ActionScript 2.0 :: Using Hit Test To Go To A Frame Within A Symbol?
Jul 18, 2009
I am making a platforming game similar to mario. I have figured out how to make it so "goomba" goes to his squished shape when colliding with "player".But what i want to do is make it so "goomba" still goes to "goombaFrame2" when colliding with "player", but only when it hits the top of the goomba, which is called "goombacap".So, within the goomba symbol, there is another symbol called, "goombacap". and i tried putting this code on "goombacap", nothing would happen.
onClipEvent (enterFrame) {
if (hitTest(_root.player) == true) {
tellTarget ("_level0") {[ code]....
Which is a copy pasted code i used originally, when it worked when everything was just 1 symbol.
View 8 Replies
Similar Posts:
Sep 3, 2010
How do i get the hitTest() function to test if a certain symbol is hitting another symbol, but, only if drawn parts of the symbol are touching, not thier outer bounds.
View 2 Replies
Sep 25, 2009
So i've done SOME work with flash and AS3, right now i'm working on a website for my boss, he bought some template online which has stuff laid out and animated and everything already, now I just have to integrate our content.My issue is this, I've got 2 symbols on the screen, one of which contains alot of buttons that list our services as company, the second symbol contains the content (or descriptions) of those services, which on are separate keyframes.What I'm trying to accomplish is that when you hit the button in "symbol A", it affects the "symbol B" and goes to the corresponding keyframe.For example when I click "button 2" in "symbol A", "symbol B" goes to keyframe 2.Now if they were in the same symbol it would be something like
on(release){
goToAndStop(2);
}
[code]....
View 7 Replies
Mar 31, 2010
How do i get the hitTest() function to test if a certain symbol is hitting another symbol, but, only if drawn parts of the symbol are touching, not thier outer bounds.
View 1 Replies
Jul 30, 2009
I need a bunch of letters to fall from the top of the stage and fall into place to form words at the bottom of the stage. Would you do this in actionscript or make each letter a symbol and do it frame by frame?
View 2 Replies
Sep 15, 2008
I want to "Test Movie" to get a feel for what my animation looks like as a SWF file but I want to test it from a specific frame. My reason for this is that normally if I go to Test movie, I have to watch my entire animation from the start when really, I might want to test it only to see if a certain part works. And I do realize there is the "play" option in the timeline using Enter but that doesn't have the same effect as Test movie.
Is there any way of testing a movie from a specific frame?
View 1 Replies
Mar 8, 2011
I had made a space background and spinning moon with Flash cs5 for a science project, but after I made the moon spin I tried to drag it in the frame and it won't appear! It just shows a clear symbol box.
View 4 Replies
Sep 30, 2009
How do I reference the root frame label in a function for event dispatching using a switch statement.
SUMMARY: This is simple, but as I've stepped away from ActionScript for too long, I'm having trouble figuring out the proper test expression to reference the root timeline frame label (e.g., switch(the root frame label)).
Nothing i've tried works:
switch(this.label)://obviously this would look at the button timeline switch(event.root.label)://player says there is no "root" property ...
STRUCTURE: I have five MCs, one on each of five frames. I have a forward button and a back button. I created a switch statement to specify different actions, based on the root frame label. Frame labels are f1, f2, f3, f4, fend.
THE RELEVANT CODE on Frame one ("f1"):
Code:
stop();
nexter.addEventListener(MouseEvent.CLICK, onNexter);
nexter.buttonMode = true;
[Code]...
View 3 Replies
Jan 23, 2009
In my Flash, when you push a button, a symbol goes from having an alpha of 0 to an alpha of 100. When this symbol appears, I want it to begin animating on its first frame. However, I'm not quite sure how to do this. D: gotoAndPlay doesn't seem to be doin' the trick.
View 2 Replies
Mar 10, 2010
I'm working on some fairly detailed character animations, and accordingly have made most of the characters parts into graphic symbols. For instance, his hand is a graphic symbol which has multiple frames for each perspective or pose of the fingers, and I set the symbol to the proper frame in the characters main timeline. I've been having issues, however, when tweening these symbols. I noticed this first when I was working on a jump animation and I just wanted the hand, once its pose is in a state which will be used for the majority of its frames, to tween up and rotate with the arm and body. When I create this tween, however, it forces all other frames of that graphic symbol to be set to that same frame. The start and end frames of the tween are set to the same first frame, and even after trying to manually fix the subsequent frames of the symbol, it wont let me. I've triple checked all my symbol names, frame numbers and settings, and anything else I can think of and everything is in place, so I really have no clue why this is happening
View 2 Replies
Jun 8, 2011
I made the following discovery while attempting to use the ADDED_TO_STAGE event with timeline code. I don't know whether to say it's a real problem, or maybe it's just an observation, but it's very simple to demonstrate. Just make a MovieClip symbol in the library, and set it for export. On frame 1 of this MovieClip symbol, enter this code:
ActionScript Code:
import flash.events.Event;
addEventListener(Event.ADDED_TO_STAGE, added);[code]....
(Note: I called my MovieClip symbol Screen1, and gave it a class name of Screen1 when I set it for export. But I am letting Flash create the class for me, there is no same-named class in the classpath)Next, put this code on frame 1 of the main timeline:
ActionScript Code:
var screen1:Screen1 = new Screen1();
addChild(screen1);
Looking at that latter code, apparently when the screen1 instance is created in line 1, the object hasn't fully finished instantiating before line 2 is executed,because the trace message never happens.Prior to this, I had assumed that code on frame 1 of a MovieClip, if it were "base level" and not inside any functions, was roughly equivalent to the constructor of a class. Apparently that isn't so, because whenever I add an event listener for ADDED_TO_STAGE in the constructor of a class, it always works, even if the object is immediately added to the display list, exactly as above.
In some of my other testing, if the movie clip instance is later removed from the stage and added again, the added and removed handlers fire just fine. It's only this initial time that it gets skipped. Also, if you add an event listener for ADDED_TO_STAGE from the main timeline instead, like this:
ActionScript Code:
screen1.addEventListener(Event.ADDED_TO_STAGE, added);
It works just fine.The conclusion I draw from all this is that there is no way to use the ADDED_TO_STAGE handler inside a MovieClip's frame code and have it fire the first time. Also that there may be no real equivalent to a constructor when you let Flash create the class for you. Thoughts, anyone? I am attaching a FLA file (CS4 format) in case anyone might want to examine this without putting a file together yourself. Don't expect anything at all fancy, though, it's nothing more than what I described above, and I fully expect you'll want to delete it later.
View 2 Replies
Jan 17, 2011
I need to use, GoToAndStop(), from a Symbol, that is not on the Timeline, to change the current frame on the Timeline.
View 1 Replies
Aug 9, 2011
this is a super newbie question, but i can't figure it out. I have a flash project(not mine), where i can find several symbol definitions in the Actions Frame. How to add symbol definitions there? I managed to create symbols by dragging (for example) items from library on stage and then pressing F8. I can get a reference on them in the Action Layer(frame 1) under Scene1, but i would like to know how to add these under Symbol Definition(s). Sorry for the question, but i am new to Flash Professional.
View 1 Replies
Dec 21, 2009
I have made a movie using just one symbol. Is there any way in flash cs4 where i can print the position of my symbol in every frame into a text file?
View 1 Replies
Mar 8, 2010
I just learned how to make a basic slideshow of images where one image shows for 3 seconds and then fades out and then a new one fades in, on and on. I imported my images, converted each image to a movie clip symbol and now they're arranged in my timeline. I need to add a NEW image at the very beginning of the the timeframe. I keep trying to Insert --> Frame, etc., but I'm not seeing a new first position in the timeline where my image will go. I'm used to video editing timelines and Flash is a real challenge for me.
View 1 Replies
Jan 17, 2011
Hello I need to remove a ENETR.Frame listener to a frame on stage from a symbol.
View 13 Replies
Jul 12, 2010
I am making flash segments for one of my professors for online teaching and the way he has his server set up, whenever there are interactive segments, the segments are done on one frame. Right now I am trying to make an interactive segment where you click on input variables to an AND gate (in circuitry) to change the input from 0 and 1, and then based on these inputs it will show the output.
Basically I want to start out by having them all display ?'s, and then if you click on the ? it turns into a 1 and then clicking again goes to a 0 and 1 and 0 etc. How can I either change what these buttons look like or how can I change the buttons to go from the ? button to the 1 button while all staying on one frame? I am very very new to actionscript (I know how to AddEvent Listener, etc, I just need to know what to write for my function)
View 9 Replies
Mar 16, 2009
i want to put a condition on the button event on (release) to check which frame of the movie symbol is stopped. something like if(frame 3 is stoped) gotoAndPlay(14).
View 3 Replies
Sep 17, 2011
I'm trying to test a custom Flex 4 skinnable component, using the FlexUnit UIImpersonator class. If I run my tests from a FlashBuilder Spark only project everything works fine. If I try to test from a project with the mx component set on the classpath I get a "getElementIndex not available in non Flex 4 projects" error.Can I unit test spark components in FlexUnits visual test environment while still having the mx component set on the classpath?
UIImpersonator delegates it's method calls to a "testEnvironment".The implementation used for this "testEnvironment" is decided by the VisualTest EnvironmentBuilder class and the FlexEnvironmentBuilder class. If the FlexEnvironmentBuilder class can find the "mx.core.Container" on the classpath it returns a MX environment, else a Spark environment. Only the spark environment has valid implementations for Flex 4 relevant method calls on the UIImpersonator - like the addElement method.
View 1 Replies
Aug 4, 2011
My buttons only work when I click on them on the stage while having the "enable simple buttons" option on. They do not work if I try to "test movie," "test scene" and publish it to a SWF. Nothing responds whenever I am in these modes. I am using Adobe Flash Professional CS5 Actionscript 2.0.
This is the code that I put in for the buttons:
[Code].....
View 5 Replies
Aug 30, 2009
i have a movie that has worked fine in past during Html test but ive been doing some dubugging using the flash test latly and it runs fine here but when i go back and try to test in Html mode no errors come just the movie never fully starts (starts up about as much as if there was an error).
View 5 Replies
Mar 19, 2009
I have two scenes in my flash file and in scene 1, first button takes you to frame 2 where movie clip is -works
on (release) {
gotoAndStop("scene1",2);
}
second button takes you to frame 3
but on scene 2 that performs same function as scene 1, the first button
on(press){
gotoAndStop("scene2",2);
}
instead of going to frame 2 goes to frame 3. and the second button goes correctly to frame 3.that happens when i test scene! when i test movie all buttons work properly.
View 1 Replies
Sep 9, 2010
I'm trying to test the _root._currentframe value in an "if" statement, but I want to test it using the frame LABEL, not the frame NUMBER.
For example:
on(release) {
if(_root._currentframe != "homePage") {
gotoAndPlay("home");
}
}
I know this works if I put the frame NUMBER instead of the label. But is there a way that I can get it to work with the LABEL?
View 2 Replies
Jan 21, 2010
In FlexUnit 1 it is possible to access the name of the currently-running test using the TestCase.getName() method because all tests subclass TestCase. In FlexUnit 4, however, there's no base class for tests; the tests are identified by annotations. So, how can I replicate the getName() functionality in FlexUnit 4?
View 2 Replies
Nov 22, 2011
I have a project in Flash Professional CS5 and ActionScript 3.
I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".
To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?
View 1 Replies
Dec 25, 2004
what i want to do is, when certain button is clicked, replace a certain symbol(button) by another symbol(movieclip) stored in the library. i try things like loadmovie("","") to replace the symbol from a external jpg, but some how it does not align even both images are exact dimension. can i replace an image straight from the library?
View 1 Replies
Aug 5, 2011
I animated eyes blinking inside of a movie clip symbol and placed the symbol on a face outside of the symbol.The eyes are stuck on the first frame. I am using CS5. What do I do?
View 5 Replies
May 16, 2011
Basically there's an object in a movieclip. I want to find the location of that object in relation to the movieclip, not of the object's symbol. So when i look at the x and y of it, it wont show 0, it will show the x and y location in the movieclip it's in.
View 2 Replies
Jul 10, 2010
I'm, trying to create a duplicate symbol and then be able to drag the symbol around the screen.I have an image - once converted to a button and on the stage as paddock_btn. The other converted to paddock_mc in the library, with a linkage identifier of "paddock".I want to be able to click the button, and create a duplicate, which can be dragged and placed on the screen.Unfortunately, I don't get any output errors here.
Code:
//create a function to duplicate paddock
function dupe_paddock():Void {
i = i + 1;
[code]....
View 4 Replies
Apr 24, 2005
I have a scrollout menu for my flash movie, but each of the buttons have to be movies symbols. I try to attach:
on (release) {
gotoand stop(4)
}
But I get the error that this script only works for buttons. Anyone able to lend some assist? I suck at actionscript.
View 1 Replies