ActionScript 2.0 :: Hittest -- Drag To Defined Y Position?
Aug 29, 2004
i got 4 movie's on main (category0_mc, category1_mc, category2_mc and category3_mc) the _y position of these 4 movie's is variable.....i want it so that when i start drag "categorie0_mc" you only can drag to (category1_mc, category2_mc and category3_mc) and when release "categorie0_mc" change _y position with the other categorie movie.
i got 4 movie's on main (category0_mc, category1_mc, category2_mc and category3_mc) the _y position of these 4 movie's is variable.....
i want it so that when i start drag "categorie0_mc" you only can drag to (category1_mc, category2_mc and category3_mc) and when release "categorie0_mc" change _y position with the other categorie movie
This was harder than I thought (or could it be my lack of knowledge in AS ) Anyhow, problem: I want my cursor to swap with a costum cursor, go to an defined x and y position from its original position (maby wait a sec.. if possible) an then go back to where ever my original cursor position may be. Did I get that right haha. A sample is in the begining of this [URL] I posted a fla with cursor and position. (screaming from th bottom of a swedih well, and they're deep)
I'm trying to set up a very simple drag and drop game where users drag movie clips onto other matching movie clips.If the answer is correct, the mc stays in place; otherwise, it snaps back to original position. So far, only the dragging part works -- the movie clip won't stay in place when dragged to the correct position.I'm using Flash CS3 and Actionscript 2.The Flash movie can be found here: http:[url]..As it's set up now, the mc with the buffalo symbol is draggable,and the correct drop zone is the fish with thetext.Here's the script I'm using:
// Get the movie clip's location and // store the coordinates as variables onClipEvent (load) {[code].....
i've got a movie where i've got 3 color slider and 1 gray slider the functionality is supposed to be that the gray slider moves along as the avg of the 3 color sliders xPos unless it is clicked, where it then controls the xPos of the color sliders and then can slide them dynamically. here's the code inside the gray slider:
Ive got a code to move a MC on the main stage together with the mouse, in the the X axis,. difficult to explain. But now the client wants that this MC movement works only when the Y position of the mouse is over the 300 px. I thought I need a hit test or something elese. Please help. Here is the whole code.
I need to create a game where you drag and drop clothing onto a body that snaps into place then when the body is fully clothed you click a button to see if the clothing you selected is correct. There will be 4 different areas of clothing with 3 options for each area, one for each area is correct. how to achieve this? In either actionScript 2 or 3.
This seems like it should be simple, but... I've been trying to figure out how to do the following, and I can't seem to make it work. It all works except for the hit test part. I have a working drag and drop application. I need something different to happen when the user drops an object while the mouse x,y is, or is not over a certain (very irregularly shaped) bitmap inside a movieClip. how to do this? I have found some complicated ways to hit test between 2 bitmaps, but not 1 bitmap and mouse x,y.
I'm having a problem with my dragOver function.The point of my project is that can drag the items that are on the table to the little bag (this is a button) on the left bottom of the screen.The thing is that the dragging works but when I perform a hitTest the item is supposed to dissapear, but it doesn't....
I am using flex builder 3.2, Action Script 3 and develop for Flash Player 10 and am quite new to it. when I call a method of a self defined class, I get the 1061 error (not defined). But the class and the method exist and are public, so what the hell am I doing wrong? Flash Builder is even offering me this method in the auto-completion, so at least the builder knows it... I have already tried cleaning the project (as this is the common source of strange errors when working with java/eclipse),
edit: solved... The problem was that a package had the same name as the variable I used for the class. Very strange error message, thumbs down for this .
Ok, so I have a movie clip (named "shade1") that the user can drag up and down the stage. I am trying to send a command to a url when the movie clip is dropped on a specific area. The area is a movie clip that I named "closed". So far I have the mc able to move around and am using Sharedobject to remember where the user dragged it. My problem is, how do I work into the script the command to sendToURL?
Here is my code thus far: ------------------------------------------------------------------- var mySO:SharedObject = SharedObject.getLocal("republicofcode"); shade1.x = mySO.data.my_x; shade1.y = mySO.data.my_y;
Just trying to add a little more functionality to this code for a drag and drop interaction. Suppose I have multiple objects to drag and some will have the same target. Right now (with this code), the draggable object gets positioned in the center of it's target so my draggalbe movieclips will overlap eachother once they're dropped on the correct target.
What I'd like to do is prevent this overlapping and have the movieclips slightly offset on the y axis so they cascade a bit. Could do this by writing out alot of code for the individual movieclips but i'd like to condense it a bit.
Code: function dragSetup(clip, targ) { clip.onPress = function() { startDrag(this);
i have some script that creates a rotating video wall/carousel effect that rotates left and right depending on where the mouse is.I want the carousel to only rotate when the mouse is down and dragging - but just can't seem to work out what i need to change.how do I define the drag action instead of the current +x & -x co-ordinates?here is the full script for the entire carousel
Trying to build a drag and drop navigation, all the drag and drop works great, the test for the hit works ie if its on the target it centers the drag clip over the target, if its of the target the drag clip returns to its start postion. What I cannot get right is the code to check if the target already has a clip on it, if it has that clip needs to return to its start position, so we only ever have one drag clip on the target.
I posted earlier about getting a zoom effect which was solved by putting the content within 2 containers: the parent container to center the zooming & the pan container (child) to be panned on drag, however when I drag the child a copy of the original remains for some reason?basically I have this to set up the containers:
ActionScript Code: ParentContainer = new Container(); addChild(ParentContainer);
Trying to build a drag and drop navigation, all the drag and drop works great, the test for the hit works ie if its on the target it centers the drag clip over the target, if its of the target the drag clip returns to its start postion. What I cannot get right is the code to check if the target already has a clip on it, if it has that clip needs to return to its start position, so we only ever have one drag clip on the target.
Code timeline: Initialize vars left = 10; right = 500; top = 10; bottom = 380; speed = 10; targetX = targetSpot_mc._x; targetY = targetSpot_mc._y; [Code] .....
drag and drop, basically say I got A movieclip called 'clipdrag'. the current position of the movie clip is _x=65, _y=51.
and the clipdrag movieclip is droped at say _x=200, _y=300. Bascally what i need to know is how i got about bring the clip back to its orangial position, i want to use a timer so that the user can see the clip moving back slowly.
I prefer to build custom drag functions using the TimeEvent etc. Below I have some code where as when I click on a MovieClip it fires the imageStartDrag function which then begins the imageDrag function consecutively.Currently when I click and drag it moves the image fine, however it is snapping to the far left of the image.What I would like is to be able to click and drag so that the image drags from it's original point. My brain is a bit confused, what do I edit in 'imageLoader.x = mouseX;' to have it starting from it's original position and moving. (Note, I'm only testing with the X Axis atm, later it will use the Y Axis too.)
Code: // Image StartDrag Handler. private function imageStartDrag(e:MouseEvent):void {
do a drag and drop, basically say I got A movieclip called 'clipdrag'. the current position of the movie clip is _x=65, _y=51.
and the clipdrag movieclip is droped at say _x=200, _y=300. Bascally what i need to know is how i got about bring the clip back to its orangial position, i want to use a timer so that the user can see the clip moving back slowly.
just facing a difficulty with tree control drag drop..Suppose i have tree with drag-drop enabled.I want to which node(id) is droped inside which node. 1]if i drag "Cat1" node inside "Cat3",i want to identify ids of siblings of "cat1",and "cat3".2]in general i want to know the ids of current element being moved along withits new parent and new position and save these postions.3] Also "cat4" when moved outside "cat3",i want know its position and its siblings id.
I have movie clips loading in dynamically using an XML file, and the duplicate movie clip function. I need to be able to select one of those movie clips, drag it to a desired position and have it snap to place. As for right now, I'm using :
What's the correct way to track mouse position, from Adobe Flash, when someone has: Started a drag within the Flash application (a MOUSE_DOWN event), Dragged the mouse outside the app or even the browser window (a MOUSE_MOVE event), and Released the mouse button (a MOUSE_UP event)? For example (imagine Stack Overflow is a Flash application):
Within the app, I'm able to track the mouse X and Y positions with a MOUSE_MOVE event listener, but I lose it when it goes outside of the browser... So, how do I track the position of the mouse no matter where it goes? For a good example, try Google Finance. Try dragging the chart around; it'll still drag around if you move your mouse out of the browser window, and the mouse will be outside of the browser when you release it.
Also, check out KOKO KAKA; If you click on the scrollbar (make the browser window really small) and move outside of the browser window, the scroll bar moves just like a real one would. I believe both only work because the MOUSE_DOWN event "captures" the mouse, allowing the Flash application to track the position of the mouse even when it is outside of the browser.
I found examples in adobe site only to position the object where the mouse pointer is. But i have to place the image in the position of drag proxy image.
I'm looking to create an infinate menu BUT navigating my menu from left to right using drag rather than the position of the mouse. If there's any links or tutorials around Pleeeeese let me know.
i just would like to know how to create an "hitTest" script inside a movieclip that is actually part of that hitTest code?I mean... I have mc A, and mc B. and the current hitTest code im using (that is on the timeline) makes mc A, destroy mc B when collide with it... but there are many mc B on the stage (with the same instance name) so, when mc A collide with one mc B, it destroys ALL mc's B... but i want it to destroy only the mc B that he collides, not all the others... maybe an hitTest script inside a movieclip B would work (somethig like "if MC A hitTest ME = i die" (not all the others)).
i am controlling a tractor mc with right and left keyboard keys and let the user move the tractor till it reach a certain point where it touch a mc i want to go to a certain frame and stop the keyboard event listener and also the hit test listenerso finally the tractor is moved by user till it touches the mc then we will jump to a certain framethis certain frame will not have both of the tractor and the mcPHP Code:
I want to have an image and when I click on the image ,one can hold down the mouse and drag a copy to where ever on the stage and when one lets go, one can drag another and another with each copy still being able to be dragged after released.this is what i have but its pretty simple and doesn't work....
stage.addEventListener(MouseEvent.MOUSE_DOWN,makeA Box); var i:Number = 1; //i will be the total number of boxes var newBox:myMC = new myMC();[code]....