I am busy building a site that uses Flash, jQuery and standard JavaScript.It seems that the communication between these platforms often takes some time to complete. I can see that some users will think that nothing is happening and click the Flash buttons over and over. This will cause even more of a wait since more Flash to JavaScript communication is triggered.My solution: What I would like to do is make my Flash content un-clickable until my JavaScript and jQuery are done running. I don't want to do this by sending JS commands to the Flash since I do not want to increase the communication between the two. What I have done is use JS to set the CSS "curser" property to the "wait" when you move it anywhere on the page, and to "not-allowed" when you move your mouse over the Flash content, at least until one jQuery animation is done running.
The problem with my solution: It seems that when I move my mouse over the Flash element focus shifts off of the html and on to the embedded Flash object. This means that the "not -allowed" curser pops up for just a second and then disappears. What I ned to figure out: I was wondering if anyone has an idea of how to prevent the embedded swf object from accepting focus? In other words I would like the Flash buttons to be deactivated when you click one of them or one of several html elements that trigger jQuery animations. I don't want to use a JS command to call a Flash function that does this, since I don't want to add to the communication time, which is in reality my original concern.
I followed the infinite menu tut and it worked perefectly, how ever I'm trying to make a professional looking website and I don't want the scrolling to be obnoxious to the viewer (and I know jack crap about AS).
Is there a way I could get it to either work when the mouse is just on top of the .swf or to get it to work when the mouse is in proximity (within ~100px either way) of the .swf? Also, I'd like for the menu to reset and stay at x=0 y=0 when the it's not active..
I have some movieclips containing mp3s, there is one the main movie clip with the background music playing constantly, and several others with short loops that sound only when u click on them....what I need is that when I clic one of the movie clips containing the short loop the MAin movie clip with the BG music to stop automatically..
I'm trying to make a notepad - when you hold the mouse down you can draw like a pen and when you release the mouse it stops drawing. At the moment I can just get it to update after every click.
Writing.as:
ActionScript Code: //This class is to 'write' wherever the person drags the mouse class Writing {[code]...............
I am playing a movie clip onMouseDown event. There are total 10 movieclips in array. I want to disable onMouseDown event while movie is playing.PHP Code:
onMouseDown = roll2; function roll2(){ shimArray = new Array("ani1", "ani2", "ani3","ani4","ani6", "ani7", "ani8","ani9","an
I'm creating an animated menu that I'd like to 'stow away' when the user clicks anywhere but the Menu button.I know this involves adding a mouse listener for an onMouseDown event, but I'm not sure what or how to define this...Is it possible to define an entire area (my site) minus a specific area (the menu button) for an onMouseDown event?
The issue is that I am making something that has many buttons, and rather making a variable that has it turn true onMouseOver (when I go over an interface object, the variable wont let the click register), making clicking not register, and then register onMouseOut (when I leave the interface object, clicking is registerable) for every single button, I rather have it auto recognize if I am actually hitting the root object like shown in my attachment.
I've got this really weird problem. I have the following code:
[Code]....
The thing is, after I setup the onMouseDown, Anywhere I click on the screen run that function, not only the listMask movieclip! The movieclip is just a plain rectangle that was drawn by code, nothing special, no hidden graphics. Even if I don't draw anything in the movieclip, the whole screen is still clickable (as well as areas outside the screen, if we maximize the player window). This movieclip was created with .createEmptyMovieClip
The idea is that the function 'startDrawing' only has to execute when I click on the mc 'myMC' which contains a (filled) square, a sort of a drawingboard. However, it also executes when I click anywhere else in my movie.
I've got a very simple movie clip that is supposed to load an external .swf into an empty clip that gets created when you click on one of the clip instances on the stage.
[Code]....
The empty movie clip gets created (I assume), and the .swf gets loaded in, but when you click anywhere on the stage, this code gets executed, basically loading the .swf back in. It's only supposed to execute when you click on "about_mc" . What am I missing, besides a brain?
I am having problems with attaching multiple instances of the same mc, and tring to get an onMouseDown event for each of them.
The problem is that if I mousedown on one of the attached mc's, then all the attached mc's will trigger the onMouseDown event instead of only the one I clicked on.
the trace returns "onMouseDown called on 1" ...."n" instead of a single trace statement.
code:
function createSlideIcons(num){ var targetMC:MovieClip = this.form1.slideNav.slider; var spacer = 5;
How on earth do I use the onMouseDown event to remove objects generated by an array?
I'm still programming (if my bumbling can be called that ) the game I discussed in the 'Random Object Generation' thread and I'm using the basic framework of the array function that h88 gave me. Everything is working fabulously, but getting the things to disappear onMouseDown is a problem - it doesn't work.
Oh, and if I reference Target.prototype.onMouseDown and tell it it to this.unloadMovie, it unloads every single target on the screen instead of the one your mouse is actually over, making for a fairly... lame... game. I'm pretty sure it's because every single clip generated by the array is a Target prototype instance and so when the MouseDown occurrs, it unloads every Target movieClip. And I am using a hitTest in the Target.prototype.onMouseDown command, so that doesn't solve anything...
I have a CS3 scrollpane component with a movieclip loaded into it that the user can scroll up and down and side to side. In the movieclip I have a PNG and a drawing function that essentially lets the user drag and draw a yellow highlight box on the PNG. So onMouseDown the drawing function starts, onMouseMove the box size is set based on where the user puts the cursor and onMouseUp the box is actually drawn.
My problem is that if the user clicks on the scroll pane dragger bars (for lack of a better term) it draws a box where they clicked and dragged the scroll bar. how I could disable the onMouseDown if the user is interacting with the scrollpane?
I have tried setting X&Y conditions, but if they only work if the user is at the bottom right corner of the image. I also tried making an invisible button that would change a variable on rollOver and rollOut but that messed up my scrollpane somehow.
here is my drawing code if that helps at all:
PHP Code:
// var myClipNames:Array = ["mc0", "mc1", "mc2", "mc3", "mc4", "mc5", "mc6", "mc10", "mc11", "mc12", "mc13", "mc14", "mc15"]; var i = 0;
Is there a way to make the onMouseDown function also work within the MovieClips area in this code example? It seems like the two functions are conflicting.
I've written a lot of code, and I have a ton of onMouseDown clipEvents, but now I want to user just to be able to mouse over instead of clicking. Is there any code that will automatically activate all onMouseDown functions in your program?
Have you ever noticed that problems arise when you use movie clips as buttons, script their functions with AS and then, rather than simply clicking on one of them, you click and hold down. The main problem is that rollOut animations are not played.
For example lets say you have 2 buttons next to each other and you click one and hold down on your mouse, then move to the next button, you'll see that both buttons now display the rollOver state.
Is there any way around this? I test this on almost every flash site I visit and only a small few seem to be able to get around it. Usually I don't mind so much because users will rarely click and hold imo, but for the site I am building at the moment I really want to finally know how to get around it. I've noticed it does the same thing no matter what event handler I use.
TypeError: Error #2007: Parameter listener must be non-null.at flash.events::EventDispatcher/removeEventListener() at project1_fla::MainTimeline/btnName()
I am having a weird problem with scope/reference. I am using a loop to preload a number of thumbs in one go, I am creating a different listener for each one on the fly and then passing event handlers for each one of them. This should not be difficult using a loop, but somehow I cannot access the the parent object on my listener and therefore I can't do much with my thumbs after they are loaded.Here is the relevant segment of my code. myThumb_mc is a temporary variable that does not exist when the loop finishes, you can copy and paste this code to test it though. It should work to that extent. (you'll need an image1.jpg to be in the same directory)
Code: var myThumb_mc = _root.createEmptyMovieClip("myThumb_mc", _root.getNextHighestDepth()); myThumb_mc.clipLoader = new MovieClipLoader(); myThumb_mc.clipLoader.loadClip("image1.jpg",myThumb_mc);[code].....
The code above works, but it does not look nice and it cannot be the right way of doing this. Long question short, how can I access the parent of a listener from a listener object? ._parent does not work.
This is something that tugs at my mind a lot so I figured I'd ask the community. If I have a class called MyParentWidget and it contains an instance of MyChildWidget with an instance name of myChildWidget then I will often do something like this:
Quick question, can an object get the same event listener applied more than once? For instance if I have myObj.addEventListener() and then later in my application I apply the same exact listener on the object again does the listener get applied on the object thus increasing memory consumption? or does it get re-written over?
I am trying to add a key listener. I'm pretty sure this was working recently, but now it isn't, and can't figure out what is preventing it... I am saving in Flash 6.
var myListener:Object = new Object(); myListener.onKeyDown = function() {
I tried to add a listener but nothing happens....I mean nothing happens.
keyListener.onKeyDown = function() { if (Key.isDown(Key.TAB)) { if(des.text != "FRED"){[code]...
We want to set focus in atext field then when the user presses the Tab key we want to see what's in the field and move on the timeline.When I put the code above into a new file it works fine but if I put it into my course file or even bring it in using a loadmovie it doesn't work anymore.If I use a simple on realease key = tab on a button it works in a new file, but not in my course file.
I want to add a key listener to my stage, but from an object 2 depths below the stage. How would I do this?
I thought about adding the listener from my doc class, but the listener function is in the object that is two depths below the stage, which would mean I would have to pass the key values to the next movie clip, then when that one is loaded, pass it to the one with the listener function. It seems very complicated, is there an easier way which keeps with the principle of OOP?