ActionScript 2.0 :: Rollover Movieclips Overlapping Rollover Movieclips Hit Detection?
Jun 6, 2010
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();
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 a script that loads images and text from an XML file into movieclips.The following code is what creates the movieclips that contain the elements:
Code: var thumb_mc:MovieClip = _root.mc_conteudo.createEmptyMovieClip("thumb"+(1+i), _root.mc_conteudo.getNextHighestDepth()); var img_mc:MovieClip = thumb_mc.createEmptyMovieClip("img", 0);
I can't seem to find a way to target the thumb_mc or the img_mc so they have rollover effects and actions (they are created for each set in the xml file, so there are multiple mc's)mc_conteudo is the content mc that scrolls.The swf is here: http:[url].....
I'm new to actionscript and am having difficulties creating a simple rollover action for a flash banner. I have managed to make it repeat on rollover, but only the first couple of seconds of the animation. the code I have used is:
I am working on a website where I have some movieclips on the stage scattered. Some overlapping each other. Now when I move my mouse over any movieclip, I want the movieclips around it to move away from it and when I rollout they should get back in place. An example of this can bee seen on [URL].
I using this array to create rollover and rollout events for a bunch of movie clips, I only have one on my stage at the moment during testing. When I rollover and out I see the trace but no animation, if I change event.target for the movie clips instance name it works so its obviously something to do with how I am referencing the clips. These clips are just on the stage not within another movie clip.
Code: //Button Actions var buttonArray:Array = [ whatIs_mc, ]; function initSite():void { for (var i:Number = 0; i < buttonArray.length; i++) { [Code] .....
I need to hide my mouse and have a bullseye movie clip as a custom cursor. The problem is, I also need to click on things, and the code that I found on forums to create a custom cursor blocks the mouse from clicking on anything.
Mouse.hide(); var cursor_mc = new crosshairs(); this.parent.addChild(cursor_mc); cursor_mc.startDrag(true);
Is there a way to do a custom cursor that acts the same way as the mouse usually does?
I need to hide my mouse and have a bullseye movie clip as a custom cursor. The problem is, I also need to click on things, and the code that I found on forums to create a custom cursor blocks the mouse from clicking on anything.[code]Is there a way to do a custom cursor that acts the same way as the mouse usually does?
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
The script for my timer worked for one button but as soon as I set up the other 2 buttons to do the same, I started having a problem where the rollover action would go after the set amount of time was up but then would repeat itself once after the set amount of time was up again. just to clarify, if it needs it, the reason I don't have a rollout attached to these buttons is because I want the menu to stay out until you leave the menu area
so I have an invisible button called menuin_btn which sits to the right of the menu and covers the rest of the stage where the content will be, so you have to rollover that area for the menu to roll back in. The "rollin" in my code brings the movie clip to frame 16 (the end) where I have a gotoAndStop(1); command to get it back to frame 1 so the rollover can be used again. I've attached a zip with my current flash file and swf and here is what my current script looks like on the main scene:
I am making a ball move from left to right and back. but when I rollover twice quickly, it also accepts the second rollover command. I would like it to accept that second rollover only when the first one is finished. I mean, I want the first to be finished before it accepts another rollover.I know it is simple to solve this with a tween using frames instead of as, but I was wondering if someone knows how to adapt the script.
I'm using actionscript 1.0 and 2.0 on flash Pro 8 and keep getting an error when I test the movie. Here is the error:
[Code]...
I've tried to create this rollover navigation...starting over 6 times already. Is there different language / coding for 1.0 and 2.0? I don't understand what I'm doing wrong.
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'm trying to create a rollover for a movie clip. On rollover, a line underlines the text,and when it rolls out, the underline reverses. This works fine the first time. The next time you rollover, the animation doesn't work. Then when you move the mouse off the button, a line appears under the text and doesn't go away. Here's my code on the invisible button.
The animation/rollover works well but it still abruptly stops when I rollover another button. The link below is an example on what I want to accomplish.
I am in the process of building a project in which several MovieClips "swim" around semi-randomly, and another MovieClip that appears and expands over the mouse on click alters the frequency of the turns. Do do so, I simply need to change the value of a single variable on the first MovieClip's timeline when the two collide. I am using hitTestObject, but I keep running into errors. The expanding MovieClip does not have an instance name, because it only appears when the mouse is clicked, and quickly disappears.
I am receiving the error 1067: Implicit coercion of a value of type Class to an unrelated type flash.display.DisplayObject My code causing my first MovieClip to "swim" is on that MC's timeline, while the rest of the code is on the main timeline.
I have a button set up, that when you rollover the button, it changes into another picture and stops, and also when it's rolled over, a large picture appears under the rollover.But when I first rollover the button, it acts like it's told to go to the out state. When I rollover it again it works fine.URl...there is my code to go into the movieclip and play the button
How do I do a onRollOver detect without using the onRollOver function?I have a movieclip and when it's rolled over I have it zooming using the AS2 tween function.In that movieclip there's a form with fields, and if I use the onRollOver function on the movieclip to zoom, the whole movieclip becomes a button thus preventing any input into the form fields. Is there an alternative I can use?
I'm starting to understand ActionScript and getting better with it. However, I'm building a platform game with an unlimited length. What would be the best way to create the "block" the player is jumping on?
Of course collision detection for these movieclips is needed (nicest would be to do it without a giant loop through an array, etc. on every frame). There's probably something like 5 block on the screen at the same time.
is there a way to do collision detection amongst identical movieClips? The movieclips have all been added to the stage from one symbol in the library using AddChild().I've attempted to create 2 different arrays for them and push them into each array as they are added to the stage so that there was a means of comparing them. When I perform the collision detection, Flash thinks that the movieClips are in constant collision with each other!I used trace ("bang") to test the collision, and the output window starts tracing "bang" infinitely and doesn't stop, and none of the movieClips are touching each other.
Next I'm going to make a game with ball physics on it so if anyone can tell me how to make ball physics with bouncing from angled objects.Also, I need the collision detection to be based on movieclips because I need to be able to modify the levels in the game.