ActionScript 2.0 :: Implement A HitTest With A Clip With FT Added?
May 1, 2003
Im 'TRYING' to use your FreeTransform proto from Layer51.com, with the drawing movie ive been making (for the last century lol) namely with lines using the draw api and duped circles (which have textfields inside)..
I think for my requirements I need 2 types of free transform, 1 for transforming lines, the other for transforming circles with text inside. It seems rotation with your FT kills the text inside my circle so I figured I would remove the rotation handles for one style. Also Im after;
1) manual control over FreeTransform as I only want it enabled when a user selects the 'transform' button in the tool bar (disabled otherwise)
-> so I have set 0 for autoRemove, so that I can addFreeTransform to all clips on 'moveComponents' (button clip) "down" event and removeFreeTransform on 'moveComponent's (button clip) "up" (ie not selected). Seem ok/logical?
2)Next I have a canvas, so I need selected elements to swap depths and be dragged BUT only in the canvas area,
-> Im not sure how to implement a hitTest with a clip with FT added?
3)Lastly Ive had an issue with using FT on clips with api drawn lines. It seems that the center cross hair is way up in the top left, and funnily enough the boundary (ie the surround handles bit) manages to perfect wrap itself around the line. Of course because the center cross hair is way up in the top left the rotation and resizing of the line is completely wacky.Anyway here's my 2 FT styles...
Code:
//My freetransform style for circles
ftCircleStyle = new FreeTransformStyle([3,0xFF0000,100], [15,0xFFEEAA,100], [null,"s",null,"s",null,"s",null,"s"], true, 0);[code]....
1)The AS you'll find in the timeline of the clip called 'drawArea'.
2)And to run the movie compile the fla and click the blue arrow on 'New' in the menu you see, then a toolbar will appear with a canvas.
When I implement the hitTest all the objects stop flying. Is it becaus too much is happening and the CPU has to think - I don't think so - my game is so basic. By the way, somewhere along the line I will use loops and arrays but at the moment I know what's going on in my code.
Ive got this piece of script where i place objects on the stage, to hittest eachother.Ive got two seperate addchilds: one child must hittest another child.[code]only one instance of the hitte_mc will hittest with the instances of Ring.
1 Movie Clip instancied as a "cursor" 1 Movie Clip instancied as a "Mc_Obstacles" with others 5 Movie Clipsand the 5 Movie Clips inside the "Mc_Obstacles" are instancied as "Obstacle" , all with the same instance...I want this: when the mc "cursor" hit one of mcs "obstacles" gotoandstop to frame X then i did in frame with actions in another layer:
I'm making a droid (bad guy) move down the screen. If it hits the robot (good guy) the baseHealth will go down 2, same if it hits the bottom of the screen. If it hits the beam movie clip then it will go to the top of the screen and continue downward. The beam movie clip is a laser that slowly move outward, and I want the droid to go to the back of the screen if it ever touches any frame of the beam. However, when the droid touches the beam nothing happens, though it seems to work when it touches the robot or hits the bottom of the screen.
Code: addEventListener(Event.ENTER_FRAME, moveDroid); function moveDroid(e:Event):void{[code]....
i have got my Library item added to the stage multiple times in a for loop. now how do i access each individual added item?
i have tried.
ActionScript Code: private static var rootClip = null; private static var _addedCount = 1;
[code]...
and Yes, this code is inside a static class.OK so thats not ALL of my code. Just enuf elements to understand how i need to do it..how can i get that trace to spit out all the names of the added clips?and/or get the clip that i added 4th to goto .x = 400?
I have a movieclip in the library called flare that consists (for now) of nothing but a drawing of a pentagon. Its associated class is called Flare. The movieclip instantiates just fine, but I don't see the pentagon. When the clip is instantiated, it traces its x and its width. They are both 0. But the width should be 100.Boiled down to the extreme basics, I was getting the same result. What am I forgetting here???Document class
Code: package com { import flash.display.MovieClip;
I want to access a clip that I dragged onto the stage , claed it mcBlocker and I am trying to access it from another clip thats in another layer but same frame and the code is inside that second clip: this is the code:
Code: trace("::"+(this.parent as MovieClip).mcBlocker); for(var i:int=0;i<this.stage.numChildren;i++){
I have a movie it is a triangle.I duplicate it and I want to hitTest on the first triangle movie clip and I added 3 different line movie clips on the 3 side of triangle.I tried to write a code something like that.
By using the attachMovie function, I create multiple entities of the same movieClip. Is it possible to detect collisions from the same, but multiple movie clips (And, with different Linkage Identifiers with each entity of the same movieClip.
I am trying to set up a if function for a hit test. I am using action script 2.0 am coding all in one layer not within movie clips so dont give me code in that format unless nececary.I have a movie clip with instance name src_resolute and I have another movie clip that is nested inside another movie clip named endbar.What I am trying to do is when src_resolute hits endbar I want it do gotoandplay the next scene.The parrent movie clip of the nested movie clips instance name is background.If you need any more infromation let me know but basicly what I want to do is when my main character(src_resolute) makes contact with the nested movie clip(a movie clip I have drawn inside of another movie clip) I want it to jump to the next scene or more specificaly scene 4.
Ok, so i am working on a platform game, I am new to making games, but I enjoy it! I need a little help with resetting a Move Clip if there is a hitTest! MY EXAMPLE: When the HP bar hits the bottm, my character resets. I want him to reset AND reset the the MC, or give full HP again. So, how can I take my code below and make it so that when the hitTest is true, it ALSO resets my movie clip?
I'm trying to use hitTest to detect if a dragged clip is over any one of 3 different targets - when it is I want that target to blink. And then when I drag off I'd like the blinking to stop. Make sense? I'm struggling a bit with the following code:
Code: square_mc.onPress = function() { this.startDrag(); for (z=1; z<4; z++) { circle = _root["circle"+z+"_mc"];
I am attempting to build a xml driven drop down menu where everything is taken from xml. now the problem arises with submenues. I have them being created fine, but it's the mouse out that won't work. I want to use a hittest to check if my mouse is over any of the submenues and if not just to trace something so I know it's working.
The problem is when i mouse of one clip onto the next it fails the hittest and traces. There isn't a space between the two MC's so I dunno what would be causing this. I have read sen's guide but I'm not pulling things from the library. Everything is being created at run time so I can't use the attach movie, so I am just positioning them below each other.
im making a game where when you click a line is drawn in the direction you clicked. I need to use hitTest with it, how would i go about doin that? here is the stuff.This is on the main timeline, it links to the gun. "bullet" is an empty clip
Code:
gun.onEnterFrame = function () { var angle:Number = Math.atan2 (_root._ymouse - this._y, _root._xmouse - this._x);[code]....
i Need to hitTest the line drawn in ^ with a clip called enemy. How would i go about doing that?
I can't get the hit test (true) to work on a clip that animates (all it does is grow in size). If I set the hittest to false so it just reads the box of the clip, and not the shape it works just fine. The clip in question is simply a circle.
I'm trying to add a line to a movie clip. When I trace the width of the lineadded it traces correctly, but the line doesn't appear. If I do everything the same but add the line to the stage instead of the movie clip it does appear. I know this is one of those cases where I can't see the forest fro the trees but
Here's the relevant code: var xAxis = new Shape(); graph_mc.addChild(xAxis); xAxis.graphics.lineStyle(2, 0x000000, 1) xAxis.graphics.moveTo(startX, startY); xAxis.graphics.lineTo(maxX, startY) xAxis.name =
I have 3 different functions for my preloader. I have an Event.OPEN, ProgressEvent.PROGRESS, and an Event.COMPLETE. In the event.OPEN function, I create a new variable that is data typed to the class name of my preloader that I set in it's property dialogue box. This is just a simple circle animation.[code]...
I have few movie clips that are added and removed automaticly by users choice. The problam is I can't find a correct "if" condition that will check if the movie clip exists before I remove it. This is the part of the code:
function removeAnimation():void { if(Boolean(getChildByName('wheelChair'))){ removeChild(wheelChair); chairTimer.stop(); }}
I tryed getChildByName and everything I could find in google and came up empty
I am working on a project where i have been given an FLA that has lots of images contained in movieclips that animate when you roll over them. These animations are all contained on the timeline of each separate movieclip, so the code was basically a lot of gotoAndPlay("2") statements and so on.
I have been given it to work on because the different movieclips need to go to a URL read in from an XML file when clicked on, and i have this part working no problem.
I also need to be able to read in image paths taken from the same XML file as the urls, and load these images into a movieclip holder within the movieclips on the main timeline. However the problem that i am having is once the images are loaded into img_holder which is placed inside a movieclip they will not animate on that movieclip's timeline.[code]...
I am working on doing a hitTest using one attachMovie and one repeating movieClip. I am running into trouble because the movie clip is changing it's name every time it's created (panda1, panda2, panda3, etc...) and the attachMovie, fire, is not recognizing the created MC's. here is the code to create the movieClips:
say I have a clip with an onEnterFrame running on it with a hit test to check if the user has rolled off the clip . . . Then i create an empty clip within that clip and attach clips to it. Will my .onEnterFrame and hitTest now apply to the clips i have attached to the original clip?
was all working fine until I added a simple shape movieclip (rectangle that I want to have visible and invisible) now just by adding this MC I get this error..
ReferenceError: Error #1056: Cannot create property largeframe on aavariable. at flash.display::Sprite/constructChildren() at flash.display::Sprite()
I'm trying to catch a variable content (set on the main timeline) from a movie clip added to the stage. I need to set a condition with that variable, so here's my line :
I am using a Flash AS2 template for a PayPal shopping cart on my site. As the code is now, a new shipping charge is added to the buyers total for every item added. I would like it to have only 1 shipping charge, no matter how many items are added!
i just would like to know how to create an "hitTest" script inside a movieclip that is actually part of that hitTest code?I mean... I have mc A, and mc B. and the current hitTest code im using (that is on the timeline) makes mc A, destroy mc B when collide with it... but there are many mc B on the stage (with the same instance name) so, when mc A collide with one mc B, it destroys ALL mc's B... but i want it to destroy only the mc B that he collides, not all the others... maybe an hitTest script inside a movieclip B would work (somethig like "if MC A hitTest ME = i die" (not all the others)).
i am controlling a tractor mc with right and left keyboard keys and let the user move the tractor till it reach a certain point where it touch a mc i want to go to a certain frame and stop the keyboard event listener and also the hit test listenerso finally the tractor is moved by user till it touches the mc then we will jump to a certain framethis certain frame will not have both of the tractor and the mcPHP Code: