ActionScript 3.0 :: Can A Movieclip Have Two Masks Added To It?
Feb 3, 2011Can a movieclip have two masks added to it?I mean, I tried doing .mask, but it always shows me the last mask, the other one apparently gets kicked out.
View 1 RepliesCan a movieclip have two masks added to it?I mean, I tried doing .mask, but it always shows me the last mask, the other one apparently gets kicked out.
View 1 RepliesI have made a movieClip (mcMask) which I can use to mask another movieClip containing a bg image (mcImage). I have given the image movieClip an instance name(bg_mc) and I have given the mask movieClip a class of "Mask" in the "linkage" field. Now, I want to create multiple "Mask" movieClips using AS3 and use these to mask the image movieClip (bg_mc).The problem comes when I want to call the instance names of the "Mask" movieClips and set them to be the .mask value of the image movieClip.Because they are created from a class dynamically they don't have instance names. Is there a way to easily give them all instance names and then call them to use as masks? Or is there another way of calling them without assigning instance names?
Code:
//creates Var to create new "Mask" movieClips
var timer:Timer = new Timer(100, 999999);
[code].....
I am having problems with the _alpha property of dynamic masks. For some reason they don't seem to accept it. I have a holder mc that I use as a mask and the holder is full of dynamic mcs for which I would like to set alpha properties.
My code is:
_root.createEmptyMovieClip('holder',_root.getNextHighestDepth());
function init() {
for (i=0; i<100; i++) {
holder.attachMovie("msk","msk"+i,i,{_xscale:0, _yscale:0});
_root.holder['msk'+i]._x = (550*Math.random());
_root.holder['msk'+i]._y = (380*Math.random());
I have a movieclip that is loaded into a container movieclip. When I click on it, I want it to goto a particular frame and play. Have tried using the name of the container MC (LiftPlaceHolder.gotoAndPlay(10)) but this has no effect at all.
View 1 RepliesI'm trying to use the action - object.setRGB(0x000000) - to change the colour of a movieclip, but when i restart te file.swf it doesn't maintain the colour that I added the last time. Is there a way to save the colour added?
View 1 RepliesI'm trying to figure out when a child is added to a movieclip "x", and handling/detouring this operation from withing this "x" movieclip.
I tried overriding addChild and addChildAt at with no prevail. The movieclips that are placed on the stage via flash still don't trigger addChild or addChildAt. However, tracing this.numChildren shows '2' correctly.
I'm adding a movieclip element ("lastSlide") to an other movieclip element("endLogoButton"). The added element has a child which is a button("endLogoButton"). How can I call that button?
mcSlideHolder.addChild(lastSlide);
/*mcSlideHolder.getChildByName("endLogoButton").buttonMode = true;;
mcSlideHolder.getChildByName("endLogoButton").mouseChildren = false;
mcSlideHolder.getChildByName("endLogoButton").useHandCursor = true;*/
lastSlide.endLogoButton.addEventListener(MouseEvent.CLICK, linkClick);
It always tells me that the access to a Nullobject reference is not possible.
I have created 3 movieClips and I added into another movieClip container named as mc.
for(i = 0;i<3;i++)
{
imgBox = new box();
mc.addChild(imgBox);
imgBox.name = "box" + i;
}
[Code]...
I don't work with the Flash IDE very much, and I'm running into a problem with the unreliable creation order of components instantiated by the Flash IDE "magic".
Basically, I have to call a function on a loaded module. This function should only be called after all the module's children have been added to the stage.[code]...
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!
Actionscript Code:
import caurina.transitions.Tweener;cartItems = new Array();itemNr = -1;itemQty = 1;cartin = false;ctrl_mc.cart_mc.onRelease = showCart;attachMovie("cart","cart_mc",15000,
[code].....
In my library I have a symbol.
This symbol class is:
xmx
I export this symbol for actionscript.
I export this symbol in the first frame.
In the main time line i have a movielcip named: mc_mask
Inside mc_mask I use this code to duplicate "xmx" movieclip inside "mc_mask" moveclip:
* * * * * *
BEGIN CODE
* * * * * *
var x_pos:int = 0;
var y_pos:int = 0;
[Code].....
If I MANUALLY put an instance of "xmx" movieclip inside "mc_mask" movieclip and assign an instance name (for example pic1), I CAN CONTROL IT with:
mc_mask.pic1.alpha = .1;
But i want to add the "xmx" movieclip using ACTIONSCRIPT...
I am trying to access a function in a MovieClip that has been added to the stage. Right after loading in the function, I create a function that calls the function in the recently added MovieClip. The compiler does not recognize the Function and when I go into debug mode it shows up as null. I've tried declaring the function in the MovieClip using 3 different methods, but I get the same result.
Code:
function Sleep(){
var Sleep = function(){
this.Sleep = function(){
What I find strange is that when I declare the function on the stage, it looks just fine and I can even see it (as a Function object) in the debug panel.
I have a movieclip which is added to the stage every second at a random place.i want all instances of this movieclip to move to the postion x=100px and y=200px on the stage at a rate of 5px.im not sure how to code this, i would like the code to be in as3 if possile as i do not know as2.
View 2 RepliesI created a child that will be added on runtime. How do I access a movieclip on the mainstage from within the child?
View 1 RepliesI'm new to AS3 so please bare with me with this basic question.I have the following codes and I followed the answer from this question, but it doesn't seem to be working for me. I'm not getting an error or getting a trace response.
Basically I need to access this test_mc inside the added child. Am I doing something wrong?
[Code]...
I am currently having problems referencing a MovieClip child which I add to the Stage from the Document Class. Basically when the MovieClip child is added to the Stage from the Document Class, I want a certain MovieClip already on the Stage to reference it once it is on the Stage.
Also, if it is possible, I don't want the MovieClip referencing the child being added to the Stage to have parameters linking it with the Document Class, because I plan on nesting this MovieClip within another MovieClip later on in the future.
Here is the code for the MovieClip class which is referencing the child once it is added to the Stage:
package com.gameEngine.assetHolders
{
import com.gameEngine.documentClass.*;
import com.gameEngine.assetHolders.*;
[Code].....
I need to work in as2 and I would like to add a blank movieclip to the stage, then the user can draw in it, but but only within certain confines. So I tried to set a mask but its just not working. :-(
Code:
this.createEmptyMovieClip("draw_mc", 1);
_root.attachMovie("mask_mc", "instance1", this.getNextHighestDepth());
draw_mc.setMask(instance1);
I've made it so that I can I can use an external class to control a movie clip. Very exciting. I've run into a new issue though, in that now when I load this swf into a parent movie, the Papervision no longer works. I don't receive any error or anything. When I run the swf by itself everything runs as it should, but when loaded into another parent, it just seems to turn off any interactivity.
ActionScript Code:
package
{
import flash.display.MovieClip;
[Code].....
[code]This is called as part of the die() function I've created for an enemy in the small game I'm making.The idea being that when the enemy dies, it attaches a movieclip of an XP orb.And it does this perfectly well.The issue is in the last bit of the code.I'm attempting to call the setType() function within the class that the XP orb is in.However, it isn't setting the type to 100.
View 3 RepliesI have a 20 frame MovieClip in the library with a Class attached to it. There is nothing in the Class except the usual stuff pertaining to MovieClips with a Class (import display.movieClip and so on). The first frame in the movieClip timeline is a stop() command. I only want the clip to play sometimes. So in the main document timeline, I add the clip from the library as such:
Code:
var testClip:SampleClass = new SampleClass();
addChild(testClip);
But with this instance, I also want it to begin playing. However the following is not working:
Code:
MovieClip(testClip).play();// doesn't work?
testClip.play();// also doesn't work?
But, if I delay things a bit it DOES work - like this:
Code:
Tweener.addTween(testClip, {y:0, time:.5, onComplete:function() {testClip.play()}});
// works fine, clip begins playing
Why delaying the play command works, but telling it to play on instantiating doesn't?
Im adding a mc from the library using.
Code:
menuInGame = new inGameMenu();
menuInGame.x = 700 ;
menuInGame.y = 0 ;
[Code]....
Im trying to switch the height of an mc that is inside an object ive dynamically loaded from the library
the mc has the name barHP.
How do i access it, or must i add this dynamically as well?
Code:
function saveAction(evt:MouseEvent):void{
var choice=evt.target.name;
var inputText:String = saveName.text;
}
I have this and I am trying to make a variable from the contents of the input box. Simple ya? The issue is that it is a child of another clip that is being added dynamically, so it doesn't think the input exists. How do I declare the input? How can I target it's contents? Also I have a remove function that is meant to remove this same parent clip.
Code:
function closeSaveWindow(evt:MouseEvent):void{
removeChild(saver);
}
'saver' is a variable created in another function, so I think there is a scope issue there. To try to fix that I declared 'saver' as a movie clip as a global var.
I've got this simple code here:
this["recipe"+i] = new recipelistname();
this["recipe"+i].buttonMode = true;
this["recipe"+i].recipeid = i;
[Code]....
The problem is that the movieclip rotates around the center. The textfield inside the movieclip is starting at 0,0. But it still rotates around the center, how can I make it rotate at 0,0?
I have a holder movieclip, its base class is foo.
package {
import flash.display.MovieClip;
public class Foo extends MovieClip {
public function Foo() {
[code]....
Suddenly, all the little bar movieclips within foo revert to regular old movieclips and don't fire.[URL]It still has its children, they're added and displayed, but their type changes to MovieClip, ignoring the base class.
I'm trying to do the following: I have an empty movieClip in my stage called zonaCentral_mc. I use a function that has this code:
zonaCentral_DescripcionProceso = new zonaCentral_DescripcionProceso_mc();
zonaCentral_mc.addChild(zonaCentral_DescripcionProceso);
It loads the MovieClip zonaCentral_DescripcionProceso from the library into the empty movieclip zonaCentral_mc. The loaded MC has a dynamic textfield called titulo_text inside. How can I change that text? I'm trying:
[Code]...
I have a holder movieclip, its base class is foo.[code]I put a trace in the constructor of bar so I can tell if it's being loaded properly, and when I drag out foo onto the scene and run the clip, all the little bars within it fire off correctly. However, when I add it to the scene dynamically, such as like this in the Main class:[code]Suddenly, all the little bar movieclips within foo revert to regular old movieclips and don't fire. What's interesting is if you typecast one them as Bar at some point, and their normal class is set to Bar (within the movieclip itself, rather than base class), it works and the constructors all fire, like this:[code]However, if you want multiple different types of Bar clips, and give each a base class of Bar, this won't work. They all spawn as generic movieclips. It DOES work if you go through and typecast them as either Bar1 or Bar2, but that means in practice you would have to try to typecast every child as every top-level object type every time you added the clip to the stage. You also can't have a bunch of movieclips of the same type since Flash doesn't allow it, so each one needs to be a new class, and have that class typecasted when the parent is placed on stage. Kind of defeats the purpose of OOP.
This seems to be a bug in Flash itself, but is there any way to fix it?You can download an example file here with a couple extra traces to show off what's going on: url... It still has its children, they're added and displayed, but their type changes to MovieClip, ignoring the base class.
I want to know if there is a way to add an ease function to a movieclip that has a tween added on the stage already? is there a way to specify the number of frames that I want it to ease? For example, say my tween runs for 25 frames, but I want the easeIn to only last for 5 of thoes frames, and resume it's normal speed for the last 20 frames.
View 1 Repliesi want my character to walk down the screen and hit the objectWall and then a movieclip then gets added to the stage and plays but it doesnt seem to work and ii dont know why.
[Code]...
I'm trying to display a shape using a mask in a way that it unhides the shape from left to center and in the same time from right to center.
--shape--
---><---
Is there a way to create a mask layer that animates two masks or to create two masks above one layer?
I was wondering whether it was possible to include multiple masks to just one layer?I have a huge deadline in for thurs and it would be a huuge help if it is possible.
View 1 Replies