I have parent movieclip and in that many different children movieclips
What i want to do is when i CLICK, i want to detect which movieclip it has clicked and call corresponding function (defined by onpress event) of that movieclip.
i have dynamic buttons in movieclip and i want the movieclip goto 2nd frame once some one click single movieclip while rest remains in 1st frame.the movieclips can be in arrayi have some code here:
Actionscript Code: var mc:MovieClip = new MovieClip();for(var i:int = 0 ; i < numberOfButtons;i++){ var btn:MovieClip = new button();
I am a super noob at actionscript. And I want my button to open a movieclip and then close the movieclip when clicked on again. I have no idea what to add after that here is the code I have for the button so far.....this button opens it.
on(release){ this.linemc5.gotoAndPlay("ear"); }
and this is another button I made that can close it, but I want it to be in the same button rather than seperate.
I am loading an external swf into an empty movie clip by use of a button.The movieclip is a sort of menu that begins with an animation of the menu opening, there are multiple different movieclips I am using with this format.What I am trying to accomplish is this.When another button is pressed, I want the movieclip (regardless of which one is loaded) to either:Go to a specific frame and play a closing animation within the movieclip, BEFORE a new movieclip is loaded. OR reverse the animation BEFORE loading new movieclip.Since there are 4 or 5 buttons all loading different clips, I need all the buttons to work this way regardless of which movieclip is loaded.
I've got music player and one of the controls is a movieclip which acts as a PLAY and PAUSE button. What I would like is to swap the image of this movieclip everytime it's clicked. How would I go about doing this?
Here's my code...
ActionScript Code: playPause_btn.addEventListener(MouseEvent.CLICK, onPlayPause); function onPlayPause(event:MouseEvent):void{
I have a Movieclip on the Timeline with my all buttons in it called 'Controls'.I want these buttons to control a Movieclip which is in Movieclip in a Movieclip in a Movieclip in a Movieclip.[code]I want to control the Movieclip Hole (The Movieclip's instance name is Hole_View)Movie within that instance is called Hole_Mov.Everything has an instance as per properties panel and labeled correctly, but I'm getting a "1120:Access of undefined property" or "You're a Douche" error on my buttons and the movie itself.Also, is it best practice to load external swfs into a movieclip? - does this help Flash automatically unload the retired movie when another external swf has been called.[code]
I've got music player and one of the controls is a movieclip which acts as a PLAY and PAUSE button. What I would like is to swap the image of this movieclip everytime it's clicked. How would I go about doing this? Here's my code...
Ive got my target game where the target spawns on the stage at a random position. When the target spawns however, i am unable to click it to shoot it?
Ive got my event listener for the target in my actions on that frame, but its giving me the following error:
1061: Call to a possibly undefined method addeventlistener through a reference with static type class.
If i comment out the addEventListener for the Target the game runs but i cant click it, if i dont comment it out i get that error and the game wont run.
So im creating a site for a friend and I have placed the menu inside a movieclip so the buttons are inside the movieclip. This the script i have tried :
I'm loading assets from a swc and I need to loop through every frame of the movieclip and find a certain instance so I can colorize it. Is this possible? It seems that with a swc I loose the ability to control the movieclips playback. It just plays and repeats no matter what I do.
I've got some quick code here. Basically, i'm trying to control the visibility of a single movie clip at the click of one button. One Click makes it disappear, the other brings it back again. Nothing i've tried seems to work.
I am trying to control a movieclip nested in a movie clip from the main timeline, but I can't seem to get it to work. I understand the "." dot notation, but it just isn't working.I googled the crap out of it, but nothing really.Attached is just a simple example I'm trying to get to work. The file is CS4 format.
I have buttons that load movie clips when you mouse over them and unload the movie clips when you mouse out.[code]the problem is that the movie clips aren't necessarily playing from the beginning when you mouse over, since their timeline is independent.How can i specify that I want to add the instance of the movie clip to play from frame 1.I've tried using the gotoAndPlay method with the frame number/ label in parenthesis afterwards and got an error message..I've looked through multiple tutorials on controlling symbols using AS, and i still can't get this to 'click' for me.[code]
I am using start drag to control an mc of a map which all works fine, this MC can be zoomed using a slider which also works fine. I have defined a bounding box in the usual way. map_mc.startDrag (false, new Rectangle(0,0,500,500)); But when map_mc is zoomed in its size go beyond the bounding box's limit and obviously reacts unpredictably. I would like to put the rectangle size in a var which I can then scale with the map so that the mc is never bigger than the bounding box. Code: Select allvar rectangle; number = (0,0,1000,1000)
On the main timeline I have a graphic of a hill and tree that darkens when clicking a button. I also have a movieclip called "creature" that has a little creature walking from one end of the stage across to the other. I need a script that will control the brightness of the "creature" movieclip at the point where the main timeline animation goes dark because the "creature" movieclip sticks out like a sore thumb at that point and needs to be darkened.
At the start of my movie (its a game), you press a button that moves you to the second frame where the game starts when called by a function on the main timeline called startThisGame(). A symbol called "player" is spawned from a class called Player and when right or left arrow are pressed it responds by moving left and right. Problem: The "player" wont respond to key presses unless I first click anywhere on the actual game window, either in test mode or after publishing. This did not happen before and now it does.
This one works: Code: SomeNumber1 = new Number(1); SomeNumber2 = new Number(3); object1_subObject3._alpha = 50;
And this one doesn't: Code: SomeNumber1 = new Number(1); SomeNumber2 = new Number(3); this["object"+SomeNumber1+"_subObject"+SomeNumber2]._alpha = 50; If I try to trace the "movie clip" in the second code I get "undefined"....
I'm trying to build a simple slideshow with AS3 consisting of one movie clip which should be controlled backwards and forwards using simple buttons. I can get the slideshow to play forward once but, apart from getting slide 2 to go back to slide 1, I can't get it to work with the remaining slides.
I've just swiched over from FL8 to FL CS4 (3 days ago). I'm learning AS3 at the moment but am on a deadline with a project (a bit over it actualy) which uses AS3
I have a movieclip (container_mc) on the main timeline which holds all the animation and a timer (timer1_mc).When container_mc reaches frame 2 it stops and a timer (timer1_mc) starts running.When the timer finishes, container_mc should continue to the next frame.The code I have to do that (from the timer1_mc) is:
if (d> 260) { parent.container_mc.nextFrame(); trace("blabla");[code]....
This doesn't work, it gives me the error 1119: Access of possibly undefined property container_mc through a reference with static type flash.display:DisplayObjectContainer.
I'm using the new 3D tool in flash to let pictures rotate around there center. To not let it look distorted I will have to adjust the vanishing points for these images separately, however I can't find an option to control them separately. The seem linked for all my 3D movieclips. This will result in having only 1 moviclip animated right. So the question is: how do I control the vanishing points for each movieclip separately?
I am trying to controll my movieclip with my buttons in Actionscript 2. I have a loop in my movieclip, it goes frame 1-20 over and over again. I want the button to move it to frame 21 and play it onwards from there. How do I do this?
I have 3 navigation buttons and an empty movie clip on the stage. Clicking each button loads a 'page' into the empty clip, and each 'page' is a movie clip in the library. When the movie initially loads, the 'home' page movie clip automatically loads into the empty clip on the stage and plays to a frame half-way through. When a navigation button is clicked I want to finish playing the loaded movie clip, remove it, load the new 'page' into the empty clip, and play it (also to the half-way point). I have been able to accomplish everything except getting the name of the loaded 'page' clip and making it play to the end. This is what I have in frame 1 of the main timeline with the code for 1 button:
var homeMovieClip:MovieClip = new homeScene(); emptyMC.addChild(homeMovieClip); gotoAndPlay(2); bioButton.addEventListener(MouseEvent.MOUSE_UP, bioClickHandler); function bioClickHandler(event:MouseEvent):void{ [Code] .....
I have four buttons currently set up to do all sorts of stuff in a flash file. What I'd like to do is have them all point to the currently displayed movie clip on my main timeline.
At the moment they're set up to test the addChild and removeChild functionality I've written and it seems ok. I would like to trigger removeChild and addChild by the last frame in a movie clip and have my buttons send a play command to my movie clip. That way the clip plays to the end before removing itself and adding a new movie clip.
The movie clip that I would like to trigger the addChild and removeChild functions is actually one of four movie clips so I need to declare play(); and send it to the current movie clip regardless of which one is on the stage. I was thinking about declaring a variable to contain my movie clip so that I can just say play(awesomeMovieClipVariable); and awesomeMovieClipVariable will be equal to the currently loaded movie Clip. I can't figure out how to declare a variable and send my movieClip in to the variable.
I have added frame labels to the final frame of each instance of mc_copy1 mc_copy2 and mc_copy3 to allow a conditional statement something like... if (current frame of that movie clip = frame label) but I don't know how to set that up...
I've got a play and stop buttons on the stage which are controlling some 3 nested MovieClips, It controlls Well the MovieClip which is located on the first frame, but when I want to stop/play the other two MC's (frames 2 & 3) I get the following error - TypeError: Error #1009: Cannot access a property or method of a null object reference. at jukebox_fla::MainTimeline/playMP3() I know the problem is that I just can't control any other Nested Instances of a MovieClip Unless it is located on it's First frame. How can I stop/play the other 2 MC's (Frames 2 & 3) by coding from the main stage?
I have a text movieclip (service_mc) on the stage for which I need to control 4 different _xpositions (_x = 0, _x = -700, _x = -1400, x = -2100) with 4 button mc's (btn_one, btn_two, btn_three, btn_four).
For these four buttons I already declared the Over, Out, Release and Restore stage in a function:
Code]...
What I like to accomplish is to control the _x positions of "service_mc" with the same buttons. I mean when btn_one is pressed service_mc should go to _x = 0, when btn_two is pressed the _x position from service_mc should change to _x = -700 etc, etc
How to integrate this possibility in the existing function?