I'm having some trouble with swapDepths function. I'm programming a drag/drop system. I created a empty MovieClip (depthSwaper), with the highest depth, and every time I drag one of my objects, I swap its depths with depthSwaper, so my object is always on the highest depth.Problem, I get this error : "Error #1006 : swapDepths is not a function".
Here's my script :
public function monDown(e:MouseEvent) { e.currentTarget.icone.swapDepths(depthSwaper); e.currentTarget.startDrag();
[code]....
currentTarget.icone is the MovieClip I'm moving. I tried to use swapdepth with just a number, like this : e.currentTarget.icone.swapDepths(10); but i'm getting the same error.
I have done this same thing in ActionScript 3, but am not familiar with ActionScript 2, which I am forced to use for this project. I am loading products into a SWF via XML and attempting to add a click event to each dynamically-created movieclip. Simply tracing the text from a node in XML will do for now. I'd like to assign a property called "desc" or "description" to each movieclip and have it trace that property's value when clicked. Here is the relevant portion of my code as it stands:
ActionScript Code: var iXML:XML = new XML(); iXML.ignoreWhite = true;
I have an AS3 function that loads and audio file and then plays it. I have the pre-loader for the first audio file working - now I need to run the pre-load function before the 2nd audio file starts.
I need to pass a variable to a function inside a function. However this parameter (i) seems not to be passed (to function ...onRollOver). This is required to attach a textfield to a movieclip (reading the adress and showing it as a tooltip).
ActionScript Code: for (i=0; i<array_BE_ElecCities.length; i++) { var attachElecCity = mc_map.mc_places.attachMovie("Plant",
I want to create a vector, then call a function that populates that vector with arrays. Fine. The only catch is the function itself will declare new array variables to put into the vector, but are these new array variables private to the function only?e.g. something like this
ActionScript Code: public var vec:Vector.<Array> = new Vector.<Array>(); private function populateVec():void {
[code]....
Is this "kosher"? a was declared in the private function but added to something outside the function..?
I need to activate some lines of code inside a function because that is where the object name has been made.Would a boolean work well? If so how exactly would i implement it? I tried booleans but had no success because i am not experienced with them..
Heres some code: public var myboolean:Boolean = new Boolean(); public function Function_One()
if I add a button to open a uiloader with a marker google with a xml dataprovider in data grid, how can I set this function?
function completeHandler(event:Event):void { var myLoader:URLLoader = event.currentTarget as URLLoader; var xmlDP:XML = new XML (myLoader.data); XML.ignoreWhitespace = true; dp = new DataProvider(xmlDP); dp.sortOn("name", Array.CASEINSENSITIVE); aDg.dataProvider = dp;
ActionScript Code: function function1(e:event):void{ //code
[Code]....
Can I somehow, stop the enter frame in function 2 with some code in function3? I know that is not the better practice, but in this case is really needful to have a function inside another.
It seems that I can have a function inside a function and my code compile fine. (by the way, this is a Flex question....not sure if that matters or not on here)But when I try to define a Resize from the inner function it complains....is it possible to do this? I'm really just trying to find a way to contain my functions inside functions that pertain to each other.
PHP Code: public function Close():void{ function Resize():void{
I am trying to make the classic brick breaker game, and i'm stuck at the part that when i lose a life, the game gets back to the beginning, except with one less life. Does anyone know how to make this?
I am trying to make the classic brick breaker game, and i'm stuck at the part that when i lose a life, the game gets back to the beginning, except with one less life. Does anyone know how to make this?
I wanted to swap the depths of two movieclips one located in _level0 the other located in _level2! I can get it to work when the MC's are on the same level but not when thier in different levels.
I did the 3d carousel tutorial from gotoandlearn.com and I manage to create a background color that will load once you click an image with a movie clip called dim . However this movieclip dim keeps appearing atop my icons. I tried Swapdepths to change the orders but its not working.
I did the 3d carousel tutorial from gotoandlearn site and I manage to create a background color that will load once you click an image with a movie clip called dim. However this movieclip dim keeps appearing atop my icons. I tried Swapdepths to change the orders but its not working. On function released. I want the var dim to be behind the var t:Movieclip =home. in the preview the movie clip dim with the alpha of 80 appears on top the var t that has the carousel images.
Code: import mx.utils.Delegate; import mx.transitions.Tween; import mx.transitions.easing.*; var numOfItems:Number; var radiusX:Number = 300; var radiusY:Number = 75; [Code] .....
I have 2 images that I want to swap places on a certain frame in my animation. I've been messing with it for quite sometime now and I can accomplish one of two things. Either the animation goes smoothly and the images don't swap depths or the images swap depths and the animation hangs.
I have a banner I'm working on and it has 28 icons that are button symbols. Each one when you mouse over, has a label animate out of it. All of these icons are in very close proximity and when you mouse over, the label usually goes behind the other icons.Now usually, with movieclips I attach this:
I'm filling my stage with a tile overlay (transparent .png). I want it to overlap an Embedded Video that's also on the stage. How can I get the tile overlay to be on top of the video instead of underneath?
I'm currently working on a project (AS2 in CS5) that contains a lot of small dots that are set up as buttons with rollovers. This has been problematic since the rollovers will sometimes appear behind some of the other buttons.
I did a forum search and found information about the swapdepths function that can be applied to buttons by using the following code:
[Code]...
This code solved the overlap problem, however... now when i roll out of the button, the "roll over" state remains visible (instead of returning to its original state)
The problem i have is that i want to use the ui window component (in order to keep file size down, and it just works well) but i want to use multiple windows on the stage. It was simple to get them to open with PopUpManager.createPopUp and to intialise the close button with deletePopUp(). Now heres the big but i can't get a swapdepths function to work.I have added in an event listener for the close button and the swapdepths but only one fuction will work at a time, ie i can get the swap depth to work but you can't drag the windows or close them, or you can drag and close one window but the other will not do anything until the top one is closed.i know that it's a swapdepth problem but i can't work out where to put the swapdepth in the code to make all fuctions work at once.The code is below
My movie has several scenes. In one of them I have to swapdepths of some mc's. The weird thing is that when I go on to the next scene, the mc's that were on top of the stackingorder are showing up on top of the next scene. I've tried about everything I could think of, but the mc's keep popping up on the other scene's.
I am having a problem and hope someone can help. I've created two mc's. One called "mcSkinned" and the other called "mcSkeleton". Each of these mc's has an mc inside of it that acts as the tab (so when the tab is clicked, the focus changes for either mcSkinned or mcSkeleton). The names of the tab mc's are:
mcSkeletonTabBackground mcSkinnedTabBackground
So this means that mcSkeleton has mcSkeletonTabBackground in it and mcSkinned has mcSkinnedTabBackground in it.I've placed each main mc (mcSkinned and mcSkeleton) on the main scene and added the following code to an "Actions" layer on the timeline:
Now, I know that I've done something wrong. Because if it worked, I would not be on here begging for help. Can anyone please let me know how I am screwing this up? have two tabs change depths when clicked on their tabs. I do not want these mc's to be draggable on to change z-depths.
i have been trying to work this out for some time and i can't find any info about this on the web.The problem i have is that i want to use the ui window component (in order to keep file size down, and it just works well) but i want to use multiple windows on the stage. It was simple to get them to open with PopUpManager.createPopUp and to intialise the close button with deletePopUp(). Now heres the big but i can't get a swapdepths function to work.I have added in an event listener for the close button and the swapdepths but only one fuction will work at a time, ie i can get the swap depth to work but you can't drag the windows or close them, or you can drag and close one window but the other will not do anything until the top one is closed.i know that it's a swapdepth problem but i can't work out where to put the swapdepth in the code to make all fuctions work at once.[code]