ActionScript 2.0 :: Controlling Multiple Movie Clip Location Using Single Function?
Sep 20, 2007
I need to write a function which should fix the location of the movie clip on the stage.
public function setCoOrdinates(xpos:Number,ypos:Number,movieName:S tring):Void
{
eval(movieName)._x=xpos;
eval(movieName)._y=ypos;
}
My function is as above. While I use this function in flash I only see the last movieclip on the stage which was passed. Movieclips passed earlier seem to have disappeared from the screen.
I am currently working on an assignment that requires me to add sound to a mobile game. This is fairly straightforward in many ways but I wondered if there was any way that I could add multiple sounds to a single movie clip or action?
What I really want to do is to have say three or four different sounds for the sound of a spaceship exploding in the game to create variety and stop the gamer getting bored of the same sound every time they hit a spaceship.
So I want to control a movie clips rotation with the location of the mouse, with easing if possible. But I am having some trouble figuring out where to start
What I want to happen:Everytime I'd hover the mouse on each button, I would like the background animation to run. And have the animation stop on mouseout for each button.I was able to make it on one button via this tutorial: [URL]But this doesn't seem to work with multiple buttons involved.
My problem is that I am trying to use the following functions on 10 different logo movieclips. Each logo movieclip has a popup up box (another mc) within its timeline with a description in. When I hover over the logo movieclip i want it to call the forward frames function and on hover out call the rewindframes function.
function forwardFrames() { onEnterFrame = function () { if (_currentframe != 15) { nextFrame();
I have 16 movieclips, each with different instances and linking to htmlsI owuld like to have it so that when you ROLL_OVER a movieclip, they shift position 1 along the x and 2 along y axis.I've given each MC a ROLL_OVER event listener and know I could call separate function for each but I'm sure there's an easier way.This is what I have already have
I press a button and have an object (a movie clip) move onto the stage - that works ok.When that movie clip gets to a certain spot, I want it to stop - that works ok.I want to be able to press the button again and have it leave the stage - that works ok.Then if I press the button again, it will come back on the stage again - that works ok.when it stops on the stage, I want a part of it to animate just once. I've been trying to do this by putting a second movie clip inside of the first, but it won't work.
I made a movieclip to put the blocks(which are movieclips too) in a breakout clone.lets give the container movieclip the instance name "container"the blocks are preset in that container with their own instance names...what I want to do is a hittest with those blocks but I found out that.[code]
I have created a custom component that I am using, more conveniently, as a SkinnablePopUpContainer and I want to use the same function that calls and receives data from it for several Buttons in the UI. What is the best way to achieve this without having to create a new function for each button?
I have a single movieclip named button, and I want to use a "for" to multiply that movieclip, that way I can have multiple buttons and edit them all in a single function.
It would be something like this:
var _button = new button; for(i=0; i<5;i++){ _button[i]:button = new button; addChild(button[i]); }
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
how to stop a single movie clip in flash and other movie clips still looping. I tried stop(); and myclipname.stop(); both are not working. I attached a simple file,
Where do you put your code in flash? Do you put it all on the main timeline? Do you put in on the objects ? Where is the best place and why ? I followed a few tutorials where all of the code was on a layer in the main timeline (for arrangement). I kind of liked that but as I advanced in flash I started having problems with specifying the hole path for every movie clip (sometimes 7,8 embeded movieclips). I find it much more easier to just put the code on the movie clip itself. What is your method and why?
When using 'duplicateMovieClip()' is it possible to specify a path and x and y values on which the clip to be duplicated ? I have searched for the duplicateMovieClip syntax and this is what I found: duplicateMovieClip (target, new name, depth).
I've got a list of links nested in a movie clip named "link_list_mc", and I've got a movie clip that simulates a radio equilizer nested in another movie clip namedcentral_control_mc".Both mcs are directly on the stage. As you can see I can reproduce the music of my links but I cannot put to play the movie equilizer. My question is, how could I send an order (like in this case: stop() or play()) to a movie clip from another movie clip?.Ive beensing:root.central_control_mc.equilizer.stop()parent.central_control_mc.equilizer.stop().t neither of them seem to work.This is the code in the first frame of my nested movie clip "list_links_mc".
Code: var mySecondChannel:SoundChannel = new SoundChannel(); //click_cl01_al01.addEvent..."click."..click_cl01_al01
I have a movie clip and at the end of the timeline I have an action where it stops. Then I want it to play another movieclip on the stage that is stopped. My code is:
stop(); _root.narration.play(); But when I try it doesn't work.
Where X is a number from 1-500 inside [holder] is a button that when pressed should load an image into new browser (does this fine) then move the main movie to it's next scene. this is when it fails. I have tried
I have a movie clip which i use as a drop target. And I have four additional movie clips which can be dragged and dropped into the droptarget movie clip. But when I place a movie clip into a droptarget and I drop the second one too, the droptarget for the second one becomes the first movie clip but not the actual droptarget movie clip.
i want to have two different tweens on different movieclips within same layer...but what happens is..it groups both the mc into a single graphic...and applies tween for the entire graphic..and also i loose the Mc instance.
how can i achieve diff tweens on diff objects within a layer? More important is dont want to loose the MC instance
I am trying to attach a movie clip at a specific location on the stage using the following code:attachMovie("plane_mc", "mc", 1, {x:50} );The statement above does attach my MC called plane_mc onto the stage but it won't attach it at the location where I want it to. The x parameter doesn't seem to have any effect whatsovever on the stage location.
I need to know how to make a movie clip appear exactly where the user clicks.I have a button that is made up of four separate parts across the stage, and when you click a part of it, I'd like for a movie clip to appear on that button, where you just clicked.Rather than creating 4 separate movie clips (and four separate buttons) showing the same thing, can I just make one, and make it move to the location the user has clicked?Please let me know if this makes sense! Essentially, I'd like to know if there is a code that says "Make movie clip appear on location of mouse"
how I can use the location of the mouse to control the alpha of a movie clip. I have 3 images that are the full stage width/height. One image will be in the background and does not need to be changed. However the other images I want to fade in when the mouse is moved from the middle to the left or the right. So I know I need to set a min and max value to be the range of the alpha, but I have never worked with mouse position before. I can't use the mouse over function like many tutorial's show due to images being full screen.
I have 8 flash movies, each with 3 scenes within each one.What is the most effective way (by which I mean, takes the least amount of time to implement and produces a file without each and every object used in the library) to combine these 24 scenes into a single flash file so that they play consecutively and can be exported as a single SWF?EDIT: I know there is a method whereby you select all frames in each scene and convert these frames to a movie clip, however the main document then inherits all the objects from each MC in its library- this seems a cluttered approach. Is there a better way?
Problem:I have my main Scene 1.In that scene I have 2 layers.Layer 1 has a movie clip named ca.Layer 2 has a movie clip named tutorial.When a button is clicked in movie clip ca I want it to tell movie clip tutorial to gotoAndPlay("31")
I was using the code: btn_ca.addEventListener(MouseEvent.CLICK,click01); function click01(e:MouseEvent):void {
I'm working from main.swf and I need to call another swf to display one of four flvs once the appropriate button is clicked.
main.swf = my main content player.swf = contains mc_playMovie mc_playMovie = embedded in player.swf and contains four frames, each with a different flv movie.
I am making a game were you create movieclips with a button and move them around using a function system. The problem is, I want to control all of the same attached version of that movieclip in the code. how exactly would i do that if the instance name changes every time I load it?
I'm at the end of my flash site creation and I would like to have the "mouse_down" keyframe in my movie clip to change the frame of my other movie clip displaying the content of the page. How would I go about a gotoAndStop() function to control a movie clip from another MC?[Code]...