ActionScript 2.0 :: [MX2004] Functions - Called When Different Mc's Are Rolled Over?
Mar 8, 2005
I have a function that I want called when different mc's are rolled over.
img_hover = function (n){
_root.icap = _root.i+(eval(n))+_caption;[code].....
The "n" is an interger (ex. 1-200) that I need passed to this function with the rollover of an mc:
on (rollOver) {
_root.img_hover.apply('1');
}
I can't get this to work. I'm not sure of the proper way to pass the n value to the function in the img_hover.apply() code.The function should produce the following (ex. with n=23):
img_hover = function (n){
_root.icap = _root.i23_caption;
_root.idate = _root.i23_date;[code]...........
I have a function that I want called when different mc's are rolled over.
[Code]...
The "n" is an interger (ex. 1-200) that I need passed to this function with the rollover of an mc:
[Code]...
I can't get this to work. I'm not sure of the proper way to pass the n value to the function in the img_hover.apply() code. The function should produce the following (ex. with n=23):
This probably is not possible however its worth a try! Would there be anyway to trace out the functions that are being called by the SWF? for example.[code]I know you could simply add a trace into the actual functions but thats not an option!
Is there a way to do that without using a bunch of "if" or "switch" statements, like shoving them all in an array?I have a rough idea of how it would work, but I have no idea how it would look in code.And just to clarify,I mean an order than can be changed.Otherwise I wouldn't need to think about this at all.
How would I go about evaluating an array of strings as function calls?Something like this:
ActionScript Code: var my_mc:MovieClip; var myArray:Array = new Array("function1()", "function2()", "function3()");[code]....
I get an error "Instantiation attempted on a non-constructor".In this case, I'm trying to dynamically add linked movie symbols from the library. Perhaps I'm going about this the wrong way... ?
Imagine I have Class A that is listening to an Event on Class B. This listener will call Method X in the Class A. Inside Method X, "this" refers to the Instance of Class B, I'm not in the context of Class A. Isn't this a bit awkward, or am I getting everything wrong? Is there a way to make the listener call my method in the context of A?
I currently have a class that has a method that creates new duplicates of a clip on the screen, changes some of their properties (such as color, and text display), and then arranges them in a straight column.Inside that method, I have some clipEvent Statements for each button.
I have an issue with my videoplayer i can't seem to fix. When the playVideo functions is called I need to pause the music player.I tried some possibilities but flash keeps giving me an error.what I need to add to pause the music player when the video player starts and let the music continue when the video player closes ?
var my_songs:XMLList; var my_total:Number; var my_sound:Sound;[code]....
I have 2 functions. Each one is being called by a different event listener. Both event listeners work because I am able to trace strings in both of them.. my problem is that i am trying to create a variable that is local to both functions. The first function "working" adds a number to the variable and when the second event listener triggers function "notworking" which retrieves this same variable called "counting" both functions are called automatically by event listeners.. how do I do this? i am stomped!
I started making my first complex game and ran into a problem that made me just stop everything I was doing and I have laid the project to rest until I can find out how to fix it.The problem is simple. I have a timer in a public class. The timer is private, but the function to start the timer is public. Only one class calls it. But as soon as the program starts, the timer function executes.Now that aside, why are some public functions being called at the time of the program being executed? The class that executes the function isn't even called until later/instantiated.
in my application, I did some trace statements of a file For example if(oldFile.parent.toString()!=file.parent.toString()) There are some other file print statements , and it seems to encounter this error stated below. But the error does not appear every time. For example i ran my application for 20 times, it will encounter this error once. Error: Error #2037: Functions called in incorrect sequence, or earlier call was unsuccessful. at Error$/throwError() at flash.filesystem::File/resolveComponents() at flash.filesystem::File/get parent()
I have some code that is connecting to a radio stream and it playing the music. That much works... I also have a little dropdown box which lets the user switch the stream... Whenever I try to switch the stream, I'm getting this error...
Error: Error #2037: Functions called in incorrect sequence, or earlier call was unsuccessful.at flash.media::Sound/flash.media:Sound::_load().
Code: private function changeStation():void { sound.close();
I have tried to modify that block of code, but I can't seem to get anything to work...
The code I'm building creates two MovieClips on the stage, in one it instantiates several text boxes and in the other some buttons.
What I can't do is access data from the text boxes (e.g. textField.text) for use in the functions called by the eventListeners attached the buttons. I had the system all working nicely before I placed the text boxes and the buttons on separate movie clips.but this structure makes it much tidier to refresh the text I'm using.The button functions are fine with variables created prior to the building of the text boxes.
Am I failing to address the text boxes correctly (because they're on another movie clip) or is there a stage / movie clip property I need to set so they can see each other ... or is this something else altogether?Could it be that the buttons are created before the text boxes?
I want to load an external swf called 'signs.swf' into an empty mc called 'signholder'.
var loadit2 = new Loader(); loadit2.load(new URLRequest("signs.swf")); signholder.addChild(loadit2);
Everything works. Cool. But, I now want to target something within the signs.swf. How do I do it though? What is the path? Do I have to give the child of signholder an instance name? Everything I try fails.
If I wanted the root timeline of the external swf to gotoAndPlay(2) for example,...would i say...
signholder.loadit2.gotoAndPlay(2) ??? var wow:MovieClip = loadit2.content as MovieClip; wow.gotoAndPlay(2) ????
I am having issues with startDrag(). I have a movie clip called circle. Inside circle, I have a movie clip called circleFill and another called circleOutline.onEnterFrame, this movieClip is duplicated 4 times.
When I use this: private function onPressNow(event:MouseEvent):void { startDrag(); } IT DRAGS ALL 4 MOVIECLIPS.
[Code]...
how can I make it drag my movieClip called circle? (meaning both circleFill and outlineFill)
i have a box called infoBox that contains a text field called caption. infoBox expands on mouse-over. When it does so, I do not want the text in caption to scale up - I want it to stay at 11 pt. So far my code to prevent this from happening is not working:How do I fix this?[URL]..
Im looking for a way for flash to remember what buttons the user has rolled over. Then being able to tell flash to play back the button sequence in the order they were rolled over.I have managed to adapt someone else mouse movement recorder but that is all it does is record the coordinates of the mouse and not that it actually rolled over certain buttons.
I have a flash menu that isn't made with buttons, but with one tween and it has a glow effect on rollover, it also expands. Is there any way to change the color of the text when it's rolled over (like it expands and glows). Here's the code for the rollover:
Basically I have a group of overlapping movieclips acting as buttons. I need to bring the clip that is being rolled over to the front. These clips are nested in a movieclip which is being loaded via attachMovie into a holder clip on the main timeline. I've created a simple file which uses this code on the clips timeline and it works for two buttons:
However when I drop the same code into my file which has many more buttons it does not work. I've set up a trace to display depths with very strange results. Here is the code for one of the clips.
The first trace produces a depth of -16358. The second produces no trace on RollOver. If I change it to onPress it produces a trace of 9999 for when pressed.
I have a group of pictures which are going to be overlapping. I want the user to be able to view the whole picture (bring it to the front) when they roll the cursor over that picture. I'm sure this is very easy to do but I'm not so experienced with flash coding yet.
how to bring a button to the front when it is rolled over. I have a scene with six buttons. When each button is rolled over the roll over state contains a movie that runs and animation that 'grows' the button to reveal other information. The problem I have is the 'depth' each of these buttons are on. The top button works fine and goes over the other buttons, but the bottom level button expands below all the other buttons. If you look at the attached screen grabs you will see what I mean. What is the actionscript 3.0 I need to use and where and how do I apply it?
I'm not sure if this is possible in AS2 but I'll try asking first. I have two movie clips which enlarges when rolled over. My problem is that the second image overlaps the first image when the first image enlarges. The two images are side by side.
I was trying to create a button rollover that, when the mouse was over a button, a movie clip would advance frames, and go back to the original when the mouse rolled out. The AS I used was just the basic button rollover, attached to the button itself
[Code]...
But, even if the command is gotoAndPlay, the clip will advance and show objects that are not symbols(if they are symbols, it shows the last frame of the symbol), or objects that have been motion tweened.
Two questions out of all of this. First, is there a better way to do a button rollover? And secondly, is there a way to get movie clips/motion tweened objects to show up in a movie clip that is dependent on a rollover?
I was just surfing the forums, and found exactly what I needed, but then I lost it . I need to create an effect where a bar go's to the rolled over button. Its a horizontal menu, with the sliding bar. I can get the bar to follow the mouse, but not the moused over button. Please help, this is very frustrating.
I have a nav menu i am building with flash MX 2004 and im using action script to make the background change when nav buttons are rolled over. I currently have a movie clip where the background changes with a motion tween and i used some action script so that depending on the button the specific frame will play and then stop in the background change mc.However after you have done things once they get screwed up and instead of the animation it just changes pictures instantly and the picture is usually incorrect.here is a sample of the actionscript i am using:
Code: on (rollOver){ _root.bg_mc.gotoAndPlay("1"); }
Simple problem.On layer1 we have a button.On layer2 we have a symbol_MC (which is a movie clip with animation embedded inside) overlapping the button.
Result.The button cannot be rolled-over or clicked due to symbol_MC overlapping it.
Solution.Obviously I need to make the symbol_MC on layer2 which is overlapping the button undetectable to the cursor,so that when the cursor rolled over symbol_MC, it detects the button instead.I don't have any code to make symbol_MC undetectable to the cursor!
In an earlier post I mentioned I had solved my problem of finding out how to make an image fade in and out when a button is rolled over.I used this code:
image.addEventListener(MouseEvent.ROLL_OVER, imageOver); image.addEventListener(MouseEvent.ROLL_OUT, imageOut); function imageOver(event:MouseEvent):void{[code]....
Where the button is a movie clip containing a layer of stop actions, a layer of labels, and the image which fades in and out using a Tween and Alpha combination.It works great when the mouse rolls over the button, however if I roll over the area where the image fades in and out, the image will also appear! It's almost as though the 'hit' area is both the button and the image but I am unsure how to change this.
new Tween(belowmain_mc, "_y", None.easeNone, 100, 79, 12, false);}I have the above code so when a button 'mainpage_btn_mc' is rolled over another mc 'belowmain_mc' tweens down, and on rollout it tweens back up.
Code:new Tween(belowmain_mc, "_y", None.easeNone, 100, 79, 12, false);what i am wanting to do is set the start position to the current y value instead of a y coordinate, what would i need to achieve this?