created the text clips individually, converted them to symbols, then applied alpha=0 at appropriate points, then inserted a motion tween to transition to the same clip with alpha = 100.
The problem I'm seeing is that when I publish the swf and open it, it just shows me all the text immediately, no fade in, no nothing. When I click Control->Play while in editing mode in Flash, the clip behaves as I'd expect. Is there some feature of text clips that prevents them from behaving as expected in this context?
Basically I am making a Side Scrolling game for a Uni Assignment and I was wondering if:You could change a movie clip into another oneFor example I have 3 animations, 1 of a guy running, 1 of a guy standing still and 1 jumping.I was wondering how to get it so he stays still when nothings being pressed but while left/right is held down, it switches to the running man?
I've set up a simple enter frame loop to adjust the alpha on a grid of movie clips ("bubbles") using a distance formula from the mouse pointer.I've got a hunch that while this works fine, there's a more efficient or processor friendly way to do it.
grid of mc's created here....and pushed into an array stage.addEventListener(Event.ENTER_FRAME, loop); function loop(e:Event):void{ for each (var j in bubbArray)[code].....
I'm looking to make a slider bar reveal movie clips on my stage as you drag it along. I've written some sloppy code that works, but isn't smooth by any means. I basically put MCs on different frames on the timeline, and I want those MCs to fade in or out relative to where the pointer is on the bar. This was a workaround, what I think I need is a boolean solution, but I'm not familiar enough with AS to write one from scratch. Here is the code I have so far. Does anyone have any ideas?
got a movie clip with a fairly complex timeline animation. At the end of the clip I need the entire mc to move and scale to a specific location. Unfortunately, the first frame of the mc (the poster frame) is just solid black, the elements I really need to align are on the last frame of the mc (near frame 435). Is there a way to display an arbitrary frame of a mc on the main timeline for authoring purposes?
I have this code to use to pause animations in different areas of a .fla, for each pause I have been copying this and changing the "var timelinePause" and other items as shown after the original code, is repeating this code for each pause just junk code? is there something else from this that I can use to pause?
I have an empty movie where I load some content (images), but i need the reference to be on bottom right of the content, while flash load the content with reference point at top left. I think that it is possible to change reference point with as2. Working with as2 and flash player ver. 9 on flash cs3.
how to imitate a reflection of a movie clip in a "mirror." I don't know if I should have the initial movie clip on custom cursor or have it set to drag... but either way I don't know how to make the second clip the "reflection follow along. Obviously it would need to follow at a slightly offset pattern so that you would be able to see both clips (or majority of them) at the same time. It's for a school project that is due at 9am tomorrow so time is of the essence!!
I was wondering about the flexability of loading movies into a movie clip. Currently, I am well able to load one movie into a movie "loader" clip, but thought maybe there is a way to load additional movie clips into that same "loader" clip, as i am starting to accumulate several different graphics that i need to have be inside movie clips so that i can make them change colors on the same frame when needed.
i shot from the hip and tried this code, but didnt have any luck:
If i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!
I have 6 movies that i need controling. These are named hex1, hex2, hex3 etc. When the file opens i have some action script that needs to run something like this:
I'm working on a project where in I've found it necessary to mask a background object with MULTIPLE Sprites. I've tried doing this two ways: making one "parent" sprite to which all of the other masks are childed; adding them as individual masks.
The composite strategy just sort of gave up, Flash doesn't seem to like having to search through it's render tree to do these things and the result was no visible mask or masking (just the full background image). The latter strategy failed for obvious reasons: saying Sprite.mask = so-and-so implies that setting it again will overwrite the last mask.
Is there any way to use the composite strategy? Or is there a way I can copy over all of my sprites and draw them directly into one new sprite on every frame?
I'm building a website where i have 9 thumbnails on the maintime lineWhat i want to achieve is to press on the thumbnail whichwill redirect to a movie clip each time fairly big in size and have apreloader for each thumb. Load the content before it enters thefirst frame of each movie clip since the content is fairly big insize.(3d animation)
how to load multiple movie clips on the stage? My ActionScript 3 are as below:
I declared a movie clip - "mcPhotoFrame" (i.e. an instance of "mcPhoto" movie clip) and would like to load all the pictures on the stage but after finished loading, only the last photo shows on the stage.
Is it possible to have multiple movie clips inside one variable? I want to be able to just use var._totalframes instead of mc1._totalframes, mc2._totalframes, etc... Or is there another way I can avoid copying and pasting dozens of movie clips over and over
I've created this simple birthday game where the concept is to blowout 30 candles in 15 seconds. The candles are movieclips so that when they are clicked on, they blowout. However, when the option to "try again" begins, the candles are still out.
I'm making a simple drag-and-drop style dress up game, and I want to know if it's possible to combine multiple movie clips on different layers so that they can be gragged as a single object in the game, but retain their seperate layers. For example, if I make a hat and I want the front part of the hat to be on a layer above the doll base's head, and the back of the hat to be on a layer behind it, but the hat has to move as a whole when dragged.
I am loading multiple movie clips into a scrollpaneContainer mc and setting the source of my scrollpane to be the scrollpaneContainer.
Problem is the height of the scrollpaneContainer is larger than 2880 pixels (mc height limit).
I can split the movieclips into two scrollpaneContainer clips but I am unsure how to set the source of the scrollpane to be two different movie clips at the same time.
Trying to remove three movie clips from a game screen when advancing to the next stage, but the movie clips stay. I've been using removeChild (MovieClip) but its not working for all movie clips on the screen. this is my first time using flash.Heres the code I've got so far:
I want to make it so when I release one of my menu buttons AS does the follow: on(Release) If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3
If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3
Really the only problem I am having with this is i don't know if i can say multiple if then statment on one trigger and I also dont know how to say "is on frame..." properly in an if then statement.
how to target multiple movie clips at once so that if my tank bumps into a specific set of movie clips, it will change my move var to false without having to put a hittest on each individual movie clip and without having to list out all their names? I don't want to list fifty different instance names for all the hittests.