ActionScript 2.0 :: Pausing A Movieclip That's Moving ?
Sep 7, 2004
here's what I have going on so far--I have a movieclip that's acting as a continuously scrolling text field, and want it to stop scrolling onMouseDown.
I'm making a game where if you hit something, an .swf appears over the game. During this time, I want the enemies to stop moving. The enemies are set up to move randomly onEnterFrame. I've tried deleting the onEnterFrame, but it doesn't appear to be working.
I am making a banner which displays jobs and moves upwards on the screen continuously.and every job ad is a button that navigates to the jobadvertisment.The buttons are inside a movieclip that contains all the buttons.I would like to pause this movieclip that is constantly moving upwards on mouseover.but how do I call the parent movieclip to pause on mouseover that resides inside the movieclip?
Pausing, stopping and playing movieClip (MC) children. I am making SWFs that an interface will load and control (pause, re-start, stop, etc.). Then the interface is paused, the main MC will pause but not it's child MCs. I didn't write the interface, I am just supplying SWFs that are loading into the interface. The developer of the interface willn't allow me to use animated MCs in my SWFs since he can't control them with the interface. So all my animation need to be on the main time line, which is no optimal to say the lease.Can I provide him with some code to allow him to stop the child MCs or is there an Event Listener I could include in the child MCs that would pause, stop, restart, etc when the main MC changes?I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple objects (on difference layers) and move and resize them across multiple keyframes?
I have a movieclip that contains an animation with several soundeffects in it.Now i would like to be able to pause the animation and play it again. Which isn't so hard for the animation itself but it is for the sound.
In the launch.exe, I have a loadmovie command which loads the external file video.swf. When the video is loaded, I want the viewer to be able to hit the SPACEBAR at any time which will result in pausing the video (pause.swf appears on screen) and after 3 seconds unloads the video.swf file and jumps to a frame label on the Launch.exe timeline. The code below is what I have at the moment but it doesn't work.
I tried to get this right but it just won't work for me. It's probably something very simple. I have a video in a movieclip on my timeline. On the first frame, I have the stop(); command. I want to be able to hit the SPACEBAR: which results in pausing the movieclip and jumping to frame 2 on the timeline.
I tried to get this right but it just won't work for me. It's probably something very simple. I have a video in a movieclip on my timeline. On the first frame, I have the stop(); command. I want to be able to hit the SPACEBAR: which results in pausing the movieclip and jumping to frame 2 on the timeline.
I have attached the file to this document, but basically I have a street scene which will eventually have about 5-6 people walking along the stage.
Currently on rollover of a button within the movie "movement_clip" my button will go to the overstate which shows a still of the animated women standing still. However...what I want to do on rollover, is I also want to pause "movement_clip" wherever it is in the process and then continue from where it got paused on rollout.
I have a video in a movieclip on my timeline. On the first frame, I have the stop(); command. I want to be able to hit the SPACEBAR: which results in pausing the movieclip and jumping to frame 2 on the timeline.
I have a main MovieClip in which I have several frame labels, each will eventually have different MovieClips associated with them. First time through I want to play an "intro" MovieClip, which I have placed on the stage at the begining of the main timeline, then at the end of the "intro" Clip, go to the first frame label and play that MovieClip.
The way I was going about it was placing this code in the last frame of the "intro" MovieClip:
Code:
MovieClip(parent).screen_mc.gotoAndPlay("home");
'screen_mc' is the instance name of the Main MovieClip.
Im currently making a game that has one of those old-skool Fallout maps (a world map where you click somewhere and the "you" marker moves there) that im trying to replicate.I already have the scripts ready for map interaction (using onhit here). But i was wondering if someone could help me with a script that works this way:
1. I have a movieclip (the character)
2. When i click somewhere on the map i want this movieclip to move there. Not instantly but moving over the screen to that point where you clicked.
3. I also want there to be passages that when the movieclip hit that movieclip (named hit for example) it stops dead and doesn't move (will be used on the map for mountains and such) and the player has to click somewhere else to move it that path (im assuming this will be something like onhit: hit - speed=0 something but im not a good scripter and it would had to be worked into the script.
4. ok this one is kinda optional but would be great! If it's possible to have it worked in the script that when the clip doesn't move (and is stationary on the map) the movieclip stays on frame 1 but when the movieclip is in motion (and moving across the screen) the movieclip is on frame 2 (and reverts to frame 1 when it's not moving anymore and so no)
I have a movieclip that I want to move down and up.I use a new tween using the Elastic. easeOut property to move the movieclip down over a duration of 2 seconds.But right after it moves down I need to move it right back up so it looks like a uniform animation.I used setInterval(reverse,2000) and reverse contains yoyo();This almost works.Since Elastic slows down the movement of the movieclip at the very end, there seems to be a pause between the movieclip moving down and the movieclip moving up.It does not give the impression that it is 1 tween, which is what I was going for.I tried to set the duration to less than 2 seconds, but then Elastic property is not 'stretchy'.It is too fast and comes to a halt, not elastic, and then the reverse (when the movieclip goes back up) is much faster than when the movieclip goes down.Is it possible to move the movieclip down AND up by using just 1 "new tween" function?
I have a movieclip that I want to move down and up. I use a new tween using the lastic.easeOut property to move the movieclip down over a duration of 2 seconds. But right after it moves down I need to move it right back up so it looks like a uniform animation. I used setInterval(reverse,2000) and reverse contains yoyo();This almost works. Since Elastic slows down the movement of the movieclip at the very end, there seems to be a pause between the movieclip moving down and the movieclip moving up. It does not give the impression that it is 1 tween, which is what I was going for. I tried to set the duration to less than 2 seconds, but then Elastic property is not 'stretchy'. It is too fast and comes to a halt,not elastic, and then the reverse (when the movieclip goes back up) is much faster than when the movieclip goes down. Is it possible to move the movieclip down AND up by using just 1 "new tween" function? I am out of ideas.
how to make the scroll/list menu in 2advanced's portfolio section, it can be found here [URL]
I kinda had a idea on how to make it , by using a mask and movie clip which holds the buttons, and then just use the up and down buttons to move the movie clip up and down, but dnt really know how to really do this.
basically want to know how to move a Movie clip up and down when a up or down button is pressed with restriction to how much i can move it up and down,
I have a movieclip that I am moving behind a mask to achieve a panning effect. I am able to move my movie clip onRollOver and stop onRollOut. So far so good, except that I have no boundaries or margins on my movie clip so when I keep my mouse on my button, my movieclip continues to move indefinitely forever. Can someone please tell me how to set boundaries on the left and right or how to limit the scrolling to an X -1000 and X +1000?
Basically I need to have a cartoon character walking to the right hand side of the screen and then turning around and moving back to the left hand side and so on. I have some code done but it could be all wrong as I am not the best coder at all, just starting out.
Code: package classes{ import flash.display.MovieClip; import classes.RollableChar; public class MainApp2 extends MovieClip{ //public var theCharacter:MovieClip; //public var myCarrot:RollableChar; [Code] .....
I'm exploring menu's in flash and I'm currently trying to put together a thumbnail menu where thumbnails are contained in a Parent MovieClip.I want to then be able to move that movieclip along the stage (to the left or right, depending on the keyboard key pressed)..I know I can do this using this code, when the Parent MovieClip
stage.addEventListener(KeyboardEvent.KEY_DOWN, myKeyDown);function myKeyDown (e:KeyboardEvent):void{ if (e.keyCode == Keyboard.RIGHT){my_mc.x -=125; }
In my attempt to create a simple Pong-like game, I've encountered a very strange and at times severe visual bug.When I set the ball (A Flash CS 5.5 library MovieClip) in motion moving around the screen at a rather fast speed, I've noticed that sometimes the edges of the ball would be cut-off for a short moment in the direction it is moving.
When it happens, it almost seems like the position of the ball MovieClip is slightly ahead of its own border and thus the part that is outside the border fails to get drawn.
Here's a picture that illustrates how this looks - at least for me:
You can also view the .swf file online here: [URL]
Some technical data:
I've been unsuccessful in capturing the with a screenshot no matter how much I tried. Sometimes I would open the .swf and the bug would be almost non-existent while at other times it was very blatant. I'm using an EnterFrame event function to increment / decrement the x and y position of the MovieClip. I have never encountered any such problem in any Flash app, in this machine or others. Truncating / rounding the x and y values of the MovieClip didn't help. Neither did setting cacheAsBitmap to true.
On the main timeline I've got solar_mc also On the main timeline I've got planet_mc and inside planet_mc I've got pluto_mc.. In pluto_mc. the actionscripts are writen to display text info, change colors, mouseovers, etc... My problem is the actionscript written in pluto_mc makes moon_mc, crib_mc and hale_mc on the main timeline function (changing it's colours, information, etc...). But I need to move moon_mc, crib_mc and hale_mc to solar_mc. When I do so the pluto_mc action script does not work! How can I put moon_mc, crib_mc and hale_mc in to one mc (solar_mc) and still make the actionscript in pluto_mc work? I've used the _root. command in the script pluto_mc..
I've boiled this down as simple as I can make it. When I click on the down movie clip (which is inside the MC movieclip) it does indeed move the MC movieclip down 20. However, I need it to also move the "enemy" movieclip down. When I try running this I don't get any compile errors but when I click on the "down" and the MC moves down I get the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
If I have a movieclip moving random around the stage, and I have another movieclip I one corner. is it possible to add an event listener to listen after if the random moving movieclip comes over the other movieclip?
I'm currently working on a GUI design and for the options, instead of a slider I want a movie clip that fills 5 boxes or empties the boxes when i hit the plus or minus buttons I've made. I created a movie clip called bars which has 6 frames. Then I made an addbar button and a subbar button. I then created a movieclip with all three items inside of it called gauge. I set the actionscript to the gauge movie clip. This is what code I have in currently. When I play the swf the boxes remains empty and will not move through the movie clip of bars like I want.
I have function for moving the movieclip but I would like to add boundary for it. And another thing is that the movieclip contains a textfield for receiving the text input from the user so I have the autoSize=true for the textfield. Then I wonder how to modify the code so that when the movieclip exist the boundary, it couldn't move any more?
I use the following function to move a mc to a certain y position. When that y position is reached the mc goes back to it's original position:
Code: function moveInOut (clip, yPos, speed){ var yStart = clip._y ; var yTarget = yPos; clip.onEnterFrame = function (){ var dY= yTarget - this._y; [Code] .....
But I don't want the mc going back to it's original position but to a completely different y position to create kind of a bounce effectHow to accomplish that?
I have a game where the FPS are calculated on an On Enter Frame event...
and I have another event that listens for key presses (other for mouse events... but all are disabled...)
And I have game tiles loaded onto a movieclip in the following order.[code]...
I tried cacheAsBitmap... and nothing... I would post the code, but with all the stuff inbetween it... it's like 700 lines long.... i'm giving a general over view... Is the problem based on the fact that I'm using the flex canvas to work off of?? Is there any way I can do my own 'canvas' like mc... that falls under the canvas, and before all the GUI? I tried adding children to the canvas and it didn't work.
I have a MC with the instance name of "price". When I click another MC that says "Competitors", I want "price" to move over left 50, and then up 60. I have tried everything I could remember but it has not been working. How to make this one fluid motion.
I am making a sort of like racing game maze thing but want it so that when the user hits for example the right arrow key the movie clip moves along it's x axis and doesn't stop until another key is hit or the movieclip hits another movieclip.I was thinking about making a function that some how loops the x distance and this function is being called when ever the keyboard key is hit.
I'm moving a movie clip using actionscript (as2) instead of a motion tween (because I want to save file size). I have this code on the first frame of the main timeline ("stone" is the movieclip instance name) and it tells the movie clip how many pixels to move in the x direction: Code: xTargetstone = 600;
I have this code on the movie clip itself ("stone" is the mc instance name) to handle the actual moving of the movie clip: Code: onClipEvent (enterFrame) { xstone = getProperty(_root.stone, _x); movestone = _root.xTargetstone - xstone; setProperty(_root.stone, _x, xstone + (movestone/5)); }
The movement works fine, but the issue is that it starts out fast and then slows down over time (even though that amount of time is small). The result is that the movie clip seems to wiggle and vibrate before it stops. Is there a way for me to change the code so that it doesn't wiggle and vibrate? perhaps something with the math I'm just not totally understanding? I would like a nice consistent motion from start to finish, while being able to set the time it takes to move etc.