ActionScript 2.0 :: Flash 9 - Calling MovieClips On Stage?

Jul 1, 2006

I've just downloaded Flash 9 Public Alpha and I'm trying some new stuff. I would like to change the scale of a MovieClip instance that I've physically created and dragged onto Stage but the compiler doesn't recognize the mc instance...Do I need to do something beyond just referencing the clip? : myMovieClip._yscale = 10;

I have a haunting feeling that AS3 will be too intimidating for me to even begin to try learning, I can't really grasp AS2 yet...

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ActionScript 3.0 :: Calling Buttons (MovieClips) Onto Stage Via Linkage

Jul 7, 2011

It works perfectly in Flash Player 9 but not in FP10. I am calling 5 buttons onto the stage via linkage. These buttons are a movieClip with two frames inside - with different grafics on each frame. I want to use an array to make button 2 and 4 show the second frame in the movieClip. How can I do this! I guess I have to use FP10 since this is a small part of an AIR application. Create a movieClip with to frames, linkagename: radioButton, and why it doesn't work in FP10...

ActionScript Code:
import flash.display.Sprite;
var myArray:Array = new Array;
var box:Sprite = new Sprite;
var count:int = 5;
myArray = ["button1", "button3"];
stage.addChild(box);
[Code] .....

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Flash - Difference Between Calling Stage,width And Stage.stageWidth?

Oct 5, 2011

In as3 What is the difference between calling stage.width and stage.stageWidth I read somewhere that if we have nothing on stage then the value of stage.width is 0,but what happen when I have nothing on stage but loading contents dynamically on stage?I have tried this and when i have loaded content dynamically on stage then i have got

stage.width=value; // where value is dynamic number

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Flash - Calling Display Objects To Stage

Apr 15, 2012

I'm new with strings and arrays. I want script to calling display objects to the stage and the timer to move images up and down to appear like a scrolling numbers. I start getting sloppy, and mess up passing to Tweener.

- An explanation or strategy may be enough, "I've got pretty close on this one"
- There was confusion regarding the Containers and addChildren...looked like arrays

The code "get as far as error with NumbersView and numbers undefined etc".

import flash.display.DisplayObject;
import flash.display.MovieClip;
import flash.utils.Dictionary;
import flash.events.Event;
import caurina.transitions.Tweener;
[Code] .....

The methods were proved separately. "I got a earlier version of the document going, but I need to work through this to understand it."

Symbol Properties
Class ImageView
Tweener
The "caurina" folder needs to be present
Rolling Numbers "Success loading numbers and connecting to counter".

Placed the movie clip object on stage with two dynamic text fields in it. Make sure the container is placed on stage, has the two text fields in it, and everything is given a proper instance name. Also include the caurina folder.

Seconds MovieClip symbol with instance name of seconds
firstDigit Dynamic text field with instance name of firstDigit, placed in seconds
secondDigit Dynamic text field with instance name of secondDigit, placed in seconds

Symbol
Un-tick 'Export for ActionScript'
Use 'Name, Class, and Instance' correctly

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ActionScript 3.0 :: Movieclips On Stage / List Of Movieclips That Are On Stage?

Jun 4, 2009

is it possible with AS3 to see the list of the movieclips that are on stage?

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Actionscript 3 :: Use A Stage Instance Rather Than Calling 'stage'?

Oct 6, 2011

I would like to know if there is a reason that, within an AS3 class, I would want to do something like this:

var myStageInstance:Stage;
//within an arbitrary class
var myStageInstance:Stage = stage;
myStageInstance.addEventListener(MouseEvent, someFunction);

as opposed to something that I would normally do:

//within an arbitrary class
stage.addEventListener(MouseEvent, someFunction);

There is no particular problem that I am looking to solve right now. I would just like to know if there is a reason to use one method over the other.

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ActionScript 3.0 :: Stop All Movieclips On Stage And It's Nested Movieclips?

Sep 9, 2011

Looking for a way to stop all movieclips both are the stage and that are children of the ones on the stage.
 
I toyed with looping thru stage's children so I can first target clips on the stage. But I am getting error.
 
for (var i:int = 0; i < this.numChildren; i++)     if (this.getChildAt(i) is MovieClip)
{
this.getChildAt(i).stop
}}

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Professional :: Calling A Function For All Movieclips?

Feb 7, 2010

I am creating an interactive map which is attached, what I want when you hover over any movieclip the alpha decreases and when you mouse off it goes back to 100% aplha. I can certainly do this, but I only know how to do it by referencing each movieclip first! For example:

[Code].....

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Professional :: Calling MovieClips With If-else Condition

Jul 28, 2011

I've a problem with calling the movieclip from the library with the if else case.If I take out the if else condition, the code runs normally but when I do I can't. I tried numerous attempts to fix the code but it still failed.What I wanted to do is, when I click one button out of 3 buttons at the 1st frame, it will pass the string (either red, blue or orange) to answer textbox. Then I store the string into a var called tarotno to go through a if else condition to call the MovieClip according to the string passed.[code]

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ActionScript 2.0 :: Calling Functions In MovieClips?

Jun 16, 2007

I have this REALLY wierd problem. I have a MovieClip that is attached onto the stage. In this MovieClip I have the init() function. When I try and call this function, after the MovieClip has been attached on stage it doesn't work! I can't belive it!

MovieClip Frame 1
function init(){
trace("bleh");

[code].....

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ActionScript 3.0 :: Calling Movieclips Using Variables?

Apr 18, 2010

I have a series of movieclips stored in the .fla library

Clip1 (class: clip1)
Clip2 (class: clip2)
Clip3 (class: clip3)
Clip4 (class: clip4)
Clip5 (class: clip5)

I want to be able to add each clip to the stage using a function where the number is a variable that can be added to the "Add movieclip" statement.

For example:

var x:Number = 1;
var "Clip" + x:"clip"+x = new "clip" + x();

so that the program inteprets the above as:

var Clip1:clip1 = new clip1();
addChild(Clip1);

This was the only way I could think of adding a movieclip to a stage. I am open to any other option. I hope this was clear. I don't have any code to post because I'm just trying to work through the logic of the program. Adding movieclips to the stage when the name of the movieclip has a variable in it, is the part I am stuck on.

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Flash :: MovieClips On Stage Disappear?

Jan 30, 2012

I am creating a miner game (where there are pieces of gold and you have to catch them with hook).I modified the Main class to take all children of MovieClip(root) that has name "Gold" and them put them in an Array(boulders[]) where later check collision (I design and put on stage several "Gold" MovieClips for every level). When the player collects all gold (when the boulders array.length <= 0) then goToAndStop(nextLevel), where again it takes the gold MovieClips from the stage and if it's name is == "Gold" then put's it in the boulder[].

What happened: On the first level(frame 2 cause frame 1 is the preloader) everything is good - I have 2 gold MovieClips on the stage(in design mode) and all 2 gold are put in the array and displayed.

On the second level I have 4 gold and only 2 of them are put in the array and displayed.

On the third level I have 7 golds designed on stage, but only 3 are displayed and put in the boulder array.

It's almost the previous count of the gold(on the previous frame) are subtracted from the count of the next frame gold movieclips.I am placing the Main.as code:

public function createLevel(){
nextLevel = this.currentFrame + 1;
for (var i:uint = 0; i < MovieClip(root).numChildren; i++){[code]....

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Flash : Removing Movieclips Of An Array From The Stage?

Apr 3, 2011

I need to remove every object that is part of an array from the stage. What I have right now only removes one of the objects.

this.removeChild(enemyList.splice(0)[0]);

I've tried several variations of this with either the same result or an error. Also, what is the zero in hard brackets for? I haven't seen that in many tutorials/explanations, but when I take it out, I get all kinds of errors.

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ActionScript 3.0 :: Calling Nested Movieclips From External Class?

Dec 3, 2008

1) I created a movieclip (book_mc) on the stage. Inside the book is another movieclip (bookPages_mc). Inside of bookPages_mc is a third movieclip (subNav_mc).

2) On the root layer I created another movieclip (button).

3) On "button" I went to Linkage and gave it a base class of my own creation, "MainNav".

Now in the MainNav class I want to tell the subnavigation movieclip to animate.

The problem is - I can't figure out how to reference nested movie clips from an external class.

(For the record - everything has an instance name and has been double checked. The code works from within the FLA but not from an external class.)

Here is my class code (everything works except for the reference to the nested movieclip):

Code:
package {
//imports
import flash.display.MovieClip;
import flash.display.DisplayObject;

[Code]....

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ActionScript 3.0 :: Calling MovieClips Function For Interactive Video Game?

Mar 13, 2010

i'm Currently creating an interactive video game. There are 66 movies. I'm new to AS3, and have little experience in AS2.

The game in short:
You choose from 5 ingredients, each has this product provides a number of calories:Rice R = <- for all standard!

[code].....

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ActionScript 3.0 :: Calling MovieClips Function For Interactive Video Game

Mar 13, 2010

I'm Currently creating an interactive video game. There are 66 movies. I'm new to AS3 and have a little experience with AS2. I will try to explain the game! You choose from 5 ingredients, each has this product provides a number of calories:

Rice R = <- standard value!
Mais =-C
Roots =-W
Tofu =-T
Onions =-U
Champions =-M
Each ingredient can be added only 1 once.

Good combinations:
R-U-T-CR-U-C-TR-T-U-CR-T-U-CR-C-U-TR-C-T-U
Each movie is in a movie clip. And the frame where the movieclip is on, is labeled with the combination. For this I wrote the following script:

ActionScript 3 Code:
stop ();
var caloriesVar: Number = 10, / / default Rice
var inpanVar: String = "R", / / R = Rice
iLabel.info_txt.text = (caloriesVar);
iLabel.info_txt2.text = (inpanVar) / / idem
[Code] .....

But this does not work. When you click a button, the script doesn't do anything. Do not know where it goes wrong because he does not update the text fields.

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Flash :: Calculate Memory Added Up By Adding 10,000 Empty Movieclips On Stage?

Dec 10, 2011

here is a very simple code

for ( var i = 0 ; i < 10000 ; i++)
{
var mc:MovieClip = new MovieClip()
addChild(mc)
}

What is the memory accumulated by this code ? Any flash util's keyword i may use ?

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ActionScript 3.0 :: Flash - Make Two MovieClips Appear On The Stage In Random Locations OnClick

Oct 12, 2011

I typed out a function in an attempt to make two MovieClips appear on the stage in random locations onClick but I think I either forgot to add something or forgot to take something out.

[Code]....

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ActionScript 2.0 :: Calling A Pointer To The Stage?

Feb 10, 2010

I was wondering if it was possible to call a pointer to the stage to replace the original pointer. I know the action script to replace the original pointer and to hide it but I need to know if it can be called so that I dont have to put one of the pointer on every frame I want the pointer to be replaced. Flash 8

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ActionScript 3.0 :: Calling Stage Methods From With MovieClip

Dec 14, 2009

Hypothetically, I have a movieclip menu that's created using a class menu.as at runtime. When I instantiate that class on the stage of the main swf, how would I go about telling that stage what to do on a specific click? For instance, if I click button1 on the menu, how do I tell the stage to turn random_object's alpha down to 0?

Important note - buttons in the menu class are loaded dynamically, and there is no way (that I know of) of binding them specifically to event listeners on the main swf stage as in "menu.button1.addEventListener(...)". To summarize my question - how do I control the main stage from within a movieclip, without assigning eventListeners on that main stage?

I have managed to make it work using this method: Inside the class, I add an event listener to each button. On CLICK, the button calls e.currentTarget.root.desiredFunction() where desiredFunction is the function on the main swf stage I want to run. Is there a more efficient or clean way of doing this that anyone knows of?

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ActionScript 3.0 :: Calling Stage.addEventListener From Another Screen?

Feb 7, 2010

When i call stage.addEventListener from Document Class (i.e. the entry class to the program) it works. But now i have changed the structure to something like: Document Class pulls PlayScreen (which is of type movie clip). In this PlayScreen, i call stage.addEventListener, but it gives me error saying: Cannot access a property or method of a null object reference. so how do i go about it. basically, i want to add a stage event listener for keyboard event.

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ActionScript 3.0 :: Nesting Classes Then Calling Them On The Main Stage?

Jul 9, 2011

I having trouble nesting classes then calling them on the main stage.I have one AS file that contains all the functionality to create a simple button with a text field that can be customized from the FLA file. I want to use this AS file to create another AS file for a form.I have called the simple button from the AS file into my other AS using import RoundRectButton.

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ActionScript 2.0 :: Calling Function Within MovieClip That's Just Been Added To Stage?

Mar 29, 2012

[code]This is called as part of the die() function I've created for an enemy in the small game I'm making.The idea being that when the enemy dies, it attaches a movieclip of an XP orb.And it does this perfectly well.The issue is in the last bit of the code.I'm attempting to call the setType() function within the class that the XP orb is in.However, it isn't setting the type to 100.

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ActionScript 2.0 :: Calling Stage Resize Listener On First Frame

Aug 4, 2009

how do I call the re-size action at the first frame? It works great once you resize, but isn't called at the beginning. I've tried a few things, but I'm shooting in the dark at this point.

Code:
sizeListener = new Object();
sizeListener.onResize = function() {
if((Stage.width > 1920) || (Stage.height >1200)){

[Code]....

I'll get into AS3.0 once I have time, don't want to rewrite a bunch of sites right now for something so small!

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ActionScript 3.0 :: Calling Function On Main Stage From Within A Movieclip?

Feb 9, 2010

I want to make 5 buttons visible after a logo has animatedI have a function called vis that successfully makes the buttons visible.How do I call this from within the movie clip (instance name 'logo'?)first frame of main timeline code:

stop();
function vis () {
webMC.visible = true;

[code].....

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ActionScript 3.0 :: Calling Root Object To Main Stage?

Feb 15, 2010

If I have a movieclip loaded with Loader and I want it to call back down to the movie that loaded it how do i do that? Referencing a root object just gets me to the root of the child not to the main stage.

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ActionScript 3.0 :: Event Listener Calling To The Stage From Movie Clip?

May 22, 2011

I am having problems with a flash project I am working on (flash cs5.5, as3).I have a movie clip with some animation in it, and when it reaches a certain point, I want it to call out a function that is on the first key frame on the stage (as in on the main timeline and not in a movie clip...).This is what I have so far in side that movie clip:

Actionscript Code:
stop();addEventListener(Event.ENTER_FRAME, onTween);

but I allways get this error message:

"Symbol 'ContMask', Layer 'Layer 6', Frame 124, Line 21120: Access of undefined property onTween."

All I am trying to make it do is to trigger the function (onTween) in the main timeline from the movie clip (ContMask).

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ActionScript 3.0 :: Nested MovieClip Animation - Calling Stage Frame

Mar 4, 2010

I have an instance of a movie clip that runs and after it runs I want it to call a frame to gotoAndStop back on the main timeline (stage). What is the code for that? When the animation ends, I am simply giving it a stop(); and then I want it to go to the next frame on the main timeline. I think this used to be _root in AS2.

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ActionScript 3.0 :: Calling Full Screen Stage After Loading Image

Mar 21, 2011

I have a movieclip, that inside it's timeline I have a function that after loading an image into stage, call a function to fullscreen the stage. When I open my swf file alone, it just do fine but when I open it in html file, it doesn't go fullscreen. (It doesn't relate to allowFullscreen or something like that, cause if move my fullscreen command before loader complete , it goes perfect, but if i use in onComplete event , it doesn't do anything when viewing in html.

Inside my movieclip i have this that doesn't work :
Code:
import flash.events.MouseEvent;
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
function func1(evt:MouseEvent)
[Code] .....

All the things goes right. I used the trace command. The FullScreen command doesn't work on Loader Class , Complete Event when displayed in html file

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Actionscript 3 :: Flash CS5 Displaying Different "screens" On The Stage As Movieclips?

Aug 2, 2011

Taking this thread to the next level and now making a Main.as class to display different "screens" of my game.For right now I only have 1 screen called ControlPanel, but this will eventually have multiple levels (each level will be a separate screen) and a level selection screen, etc. added. So at this point I'm losing control over how to give things access to the stage (in other words... it's getting really thick with multiple levels and this noob's brain is being overloaded lol).

To start off, I took all of my graphics that were on the stage by default (buttons, lights, meters, score text, etc.) and created a new symbol (MovieClip) that I called ControlPanel and checked off "Export for ActionScript" with a class name of ControlPanel. So now my games fla stage is black and I made it's document class Main.as. which looks like this:

public class Main extends MovieClip {
public var controlPanel:ControlPanel;
public function Main() {[code].........

Running this worked perfectly in that my Control Panel screen popped right onto the screen. Of course all the buttons didn't work yet but that is the next step. So I modified my old Game.as to now be called ControlPanel and read like so:

public class ControlPanel extends MovieClip {
private var docRef:Main;
private var _player:Player;[code]...........

this is a hodgepodge of ideas torn between the docRef and the View idea. I need to have access to the stage for my mouse and keyboard listeners, but then I also need access to the buttons in the ControlPanelView symbol. Do I need to pass both the view and the docRef here? How to I maintain access to the stage and the ControlPanelView graphic?

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