ActionScript 3.0 :: Attach 2 Of The Same Movieclips At Once?
Jun 30, 2011
is it possible to attach the same movieclip twice?for example i have two buttons and both attack Main_Page however when i test the flash and error reads "Duplicate function definition"is there a way of attaching the same movieclip more than once? im using this code to attach the movie but when i add this code twice on two buttons duplicate error shows:
s_next.addEventListener(MouseEvent.CLICK, attachMovieclip);
function attachMovieclip(event:MouseEvent):void {var addPage1:Page1 = new Page1();addPage1.x= 0 addPage1.y= 0addChild(addPage1);
}
s it possible to attach the same movieclip twice? for example i have two buttons and both attack Main_Page however when i test the flash and error reads "Duplicate function definition" is there a way of attaching the same movieclip more than once?
im using this code to attach the movie but when i add this code twice on two buttons duplicate error shows:
s_next.addEventListener(MouseEvent.CLICK, attachMovieclip); function attachMovieclip(event:MouseEvent):void { var addPage1age1 = new Page1(); addPage1.x= 0 addPage1.y= 0 addChild(addPage1); }
I'm adding movieclips from an external .as class called GUI. But what I'd like to do is be able to load multiple GUIs - lets say GUI0, GUI1 & GUI2 - through the one class using a dynamic variable. So if I need to load a certain GUI i can just instantiate the GUI class and run newGUI.loadGUI(GUIname); and have it load the correct movieclip based on the variable.So, syntax aside, it would look something like this:
Code: loadMenu(GUIname) { GUItoLoad = GUIname; var mcLoader:GUItoLoad = new GUItoLoad();[code]........
I've tried a few different things syntax wise, and have had a search and browse, but have come up empty handed.
i have an error in my game project. i am trying to attach 5 different movieClips in an Array.but i dont want these movie clips to be appear on the stage when i attach these. but these movie clips appears on the stage as soon as loop executes.
here's the code:
var terrorists:Array = new Array(); for(i=1;i<=5;i++) { var terrorist:MovieClip=attachMovie("terrorist_"+i, "terrorist_" + i, i); terrorists.push(terrorist); }
I'm adding movieclips from an external .as class called GUI. But what I'd like to do is be able to load multiple GUIs through the one class using a dynamic variable. So if I need to load a certain GUI i can just instantiate the GUI class and run newGUI.loadGUI(GUIname); and have it load the correct movieclip based on the variable.
I have used AS2 for a long time, and have decided it is time to start working with AS3. When attaching multiple movieclips with instance names I would normally do this (AS2)[code]...
I have a problem with attaching more than one movie clip to this control structure, I need to attach 8 different movieclips. Till now the code attaches only one mc the "window". windows = 8; for (c=1; c<=windows; c++) { attachMovie("window", c, c); }
I was screwing around one day and thought I'd make a little line-drawing-thing. Basically it just attaches movie clips and draws lines between them using the drawing API. That was the easier part. Now I though I'd take it a step further and add some curves. I tried but the attached file is the best I could think of.
square.fla is the original file lineCurve.fla is the file in which I tried to add curves.
I am trying to attach a movieclip and make rows with 3 movieclips each. I can attach the moveclips and make space between them but i cant figure how i can make rows...
here's the code
Code: var gamesData:XML = new XML(); gamesData.ignoreWhite = true; gamesData.load("xml/games.xml");
I have a mc (changeColorMc) and three movieclips. The three movieclips are created on the fly (so there could be more movieclips) and filled with a color from an Array. This works fine.
Now I want to add an eventlistener for each movieclip, so when someone push one of the movieclips the movieclip with the name "changeColorMc" gets that same color from the colorArray.
My question is: How can I pass the color value from the colorArray to the buttonPressed function? Is this possible?
I was also thinking that I had to create three buttonPressed functions ie. buttonPressed1, buttonPressed2 and buttonPressed3 and attach these to the created movieclips.. but how? Because I don't know up front how many movieclips there will be..
point me to anything which will help me dynamically attach movieclips from the library into one main movieclip, which then I can duplicate it many times..You see, what happens with duplicateMovieClip,is that it duplicates the main movieclip itself, without taking its contents..I want to take the contents too. The only way I can imagine this could work, was if I could take a 'snapshot' of the movieclip and keep it as a bitmap, from which this could be duplicated - because I dont need the movieclip and its contents to contain code or have any animation playing. I just want it as an image, so I can create a pattern from..
I've a movieClip called "picChange" and inside that movieClip, there is another movieClip called "picFrame" and inside that movieClip there are three movieClips called "HolderL1", "HolderL2", "HolderL3". I use these 3 movieClips to attach movieClips(questions for game) from library. I put movieClip inside movieClip to add some animation while it loads. I used following code:
for(var i:int = 0; i<3; i++) { var pic_mc:String = "picLeft" + ranque[i]; var que_mc_class:Class = getDefinitionByName(pic_mc) as Class;
how to eliminate previos attach before move to next attach MC..let say as u can see in my code..I just settign the interval..for 2 second..in other to attach the mc on eby one...so how to set up the code so that if the 2nd mc has attach it'll remove the 1st one attach for certain time...and so on..the scenario like this..
mc1 attach after 2 second mc2 attach --> remove mc1 after 2 second
i'm trying to figure out how to reset or refresh clips that are dynamically attached to another clip based on records returned through xml.asically if the user chooses a different filter for the database query I need to be able to refresh a scrolling list made up of clips which will be different based on the filter.this is what I have for a function. I try to use "attachEmptyMovieClip" but to no avail
Code: getAll=function(){ members = getMembers.firstChild.childNodes;
I m trying to make sense of how to load a swf into a parent MovieClip and allow them to communicate.I ve attached two zip files � one which works fine and the other doesn�t. Unfortunately (for me), the one which doesn�t work is closer to my current project.I need to load movieclips into the parent movieclip. The parent movieclip has controls which rely on values parsed from the child movieclip.In the parent movieclips I wait until the loading is complete and so the values should be passed. However, the values aren�t passed unless I use a button (or timer), to pass the values (see the working exampes).The code which doesn�t work is:
Parent movieclip:
ActionScript Code: stop(); var myLoader:Loader = new Loader();[code].............
I have two SWF-Movies. One is exported into eht other as Child.Can I instance the Objects of the two libraries in all places, where ActionScript is possible? (In Keyframes of the MovieClips and in external class definitions.)
I have created 25 MovieClips on the stage in 5 X 5 matrix.How can I treat 5 movieclips in each row as a group of movieclips so that I can apply same set action to them?(Similar to RadioButton functionality. )
I want to test mc animations without having to hit F12 to see if they work correctly. For instance, if I have an animation movieclip and then I make another movieclip and drop that aforementioned movieclip within, and animate [via the timeline or library preview] I'm unable to see on-the-fly what my animation looks like... it only shows the top most nest, unless I F12 it.
So if I have a character blinking eyes (one movieclip) and then I create another movie clip of the face, and put that aforementioned movieclip within, the preview animation within the library does not show how it'll be viewed when F12'n it.,,,, it'd be great to see your animations on the fly.
why does a MC inside another MC have different _x and _y values than the main timeline?What I am trying to do right now is animate a MC inside another MC then get the main MC holding everything to move where that new MC ended animating at (it's part of a game I'm making.)
I know it's confusing but Flash shows the cursors current X and Y in the info panel, which is the same as the main timeline. Yet inside the movieclip, an x of 76 and a y of 277 on the timeline is -195 and -30.9 (respectively) inside the MC.How do I fix it so I can get the _x and _y values to match up so I can tell the main MC to reposition itself to the new X and Y (of the inside MC)
I have a movieclip called mapWindow, inside mapWindow are dynamically created movieclips of various sizes. The movieclips inside the mapWindow don't take up the entire space of the mapWindow and thus I use a startDrag on the mapWindow upon detection of a mouse press. The problem is, I don't want the start drag to start if the mouse is detected over any of the child movieclips inside mapWindow.
I have a few ideas of how to proceed, but I'm not sure how to reference all child movieclips of a particular movieclip - or something along those lines.
It would be easy to use the hittest function if I knew how to reference all the movieclips I need to, but alas...
I was wondering if there's a way to attach objects to one another. Basically, for a flash animation, I have a monkey swinging back and forth on a branch. The transformation point is set at his hand on the branch, while his arm swings back and forth like a pendulum. His body is at the bottom of this pendulum, and right now I have to reset the body as his arm swings.
How do I attach the body to the bottom of his arm to its own pivot point so that they're always attached to each other, but so that the body always is in the SAME POSITION (i.e., when you rotate the arm, it does not also rotate the body).