ActionScript 2.0 :: How To Reference Duplicated Movie Clips
Apr 25, 2007
I am trying to create a hitTest between two duplicated objects. The code below is on a bullet. Bullets hit "bad" MCs that are called bad + x (X being a number from 22 - 40). I can't get it to work. I belive that I am not referencing the duplicated MCs correctly
Code:
for (x=22; x<42; x++) {
if (this.hitTest("_root.bad" + x)) {
Im working on a rock climbing game, and used duplicateMovieClip() to make all the snow. When the character gets to the top of the mountain, the movie goes to the next scene, but the duplicated snow is still there. Look through the .fla at [URL]
i am currently making a game , and for some reason the hittest on my duplicated movie clips isnt working i know how to do them , and know it should be working , because it works on one of the movie clips but none of the others so im guessing it something to do with depth?
I used a tutorial from here, that creates snow, and changed it up a bit so that it now creates fizz in a soda. however I'm running into a snag.Is there any way to mask duplicated movieClips so that they only show up in a certain area? Or some way to set parameters to accomplish the same effect? (i.e. I want the bubbles to only appear in the area of the cup, and not all over the place).Right now I have just set X and Y values to do this, but the cup is angled and not square, so it doesn't looks quite right.I have tried setting a mask on a layer above which the duplicated movie clip sits, and also have tried setting the depth of a mask_mc so that it is well above any of the layers that the bubbles are generated on (by use of a for() loop), but nothing works.
I've created a tsunami menu made up of duplicated menu items. Each menu item should have a rollover and selected state of 240% which works fine. When a menu item has been selected it jumps to another frame but until the user interacts with it it should loop through the different categories.My problem is that I can't get the menu items to scale big while it is looping through the different categories on the matching category frames.
On my stage I have generated a series of Movie Clips at runtime. They drift around in a semi-random motion, causing them to occasionally overlap each other - is there any way of preventing them from doing this?
I am making a small game in which you are a little shooty spaceship type thing, and there are duplicated mines falling around you. When you press space, the shooty spaceship type thing fires duplicated bullets. How do I check a hittest between any bullet
I have a problem in loading pictures to duplicated movie clips. I have a dynamic sliding menu and I wanna load images to submenus. However I havent succeeded yet.
i am currently making a game, and for some reason the hittest on my duplicated movie clips isnt working i know how to do them , and know it should be working , because it works on one of the movie clips but none of the others so im guessing it something to do with depth? i will give the code if any1 replys
I have a fire animation that i want to freeze (ha!) on the last frame of my swf. So basically the fire is buring and i want all the tweened flames inside duplicated MC to stop so it looks like a snapshot of whereever all the flames currrently are.Everything else in the movie is stopped too, so i was wondering if there was a global stop all motion command or the best way to freeze my fire
I have some code that has hearts falling from top to bottom and randomly float off the screen. The problem is the layer order. I have the code tucked under a layer of some text, but the hearts end up covering up the text. So would this be a depth problem? What would be some code to tell the newly duplicated movie clips what layer to appear on(as in appear below the text layer in the timeline).
wat i want to make.. is a graph plotter.. i add movie clips on the stage and a line should connect them all.. but im having a fkload of problems in solving that..here is the code for adding the movie clips.
function makeABox(e:Event):void { var newBox:myMC = new myMC(); addChild(newBox);
I'm trying to make duplicated movie clips scroll down the screen (asteroids) for an experimental game but I just can't get it working. :- I'm using this to duplicate the movieclip:
i=i+1; duplicateMovieClip ("m0", "m", i);
and trying to get the movieclips to scroll down with this:
What (if any) is the actual differance between removeMovieClip() and unloadMovie() for use in erasing duplicated movie clips (using duplicateMovieClip() )? I was looking over some of my code and noticed I used both without much rhyme or reason as to why one over the other.
I have a label I am referencing form a movie clip inside the movie clip which contains the "label_2." Here is the code I used: MovieClip(parent.parent).gotoAndPlay("return_2"); Now I need to reference a instance name of a movie clip in side the same scene.
It's me again and I'm running into a problem. So, I have this movie clip that is nested inside multiple movie clips. I want to tell Flash to perform an action when that movie clip hits another movie clip in the main timeline. It's just collision detection for a game using the hitTestObject code. I was thinking of using MovieClip(root), but that won't work since it's nested so much.
I have an empty movie where I load some content (images), but i need the reference to be on bottom right of the content, while flash load the content with reference point at top left. I think that it is possible to change reference point with as2. Working with as2 and flash player ver. 9 on flash cs3.
I am wondering how to correctly reference child/parent movie clips when creating event handlers? I have a button within a movie clip, which is within a movie clip.This is what my handler looks like right now:
The button instance name is ButtonSeats Problem is, I get this:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Also, if I were to move the vent listener directly into the movie clip where the button is located, how could I reference the parent/ parent timeline(the main timeline)? Am I correct to understand that .this refers only to the current clip?
I have a clip, duplicated to realize the titles of a menu. How can i use these duplicated clips to load the submenus? (The submenu is another clip, duplicated using the numbers contained in the same array)
My script (or, i'd better say, Stringy's!) is:
/* array: its lenght gives me the number of titles, each number inside the quantity of submenu for each title */
There r two function which I compare for effectiveness, createFlake uses a symbol in the library to duplicate and createFlake2 uses programming drawing to create the same looking shape.When I run this file with createFlake calls it consumes about 70% of my CPU and when I use createFlake2 my CPU is 100% busy.I would prefer to use pure programming here so my question is: Is it a "normal" result because of Flash implementation or am I doing something in a not optimal fashion?
Code: // copying from Library FAST function createFlake(i) {
I'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){ _root.gotoAndStop(1); }
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
As most of you don't know, I've been creating an rpg game. And, after several tries of art making, etc, I have finally moved back into coding the game. And now, I'm stuck on the equipment system idea. At first, I thought I would just place a bunch of goToAndStop's for each movie clip to go to a frame that has that certain armor piece. This was my first idea for an equipment system. However, after doing some research, and realizing how much lines of code could be saved, I started looking into simply adding and removing movie clips from the character as my new equipment system idea. Now.... on to the problem.
Basic want/ overall achievement wanted: Create an equipment system, which will basically attach movie clips (items) onto characters, which themselves will already be attached movie clips on the stage.
Problem: What is the exact code to do this? And Is there a better way to do this for an equipment system (a less laggy or more efficient way perhaps that I'm not seeing; Check the code below to get a better idea of what I'm talking about)?
Part of the code (or basic idea of code; see comments for extra details
code: //Don't worry I have an OnEnterFrame function here; //attachedObj= the character; figure= the MC name of the character; attachedObj = attachMovie("figure", "figure"+1, 1);
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.