Is there any way to see if a depth is already being used by a movieclip before assigning it to another movieclip? I have a game where there are hundreds of movieclips moving around on screen at the same time and changing depths every time they move. But at rare times, one movieclip will spawn at the exact spot another movieclip is in and use that depth, making the old movieclip invisible (but still active and moving around).
See [URL] Now there is a button called Answera, which when clicked should have a symbol (movie clip) called Check appear at the cordinated specified. Check exists in the libary (but does not have an instance name) and no where else on the stage. when I run this code I get: 1180: Call to a possibly undefined method Check. -> var rightCheck = new Check(); How is it undefinded if it exists in the libary?
The following is my codes. This is still work in progress; so, you will see some functions with empty contents. Plus, this is my first Flex application; please bear with me. This is a quiz application that gets the questions and answers to each questions from a ColdFusion web service. There are three types of questions, True or False, Multiple Choice with single selection, and Multiple Choice with multiple selections. So, based upon the question type, the application would dynamically generate the appropriate amount of radio buttons or check boxes for the users to select. I got these working. The problem that I am having is, I am not sure how to check what the users have actually selected. In some other forums and posts on other web site, it said that I can use event.currentTarget.selectedValue to get the user selection. But when I actually do it, I got a run-time error saying, "Property selectedValue not found on mx.controls.FormItem and there is no default value." My question is, what do I need to do to capture the user selections?
i'm workin with some "self created windows" in my flash app. how can i put the window i click on front of the others? I found smth about swapDepth, but there is no swapDepth in as3.
i have this drag and drop thing basically when i drop the item on top of its slot i want it to do a hittest to set the depth to a number assigned to it. so lets say I drag an item called Item to a spot called slot i want it to do like item on hit test to slot set depth(2) lets say.
I'm trying to create a menu for my game, it is a tile-based game, and it draws my tile game ontop of everything. So how can I make my menu layer be above the tile game?
I have a movie clip that has about 20 layers that make up four different groups. (Five of the layers work together)Any one of the four groups has to come to the front of the others at any time.Is there an easiesh way to swap depths of these groups?EG. Can you swap a folders depth for example?
I'm running a loop that's creating a multiple movieclips. Each clip can be dragged to drop point on the screen. What i'm trying to accomplish is when you select an item to drag it should take the highest depth, and should appear over all other draggable items. Right now the first clip is always under all of them while the last is getting the highest.
This should be really easy to do, but i cant find anything from searching. It's all tuturials for buttons and stuff. All i want to do, is put a MC called "face" on top of everything. What exactly would be the AS3 for this, and where would i put it?
show me a good algorithm which loops through an entire XML without knowing from the start the number of children and sub-children?I studied something in university but at the time I didn't get the explanation well and now I totally forgot.
i have a slide out panel, which is a clip, with animated buttons,(they are cheat buttons so they have time lines or clips for each of the button states) these load pages or clips to the main stage, the problem is i want these swfs to load under the slide out panel, here is a little of my code,i know its a little crude but the way i have made the panel and buttons i found it easier this way.clip is laid out like "stage.page_loader.navi_pane.navi_pane_animations.buttons",the navi_pane loads clips to stage,the stage has about 15 layers with various animations,the navi pane has rollover states so clips have to be loaded to the stage so as not to take on button properties any help would be most greatfull.
Here is my issue. I have 6 MCs that are the same size and are on the same position on the stage. I am using AC variables to activate each one of them, here is an example of my script for the button:
How can I set the depth for a movieclip.Actually I want my popup to always come on the top and there is some problem using swapdepth.Would it help setting the depth of movieclip to be something like 10000??
I've got an isometric view of a flat surface. On this surface there are various characters running around and I obviously need to control the depths of each object.
My flat surface needs to be used in two views: top-bottom + isometric.
The original mc is generated in the flat top-bottom mode. For the isometric view, that same mc gets distorted: this way the whole XY coordinates system gets distorted too.
Have a look at this (updated).
So i'd need to create this extra coordinate (is it the classic Z-depth?), and manage to gather information about it...
Does anyone know what the formula would be to calculate the depths of each character (red lines)?
Whenever I create a MovieClip in the IDE and draw on it with the IDE then use ActionScript to add more to it (add a Sprite, draw graphics etc..) the thing I added is always behind the graphics of the MovieClip that was drawn in the IDE. How do I bring the Sprite/Graphics that I draw/add to the MovieClip in front of the graphics that were drawn with the IDE?I have tried doing this:
Code: var myMC:mcDemo = new mcDemo(); //mcDemo being a MovieClip created in the IDE. var sp:Sprite = new Sprite();[code]...
The final product of this is the myMC movieclip on the screen with my sprite behind whatever I drew in the IDE for myMC. How do I make it so the sprite is in front of everything? I have tried setting it to numChildren-1 which should set it in front of all objects.
I have a slide show of images for my banner that is loaded through the use of a component in my library. The component merely swaps images with a fade out/in as a transition. Now, that is working fine, the thing that i am having a problem with is that i can not place an graphic/text on top of the component. I what the banner to be in the background. What do I have to add to the component to insure that it will always load in the back, not infront of the text, graphic, etc..
I am making a 3d engine using formulas from a different language and its coming along nicely but I am having depth issues. How do I set the depth of an object within the script? I need the depth to change so I objects that are farther in the distance are further behind other objects.
I am creating multiple sprites on the stage using structured classes as shown below, I would like every time I click on one of these sprites to make it go on top of all previously created sprites. I would also like to know if this can be implemented from within the last class "class c" onMouseDown function.
I've got a bunch of movieclips lying on top of each other like a stack. When you click one, it slides out, and comes forward. When clciked again it goes back and slides back into the stack.inside the movieclips iv'e placed:
Code: this.swapDepths(1);
along the timeline at a spcific frame.I need to make it get the same depth value as it had before I clicked it when it goes back. Basicly:
I'm creating this shooter game. I attached a crosshair mc at the beginning with the depth set to getNextHighestDepth.However I keep adding the monsters mc dynamically when the game progresses, also with getNextHighestDepth. So the monster mc will keep overriding the depth of my crosshair's depth. how to get my crosshair mc's depth always to be on top of everything including the monster mc.I tried getNextHighestDepth()+1000 for my crosshair mc. But it was dumb because the monsters keep getting getNextHighestDepth as well. I assume that monster's depth would be 1001, 1002 and so on...
I have been trying to change the depth of an object. I have only just started learning AS3, so I haven't looked into this yet.So far I have been using a trial-&-error method to try to get this piece of code to work which I found on a site, but I have not succeeded:
Code:
setChildIndex(example,numChildren-1);
I am putting this code in it's class, and I tried replacing the word example with 'this'. Can someone please help me? When I test the swf it comes up with this in output:
Code:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/setChildIndex() at Foreground/enterFrame()
I have tried repeatedly to take the examples in setChildIndex and instead of using sprites I want to control the order of 2 buttons on the stage so that when I roll over one of the buttons it comes to the top.
Here is the code I have so far which is from the example given in the on-line documentation:
I have a Flash application that includes an MC (bitmap object) that is dynamically assigned to a Class. In that Class, other graphics are created, but the class MC is overlapping those graphics. Event though I tried dynamic depth swapping, it generally works, yet not for the inherent MC assigned to the class. The MC still overlaps the other graphic, even if I have swapped that graphic to the top depth
Im loading some HTML text into a flash dynamic text box and have some list items but i want the bullet to be flush to the left along with the other text and without such a big gap,see below.is there some code i can insert in my plain text document with out using css?<li>Present you with the best market opportunities within your search criteria.</li>