ActionScript 2.0 :: Get One Movie Clip To Toogle To Different Things When Pressed
Jan 17, 2004how would i get one movie clip to toogle to diffrent things when pressed
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how would i get one movie clip to toogle to diffrent things when pressed
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how would i get one movie clip to toogle to diffrent things when pressed.[code]
View 5 Repliesnew to the forum and new to this flash thang - getting there but this one is buggin me. this is what i'm working on:
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I am looking for a way to fade in a white movie clip over my main movie when a button is pressed.
(i.e. When you press a button, a white rectangle will fade in over all other layers and then fade out after a couple of seconds. This is to make it look like the different pages are fading in and out without having to build the transition over and over again.)
Im trying to make a movie clip that can be clicked once, but only once. its animation wont play if clicked a second time. But im having alot of trouble This is the code ive been trying to use, but im still new with Flash..
onClipEvent(load){ var clicked; clicked = false}
on(press){ if (clicked = false){ gotoAndPlay (2); clicked = true;}
I have a dial that can be rotated and scrolls between 40 and 210. At the moment, this works all the time. Is there a way of getting this to work only when a button remains depressed?
I've set up a movie clip containing a button that jumps to frame two when pressed, and back to frame one when pressed again. SO the dial needs to work when the movie clip (containing the button) is stopped on frame two, but not on frame 1.
i do flash at university and im pretty good with it. all im trying to do is push a movie clip when a button is pressed. pretty basic right? but it just doesnt appear the round in the movie clip plays just tha actual movie clip doesnt appear, its not hiding bejind the scene cos i have moved the whole scene and it still doesnt appear where it should. here is the code
ActionScript Code:
import flash.events.Event;
onButton.addEventListener(MouseEvent.CLICK,turnON);
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i bet it it something so simple im just missing it but when i replace the loadup with another movieclip it works.
P.S the movieclip is made to be exported with AS so thats not the problem
here is my file [URL]
How do you get a movie clip to flip vertically/horizontally when a key is pressed. I know how to rotate, but I need to get the clip to flip to make it look more realistic.
View 6 RepliesI have a button, labeled "Main1," in a scene, "Main." When I click said button, I want an animation to start. Said animation is a movie clip named "ArrowAnim."Now, I have done something similar before in another project, using a code which I thought would have worked with this movie clip as well. The code I used before (and which worked flawlessly) was:
Code:
on(release)
{
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How do you get a movie clip to flip vertically/horizontally when a key is pressed. I know how to rotate, but I need to get the clip to flip to make it look more realistic.
View 6 Replies1. How to make a button that when pressed, creates a movie clip from the library? So let's say there's a movie clip called "Guy". When I press the button, it creates "Guy" at a certain position.
2. I have a shooterish game, and I want different enemies to affect the healthbar differently. So what I have for my healthbar is a 150 frame tween of a healthbar going down. On a basic enemy that deals 1 damage/frame, I have this:
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"marine" is my character, and "bar" is the healthbar. So to make it go down multiple frames at one time, the only way I know of is:
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I am trying to create a button that when pressed will make an movie clip visible and set it to a specific position on the screen. When this same button is pressed a second time the movie clip will become invisible.
View 2 RepliesWhat I'm trying to do - remove/delete a movie-clip once a button has been pressed (Selling a tower)My problem - Is that from my limited knowledge none of the following work.
removeChild(myTower);
Turret.removeChild(myTower); - (trying to reference the class of the turret so that it can access the movieclip)
Turret.parent.removeChild(Turret)
Turret(root).removeChild(Turret)
This function is placed in the first frame of the source.fla where all main functions are.The turret has its own class defining its properties and such.Basically what i want to happen is when the button function is activated to remove the movieclip Turret and the class from running.
I need an externally loaded mc (a listener) to execute a tween when another movie clip (a broadcaster) is pressed. So, when you press on mc1, mc2 executes a function. Sounds so simple. And I feel I almost cracked it. Now, I know the theory behind broadcasters and listeners, but my code simply doesn't work. I must be dumb since I couldn't figure it out from the senocular's tut on broadcasters and listeners.
To try to illustrate the problem more: listeners are a couple of arrows, left and right. They are movie clip buttons that work on the rewind principle. There's an externally loaded mc at the stage that executes its intro tween (nothing special), and when it stops I want it to start listening to the arrows. So, when on(release) on the arrow occurs, externally loaded mc executes it's outro tween, and at the end calls for the next externally loaded mc on the stage.
Now, to add another question; I have 6 externally loaded clips, called by the arrows. When the first and the last one are on the stage, I'd like to disable the previous, and the next buttons, respectively. I thought I'll just do arrow.enable = false in the first and the last clip.
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
View 2 RepliesI have a project with 100 pages or so. Each of this pages will have a label name. I am trying to create a toogle button that will ad the frane name to an array by using "currentLabel". If the user unchecks the box, then remove "curentLabel" from the array. At the end, there will be a "review" section where the items on the array will show in a comboBox so that the user can navigate to each of these pages.
I already have the combo bit working:
flaggedList.dataProvider = new DataProvider(flaggedQuestion);
flaggedList.addEventListener(Event.CHANGE, changeHandler);
function changeHandler(event:Event):void
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I tested it by using a button that added the "currentLabel" to the "flaggedQuestion" array. But is the user clicks on the button more than once on the same page, it keeps adding the same label (as it should). Thats why I figure using a checkBox component that the user can check and uncheck would be an ideal solution. The problem I have with checkboxes, is that it is not keeping the "check" on the box is the user navigates back and forward thru the sections...
how do you edit a movie so that when you right click the movie...it wont show all the things like "zoom in" or "zoom out"???
View 2 RepliesAny simple way of measuring how long a button has been pressed for - had a look at gettimer but this seems to be an odd way of doing things - basically I want to say
onclick start timing -
offclick end timing
var time = time button was pressed!
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;
View 17 RepliesI am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
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I'm creating a small drag & drop activity, and I want to be able to check and see if the dragged movie clip is completely within the bounds of another movie clip (or at least in the bounds of a certain x/y zone on the main stage. I can't use dropTest because it returns true if any tiny bit of the movie clip overlaps with the dropTest movie clip.
I also thought of something that just checks the x/y coordinates of the dragged movie clip, but I'd need this to reflect a range of values rather than one coordinate. For instance, I'd want to return true if the movie clip's x is between 50-60 AND the y is between 50-60. I'm attaching a small graphic to illustrate in case my explanation isn't clear enough [URL]
I have created a flash website, each button is a movie clip with an invisible button over it containing the following script
on (rollOver) {
_root.mouse_over_profile_btn = true;
}
on (rollOut) {
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each page is also a movie clip and on release of a button its played. the problem is that when i press another button to play another movie clip 'page' the old content is still there.
Is there a way of reversing the page transition i have used to bring out the movie clip and then bring in the next movie clip.
i am making a pacman game, and i need to know how to make it go to a certain scence when a movie clip collides with another movie clip.
View 2 RepliesThere is a bad gap in my knowledge with Event Dispatch and Event architecture, and this problem proves it. I've been getting nowhere on this problem for two days, I've posted everything to my Flash site. Go here, please: [URL] Click on "Flash Banners" The two thumbnails represent two different classes. Each class is identical. Both are "extends Movie Clip" classes. Tweeners of various types control the hover and click methods. URL Loaders load the thumnails which I then wrap in MC's and make them buttonMode = true, etc. Hover and click to load the Banners on the thumbnails.
I can't send an event from the Eagle movie clip or the T2D movie clip to tell the other to fade out. Both Banner classes are instantiated through a separate Base class. I'm sure this has to be an Event Dispatch from one MC to another and that it can't be done by the Base class. how I can send an Event or Event Dispatch and what the code structure is so one movie clip can in one class can tell the other movie clip in the other class to disappear while it's neighbour is playing. I'm happy to post code or explain / clarify anything that's not clear.
I've got a main timeline .swf file called "blank.swf" which contains nothing but two blank movie clips one called called "pproduct", the other called "ppalette". In the script frame of this main timeline I use the simple "Loader = new Loader();" method to load a URL of an .swf file into the "ppalette" movie clip. The "ppalette" movie clip contains several color chip buttons, each of which use the same Loader method above to load an external .swf into a clip. Here's what I want to do: let those color chip buttons, when the "blank.swf" file loads, be used to load an .swf movie into the "pproduct" clip on the main timeline. I'm wanting to be able to swap depths with various movie clips which will take out the movie which has the palette, but I want whatever that palette has loaded in the original "pproduct" clip to stay there.
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it seems simple enough but i have no idea on how i could get a movie clip to slowly move to the coordinates of another existing movie clip
View 5 RepliesI created a movie clip which plays ok. But when it ends there is a slight jump, if you will, when it goes back to frame 1 to begin playing again. Does anyone know how to make the transition unnoticeable from the last frame of a movie clip to the first frame of a movie clip?
View 4 Repliesiam tring to make a new project , i just wants to know how to make a movie clip ( constant speed ) follows anther movie clip <--- "which can be moved by the user "
<<<>>>> i believe that this idea is good , that i records the X and Y postion of the User's movie clip and just make the other movie clip points at this postion and move toward it ,
how to make the other Movie clip (( which is a car ! .. so it have acceleration , speed , steering , etc )) go to this position or let us say try to??
Q1) The registration point of a created clip is top left - my question is how can I dynamically change it's registration point - say to center center?
(I am trying to attach a movie clip to a created clip and I wanted it to be centered inside the container - a related sub-question, how can I find the x-y coordinates of the attached movie clip within the created movie clip?)
Q2)When I tried to create two different movie clips, I found I had to create them at different depths, else the first would load and the second would not. Why would that be so? I'm on MX 2004 Pro.
I have a very simple problem but I can't find the very simple solution to it. I've create an animated menu with animated movie clips inside to work as buttons. All the main buttons work perfectely but I've got just on button with a sub-menu. On this sub-menu I've placed an invisible hitarea button in order to place some gotoAndStop action. The thing is, it seems to me like this submenu hitarea are underneath something else (even though is the seccond layers right about the actions layers). I've placed a simple trace action whenever the mouse rolls over this area but I get nothing... Am I doing something really wrong? I'm losing all my hair already.
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