ActionScript 3.0 :: Cannot Drag Images Loaded On Stage
Sep 25, 2009
Everything appears to work correctly, my images are loaded and land on the stage where I want them, but I can't drag them. It seems like the event listener (that i've highlighted) isn't being applied. As a side note, I've done this same thing with loading items from the library, and it works. I copied a lot of the the code from my test project to this one and when I load the bitmaps instead of pulling them from the library, it breaks.
package {
import flash.display.MovieClip;
import flash.display.Bitmap;
import flash.display.Loader;
import flash.events.*;
import flash.net.URLRequest;
public class Main extends MovieClip {
[Code] .....
I know how to apply a "drag and drop" to a MovieClip calling it by it's instance name, but i have a gallery of 24 images created by a Loader. And when i try to apply the drag and drop to the loaded image i can't. I thought about two possible solutions:1. Converting the loaded image to a MovieClip or putting it inside a MovieClip.2. Making a "drag and drop" that can be applied to loaded images.But i tried to get really hard to that solutions and couldn't make it. I am trully desperate.Here i paste the relevant part of my code:(mcCadenaMontaje is a MovieClip which i have the images loaded in)
ActionScript Code: import clases.Drag; function cargar_hueso(q,r,s){
I have simple file 550 x 450, in it there is one container 400x300, x:75, y:78. In the container I am loading images and there is drag and drop function for them. I also have added mask with size that matches the size of the container because when i load larger images i could move them. Everything is working fine, but If I set scaleX and scaleY to the container image, the drag and drop functionality is not working fine - I can't reach the edges of the picture.
Code: with ( m_mask.graphics ) { beginFill( 0x000000 );
[Code].....
It behaves like there is not enough space to move the image right, left, top or down.
I'm still new to flash and I'm working on image transition. I have 3 movie clips on the main stage, frame 1. The 3 clips are called 'mc1', 'mc2' and 'mc3'. I've managed to load images in to the 3 movie clips by calling a php script (Select.php) to pass the image paths back to my flash movie in an array. This is all the actionscript I have on frame 1:
Code: myVars = new LoadVars() // Load the vars from the external Php file myVars.load("Select.php") myVars.onLoad = function(success) { // Split the variables [Code] .....
This seems to work ok. Now I want to fade the images in rather than have them just pop up. I think I'll need to put in some kind of pause to wait until the images are loaded before I try any fading but I don't know how to do that. What I need to do to fade my images in once they have loaded rather than just have them pop up?
- A.fla includes buttons, movie clips and also B.swf is loaded in A.fla using a LOADER
- i want to access elements in A.fla, from the actionscript codes inside B.fla to modify those movie clips and buttons based on actions going on in B.swf
for instance, lets say there is a button X in A.fla, and there is a button Y in B.fla, B.swf is loaded into A.fla, and I want the button Y to erase button X when clicked.
general question: accessing elements in a stage, through a SWF file loaded into that stage.
The problem is that even though this external movie covers the whole stage, My mouse can still "see" buttons that are on the stage, and I can click them. I don't want to be able to click the buttons through my external movie.
can I drag images from browser window to my desktop even if they are inside a flash animation ?I would like to build a website in flash but keep this nice functionality you have with common html/css.
can I drag images from browser window to my desktop even if they are inside a flash animation ?I would like to build a website in flash but keep this nice functionality you have with common html/css.
I'm making a mockup for a client and I need to Load the .swf with the exact stage size so the graphic elements do not float outside the loaded movies stage area. [URL]Basic load code I'm using...
I built one of those click-and-drag rotating images. basically you click on it and drag left to right and it will scroll through a series of images in the timeline to make it appear like the object in the images is rotating he problem is I want to be able to click-and-drag the mouse up-and-down, AND left-and-right. Right now I can program it to do one or the other, but not both. if i put left,right,up,AND down in the code it ignores one or the other.
I have an image loaded from BitmapData displayed in an Image control. This Image control has dragEnabled and user can drag and drop small images (from a bunch of images in a TileList) on top of it.
The image loaded from the Bitmapdata can be different every time with different resolution and the Image control scales it down to fit its fixed with/height. But while saving the image after editing I am saving it with its original width/height. For this purpose I am storing the original Bitmapdata in a temp object and applying any edits there before saving.
how to create an image combining the Large image and the small images dropped into it. May be I can use display object snapshot but then I want to save the image with its original with/height and preferably after converting it to Bitmapdata.
Everything seems to work correctly locally, until I upload it to the test server. The SWF will connect to the database, but it won't load the images, and the drag and drop functionality messed up.
I have a container which loads an external swf having drag drop functions. when the loaded swf is played separately it works fine. But when it is loaded into the container the dragging doesnt works. My coding for drag drop in the loaded swf is as follows.
on (press){ startDrag(_root.img1, true, 100, 130, 700, 700); _root.img1.swapDepths(1); b.stop();
I'm trying to get some general info and be pointed in the right direction to make kinda like a photo gallery where they can be dragged, and moved around like several squire images that can overlap one another, and if you click an image that is under another image, it will come upfront..
I loaded some images from an external XML file, and tried to add a startDrag() & stopDrag() on my actionscript, but it got an error. "ReferenceError: Error #1069: Property startDrag not found on flash.display.Loader and there is no default value."
I have a picture gallery and I'm trying to figure out how to bring on the next picture by dragging the one currenly on the screen off of the screen to the left. Im not looking for the code exactly but just an explaination of the sequence of code or some kind of quazy code so I get the idea.
If you want me to post my gallery code I can do that. its just a bit long. Currently it works with using "next" and "back" btns I just have not been able to change it to work with startDrag etc.
I have developed a simple drag and drop learning object, which works exactly as I intend it too except for one small problem. I have a selection of labels and each one has its own X and Y variables; now when I drag a label if I hit the target then it is dropped into place and if I miss my target it calls the Number variable for the X and Y of the MovieClip and it snaps back to its original co-ordinates - great.
The problem I have found is when I drag the label holding down my left hand mouse button towards the edge of my stage, as my mouse cursor holding the label passes from inside the stage to outside I lose my hand icon and the label is in limbo until I bring it back into the stage but then I am forced to drop the label just inside the stage and the X and Y variable no longer holds the original co-ordinates of the MovieClip, but is overwritten it seems to the new co-ordinates near the edge of the stage, so the snap back goes to the edge of the stage and not where it should. I have gone down the route of creating a rectangle bound to keep the label within the stage but as I hit the bound it unfortunatley acts in much the same way as when I drag outside the stage.
I understand that AS3 is listening out for a MOUSE EVENT and that it cannot listen when the cursor is outside the stage; I have come across the MOUSE LEAVE function would this work? I basically want my code to detect when the MovieClip has been dragged outside the stage and automatically snap it back to the co-ordinates held within the X and Y variables and stop dragging letting the user try again.
I have a movieClip on stage.I wanted to make it so that you can click on stage and drag and if you drag up and right value increases and if you drag down and right value decreases.So that I can resize the movieclip (scaleX & scaleY) based on that dragging.
Im a newbie in AS3 and have encountered a problem with startDrag().I am working on a simple drag and drop game which works fine by itself.But the problem is that when this slide is loaded into a bigger gameloader swf. The x axis does not update itself. Thus when the draggerable gets drag, it moves in relative to gameloader's stage size instead of its own stage size.I have tried googling for the solution but cant seems to find any.Is there any ways that I can lock coordinates of the X and Y axis to that of the game instead of the gameloader?
I have a working xml-loaded carousel, I have (see below in the code) a working drag and drop function for a movieclip on my stage. In this code, since I have this one movieclip with instance name "object1_mc", all works fine, drag and drop with copy function. But I would need to be able to drag and drop/copy out of this xml-loaded carousel, when i'm on item1, i would be able to copy this, when on item 2 i would need to be able to copy this item, etc etc..but since this content is not on my stage , how would i give each item an instance name, so my drag & drop/copy function would work along with the carousel?
My problem is that im trying to click and drag videos externally loaded onto the flash stage. Apparently normal drag-drop methods won't make it work Anyway to work around this error? Here's what i've came up with so far.
I dragged and dropped my movie clip on to the stage, and it doesn't play. Other movie clips play, but the one I need to use doesn't play. I even added a function that is supposed to play the clip when you click on another clip, and it doesn't work although others do. I've attached the fla for reference, the clip that I'm trying to use is wipe3.
Is there any possible way that you could drag and drop the stage itself? I mean, Id rather not have to make a bounding box for what could be an infinite number of images randomly placed on and off the stage's view.
We are the developers of a complex Flash component (url...) which worked without issues on Flash CS3 and CS4. Now, in Flash CS5 (both Mac and Windows versions) we have found a couple of problems at author-time
-1- After installing the mxp file containing the component, when trying to drag the component from the Components panel to the stage, or to the Library panel, it doesn't work. There's no way to import the component!
-2- If we open an existing FLA (created with Flash CS4), the component doesn't show correctly at author-time: you only get a black frame, instead of the expected result (it should show a white background with a logo in the middle). When compiling, everything works fine.