I created a graphic to simulate a volume slider. Its working, but i want a movieclip graphic (vol_switch) to follow the mask. It is only following it after i release the mouse. i cannot figure out how to have it follow on the mouse drag without taking precedence over the mask and disabling that. I tried the code in bold, but not working.
I have been trying to get this all day and all I want to do is when I roll over a button it disable the main button that is in its way. I am making a header and it has a button that is lit up and shows a screen but when I roll over another button I want to disable that buttons mouse events. Here is what I have(be aware what I am trying to disable is a movie clip within the button so that is not part of action script)
myButton.addEventListener(MouseEvent.CLICK, onMouseClick); function onMouseClick(event: MouseEvent):void { var request:URLRequest = new URLRequest("http://msn.com");
Is there way to navigate to various buttons on a stage using only the keyboard? I have several movies (complete with cover art) on my Flash stage. I want to convert them into buttons so that anytime a user navigates to that button and presses enter, it will take them to a new frame (where I will have information about that particular movie). I know how to do this with Mouse clicks. But, this application requires users to use arrow keys in order to navigate and not the mouse.
Is there way to navigate to various buttons on a stage using only the keyboard?I have several movies (complete with cover art) on my Flash stage. I want to convert them into buttons so that anytime a user navigates to that button and presses enter, it will take them to a new frame (where I will have information about that particular movie). I know how to do this with Mouse clicks. But, this application requires users to use arrow keys in order to navigate and not the mouse.
Banner ads have buttons that ad serving systems use the following syntax to dynamically assign a URL.[code]The clicktag button covers the stage (ad size) and prevents other mouse events like panning. Are there any hacks to get around this? I have a FLA that uses the following AS but the mandatory click tage button disables it the panning functionality.[code]
I have seen instruction on event listeners to get a button to go to a URL or to make a movie pause and whatnot, but what I'm not finding is instruction on how to write the AS3 for a button that simply moves you to a new page within the site itself. Also, if it's a "goto" script, the page that I want it to go to, does that have to be a new scene? If so, how do I merge two scenes together? Essentially, you can look here for what I am trying to accomplish. [URL]
What we want to happen is when let's say the direct marketing button is clicked, we want the other buttons to slide offscreen the way they slid on screen and then a new set of buttons pertaining to the direct marketing will appear at the bottom the way the original buttons appeared at the beginning. Do I need to make these buttons sliding away and a new set of buttons sliding in on a new scene? How do I link the scenes together?
I've got a movieclip on my stage that contains a scrollbar and a few buttons.I have a function that rotates the uses _mc.rotationX=10;After an interval the function uses _mc.rotationX=0;After the movieclip has be rotated back to its original position the scrollbar and buttons no longer receive mouse events.[code]
My app has buttons that users press to insert predefined strings into a textarea. I'm now making it load in the button values dynamically so users can define their own buttons.I'm using a buttons.txt which contains a different label on each line (button1, button2,button3 etc). I loop through the text file and add the buttons to a group. This all works, but now the hard part. How can I assign an eventlistener to these buttons so that they output text to the screen?
protected function view1_viewActivateHandler(event:ViewNavigatorEvent):void { var path:File = File.documentsDirectory.resolvePath("buttons.txt");
have button listener code on main timeline: Code: endPanel.playAgain.addEventListener(MouseEvent.CLICK, playAgain); which lets my button within a clip call a function (function is on main timeline as well) later, that clip advances through its frames and the button seems to be losing it's listener code. the button still has the same instance name and is persistent throughout the clip. why is it only recognizing the code when the clip is on the first frame? You would assume that an instance name would retain it's listener code throughout the timeline no?
I'm developing a web site which needs animation for buttons in the Mouse_over and Mouse_out state.[code]...
What i want to do is change the red text which is the button to be animated for a variable which gets the name of the button in which the mouse event is taking place. This way i dont have to do a function for each button. [code]...
I looked high and low for a tutorial on this and got squat! I need to make this up soon. I have it half working at the moment, i still need to make a database for the events and such. But right now I need to get the calendar scrolling threw the months when the buttons I have are clicked on. this is my code:
I am trying to work out how to do something really hard and i think the only way that I can do it is to pass a timer an argument. I want to create a class that moves buttons to the right on mouse over, and moves them back on roll out. But I am trying to make a sort of easing effect in action script. The last movement should be 1 pixel, the second to last move 2 pixels, the third to last be 3 pixels etc.
The class will have a variable that stores the original x coordinate and the desired resting coordinate for the button on roll over. on roll over, the script calculates the number of pixels between where it is and the destination, or on roll out, it would calculate the number of pixels from its current position to the original position. Then it would use that number to do the following calculation:
while(numPix>countPix){ count++ countPix+=count } this.x=destinationX-countPix /*or + count pix depending on weather its moving to the right or left*/ while(count>0) { this.x+=count /*or -= if moving back*/ count-- /*timer would elapse here*/ }
So u see, it counts the number of pixels it needs to move, then it counts the number of increments (count) it needs to move between timers for this sort of easing motion. I just don't know how to implement this in actionscript
I have 30 buttons called thumb01 to thumb30. I have created this functions so when hover over and hover out of the one of the buttons it changes colour. I would like to use this for all my 30 buttons, but I dont want ot write the same code 30 times. Is there a way to for example to use wildcards so I can write thumbxx and address all the buttons.
var col:Color = new Color(); col.setTint(0xFFFFFF, 0.5); set1_mc.thumb01_btn.addEventListener(MouseEvent.MOUSE_OVER,hoverOver); function hooverOver(event:MouseEvent):void { set1_mc.thumb01_btn.transform.colorTransform = col; } set1_mc.thumb01_btn.addEventListener(MouseEvent.MOUSE_OUT,hoverOut); function hooverOut(event:MouseEvent):void { set1_mc.thumb01_btn.transform.colorTransform= new ColorTransform() }
I am wondering how can one stop the user from clicking on a button (MC) without using btn.enabled = false.example: i have a menu that has buttons which have tweens on rollover and onRelease events. I want to be able to click on home for e.g. disabling all other buttons to avoid user clicking but still keep the rollover. I have tried btn.enabled = false and of course i dont want to disable the entire btn and instead i want to disable just the onRelease event or even avoid the mouse from clicking until the animation finish. Only Then, user can click on another menu button.
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?
Just wanted to ask if there is any advantage for either using mouse click event or touch tap events, when writing apps for mobiles or tablets (for the iphone especially)?
I know that both of them should work fine, but in term of performance, is anyone better? Are there any things I should be aware of when choosing either?
By the way am using actionscript3 to implement the app.
I have an animation that I want to start when clicking on the flash window. However, I've also have some buttons on the stage. If I add an event listener for MouseEvent.CLICK on the stage, then it 'eats up' the events and the buttons don't work.
I've tried some tricks, by adding some invisible buttons on top of the real ones, and use the MOUSE_OVER event to selectively enable/disable the mouseEnabled flag for the stage, but didn't work because it complains that the property or method doesn't exist (which I find odd).
I have noticed that using the "addEventListener" and coming back into a frame, I get multiple events tied to the same component.The design I am using jumps to an "I" frame (intermediate) and then back to the "M" frame (main) when the user performs an action.I add event listeners to several components when I enter that M frame. What I notice is that the events seem to stack up for a particular component.
For instance, if I enter M frame, N number of times and addEventListener("click", handleEvent) to a radio button, I get N calls to handleEvent when the user clicks on the radio button. I guess this kinda makes sense but is not what I want. I just want one event of a particular type (in this case "click") to be associated with the a particular component. I get around this issue by removing the event(s) in the I frame. Then they get reinstalled in the M frame. Only one at a time.
So, just wondering about this behaviour. Is there a way to check for the number of events that are currently active on a particular component? Better way to handle adding events?
I am designing a music player using JavaScript (jQuery) and HTML5, with Flash AS3 to fall back. Basically what I want to do is to be able to click HTML control elements and have them interact with the flash in order to play/pause and skip tracks in the playlist (playlist JSON file read by JavaScript, passes file ID to AS3, AS3 reads another JSON file to get URL, then plays audio)
This enables me to only use the Flash to play the audio, thus creating the same user experience regardless of HTML5 browser support. I'm assuming I will have to 'listen' for events in AS3, however any pointers in how to engage these events in JS and react to the events in AS3
LinkeSetFx has its own CollectionEvent, but I don't know how to map the LinkedSetFx event to mx.events.collectionEvent(I want use it in ComboBox). LinkedSetFx is in AS3Commons-collection framework.Here is the url, choose the as3commons-collections-1.0.0.zip, you'll find LinkedSetFx in srcorgas3commonscollectionsfx
I try to dispatch an error event in an AS3 application:dispatchEvent( new ErrorEvent( ErrorEvent.ERROR, false, false, "my error message"));but I get the following runtime error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::ErrorEvent@2c04239 to com.adobe.protocols.dict.events.ErrorEvent.at flash.events::EventDispatcher/dispatchEventFunction()at flash.events::EventDispatcher/dispatchEvent()at my line of code..
Right now all the sounds (78 of them) on my guitar play using the roll_over event but that doesn't give the user much control over what sound is played.
The actionscript im using to play my sounds is this;
I have a movie clip with 15 frames. Each frame has buttons on it (mc's)... I was going to put the actions on the main timeline/stage and navigate within the MC from the main timeline. Is that possible? I can get the buttons on the first frame of the MC to work, but I can't seem to figure out how to target/make the buttons on the other frames work? I was thinking I could identify the path of the MC with the frame labels, but that doesn't seem to work. like: _root.RMChanger.(frame label).buttonOnFrame = function
I have to move a text box in and out over the MC backgrounds on the main stage... which is why I was thinking to do it this way? I've been switching back and forth bwtween AS2.0 and 3.0
I am having trouble with a job I am doing at the moment which has an mc with buttons within it. I want it so that when I roll over the mc it tweens from a small version to a larger version, and on this mc there are some buttons. At the moment I can get the mc to move but the buttons remain inactive and also the rollover states on the buttons don't work. I have attached a simpler version of what I am trying to do to this post.