I have two movie clips physically overlapping, one nested inside the other:
green
green.blue
An onRollOver function is included in each movie clip. I can get the onRollOver function to execute for the parent clip (green), but cannot get the function within the nested clip (blue) to work. Attached is an .fla document with an example of my problem.
I have two movie clips physically overlapping, one nested inside the other:greengreen.bluean onRollOver function is included in each movie clip. I can get the onRollOver function to execute for the parent clip (green), but cannot get the function within the nested clip (blue) to work.
Basically what I'm trying to do is build an interface out of a fan of cards. I've got the the whole fan as a movieclip and then individual movieclips of the cards inside that have rollover animations.My issue is the rollover works on the cards arranged behind the cards that have the cursor over, which I don't want to happen.e.g see attachment.here's the rollover actionscript i've got on each card:
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { this.nextFrame();
Is there is a simple way to detect a rollover on two overlapping sprites? I thought I'd be able to do this with MOUSE_OVER but it doesn't seem to be working.
I'm doing simple program to design kitchen. I'd like to avoid overlapping my movieclips but i dont know how. It means that when you drag movieclip - it would stop when it meets another movieclip. In others words, movie clip can be anywhere but not on the other movieclip.
I have function to zoom in and out a movieclip in one frame. Problem is that when i click on a button for another frame, where i have another picture, this from frame one, overlap.
Code: koszula0.addEventListener(MouseEvent.ROLL_OVER, zoomIn_0); koszula0.addEventListener(MouseEvent.ROLL_OUT, zoomOut_0); function zoomIn_0(ev:MouseEvent):void{
The issue I am having is that the animation will play fine on my mac but when opened on a Windows OS it just loops and all the movieclips overlapp.I am looking for a quick clean code solutiion I used code snippets to control the movie and do not have a knowledge of hand-coding AS.Note:It is all set in one scene and one frame all of the movies are nested.What I want the animation to do:Button 1 activates a series of movieclips, stops when another button is selected and resumes at the begining again when clicked.Button 2 Same action ability as button 1Button 3 Same action ability as button 1This is the snippet based code I am using now:
I need a way to blend two movieclips each with an alpha between 0% and 100%, and instead of adding the two overlapped parts together, i need the colour to be an average of the two overlapped parts.
Ive been looking for a few different ways to manage this. The reason I need this effect is to do a realistic motion blur for a moving ball (which can be in any direction).
Is it possible to detect multiple overlapping movie clips and subsequently telling the user which clips s/he has moused over? Basically, I'd like to have a set of movie clips that are in different shapes overlapping each other (ie, a set of letters...A, B, C), and when the user mouses over a certain area, only A & C would be revealed (if they are being moused-over) but not B. Basic Listener/MouseOver tests seem to only show the top most clip, rather than others below it.
The issue I am having is that the animation will play fine on my mac but when opened on a Windows OS it just loops and all the movieclips overlapp.I am looking for a quick clean code solutiion I used code snippets to control the movie and do not have a knowledge of hand-coding AS.
Note:It is all set in one scene and one frame all of the movies are nested.
What I want the animation to do:Button 1 activates a series of movieclips, stops when another button is selected and resumes at the begining again when clicked.
Button 2 Same action ability as button 1 Button 3 Same action ability as button 1
I am creating a memory sequence game and I was wondering: 1. Is there a way to random position movieclips on the stage without having them overlap each other? 2. Is there a way to have flash draw a vector line from one clip to another in sequence and then have the user retrace what flash did? I have 6 movieclips on the stage, each with their own instance (ex. obj1_mc, obj2_mc, etc.). Is there a way to tell flash to always draw a line between movieclips in sequence even though the movieclips are randomly placed on the stage?
I want to test mc animations without having to hit F12 to see if they work correctly. For instance, if I have an animation movieclip and then I make another movieclip and drop that aforementioned movieclip within, and animate [via the timeline or library preview] I'm unable to see on-the-fly what my animation looks like... it only shows the top most nest, unless I F12 it.
So if I have a character blinking eyes (one movieclip) and then I create another movie clip of the face, and put that aforementioned movieclip within, the preview animation within the library does not show how it'll be viewed when F12'n it.,,,, it'd be great to see your animations on the fly.
I understand that nested rollovers do not work, but let me say first that there is no nested rollover. Although my rollovers are in a nested movie clip, the main movie clip does not have rollovers, so from my understanding of the nested rollover problem, it does not apply to this situation. But, it's not working.
I'm creating a website by splitting up the main timeline into the different pages of the site. I'm trying to make a dropdown menu on the 3rd frame. On a layer called buttons I have a button with the instance name patientnumberbtn. I want that when you roll over this button is tells the menu to drop. The movie clip for the menu is nested on its own layer of the main timeline. I would like to play this nested timeline, (the drop down menu has masks and other animations that are moving around). This movieclip that everything is nested in has an instance name of patientnumbermenu. Here is what I am using for code.
patientnumberbtn.addEventListener(MouseEvent.MOUSE _OVER,patientnumber_over); function patientnumber_over(event:MouseEvent):void { patientnumbermenu.play(); }
When I run it there is an output error #1009 but it still lets me proceed. When I roll over patientnumberbtn, nothing happens. Within the patientnumbermenu I have stop commands to prevent it from playing when we first reach frame 3 of the main timeline. I've removed these commands and the patientnumbermenu will play even though the commands used to get to frame 3 is a gotoAndStop(); command.
I have made an entire website in AS2. Now suddenly the Client has decided that he wants to highlight multiple buttons, when the viewer rolls over any one of the buttons in a group. The buttons are all nested within a movieclip, which is within a separate .swf. This swf is loaded into a movieclip in the main file. I entered some code to under on(rollOver){} of the button but it never fired.
After some research I found that perhaps converting buttons into movie clips would solve it. There around 40 buttons in total, and 8 such files ...I decided to try with one first, and then also, the on(rollOver) did not work. I then found out that nested movieclips do not always call on(rollOver) and the only solution might be to convert to AS3. Now this is obviously a nearly impossible thing for me to do at this stage, as
1. I am not that experienced with AS3 and the website is quite extensive
I have created a world map that has each region of the world as a rollover. When you rollover the US, for example, it turns red and a movieclip pops out to display some info...it's basically a graphic I created in Illustrator that is a rectangle with info written on it.
The rollover works fine and everything pops out, but when you move the cursor close to the popout, it thinks you have rolled off the US. When you hit the edge it pops in and out almost like it is blinking.
How can I make it so that they are one hit area? Here is some of the code:
I'm building an event calendar as part of a website .The calendar is divided into two sections, "calendar" on the right with the actual calendar displayed, and "calendarContent" on the left, where information about the evnts is supposed to show up. The different frames in "calendarContent" are all labeled. Within "calendar" I have different movieclips for each month, and inside each month I put the buttons that open the event descriptions in "calendarContent."
Now, for some reason it's not working. The function I'm trying is the following:
MovieClip(root).pages.calendarContent.gotoAndStop("artsundays");where "pages" is the name of the parent movieclip that "calendar" and "calendarContent" are both inside, and "artsundays" is the label for the frame in "calendarContent" I want to go to. The function is placed within one of the month movieclips. I get the following error:TypeError: Error #1010: A term is undefined and has no properties.I've also tried usng MovieClip(parent) instead of MovieClip(root).pages (since "pages" is the parent), as well as a few other variations, but the problem remained.
I am having the following issue with this navigation I am building. I am trying to build a 3 tear drop down navigation, where each buttons sub menu is placed inside that button. My buttons are actually just movieclips, so I have nested movieclips structured something like this:
Button_1 -> Button_1_1 -> Button_1_2[code]....
Each one of the buttons has their own class with it's event listenerens inside it. What happens now, is that when I click for example Button_1_2_1, I get it's event, but also, the event for Button_1_2 and Button_1. Initially, I fixed this, by attaching the events to a hitArea inside that movieclip, but now I am running into other issues and was wondering if there was a way to turn this off, so if movieclip for Button_1_2_1 is clicked, I only get the event for that one, not it's parents?
In a application I have a menu MC that slides out nicely from the side as the mouse is over a hotspot. It pops out and stays out as long as the mouse is over the menu.The problem is that in this menu I have child MCs that I want to click on to do stuff... However when the mouse pointer slides into one of the icons the menu interprets that as a MOUSE_OUT event and slides away.I got it to work with the icons as Bitmap objects but you can't add Mouse events to bitmaps...I could do that by checking if I click inside a bitmap object but that seems ineffective.
I'm making a game in which a character walks along a motion guide to the point on the guide nearest the users click. Easy enough.This motion guide is contained within a MovieClip named Sc1.Now, within the motion guide MovieClip the character is a combination of various MovieClips contained in a single MovieClip, which is placed at the beginning of the guide and tweened to the end of the line. This tween and the MovieClip's component's timelines are controlled based on the point of a users click. Furthermore to add a level of 'realism' the character turns to face front, back or sides, based on the gradient of the slope at which it is travelling, giving the illusion of walking towards or away from the screen.All this works fine. The character instance (SWJim) will walk from left to right, turn and stop at the correct point. The character itself behaves too, moving arms and legs as it should.
However, in order to get the character to walk back from right to left, i have used a boolean to flag the timeline as in 'reverse' mode and the prevFrame() function. This raises an interesting problem with the character in which it will move as planned, but won't turn to face the appropriate direction and the character MovieClip won't play (i.e. arms, legs etc. will remain in their default positions). In order to turn, the character has a series of 5 frames in which it faces different directions. A gotoAndStop(); is used to change the direction of the character.I did a bit of searching and it seems that prevFrame() may have been causing the animations to stop because it was in my onLoop() function, called by the ENTER_FRAME event listener. In order to combat this I used a timer instead to call the onLoop() function, but that produced pretty similar results.[code]
I'm having problems getting my interface to work. I've set up a simple animation inside a MovieClip, and at one point it diverges into two different paths (like a Choose Your Own Adventure). Trouble is, I need people to be able to click on different nested MCs, and none of them work because I think Flash takes every click as being on the parent clip. The nested clips are on the top layer of the parent clip.
How can I get Flash to recognise these clicks and react accordingly? It should be so simple, but it isn't!
I've tried putting the buttons outside and on top of the parent clip so they override it, but it stuffs up the rest of the animation, because they're visible on the stage the whole way through and I've got everything on one frame so I can't make it transparent until needed. (Even if I could, they take up most of the screen, so you'd constantly be clicking on them accidentally.)
I'm having a really hard time trying to get my nested movieClips to align. I have 1 major movie clip called 'game' and inside of it, is a background MC called 'bg' and a box mc named 'box'. I want to get a newChild from the library named 'circle' to attach inside the bg clip but align with the box clip.
set up : game.box - I want my newCircle to align to this MC coordinates. game.bg.newCircle - a newChild will be added to this bg MC and I want it to align with the box MC
Code: import flash.display.*; import flash.geom.Point; var newCircle:MovieClip = new circleClip();
Let's say i have a 3 movieclips which are nested one in other like this:A-> B-> CAnd i would like to find out C movie clip (which is in B mc and B mc is in A mc) coordinates relative to global stage, how can i accomplish that?
I have an mc, with a nested mc inside, which has a nested mc inside that.When I rollOver the container mc, It wont allow me to perform a onRelease with the 2nd nested mc .. WHY is this?my code will explain it visually better :::