ActionScript 3.0 :: Detect Which Is The Name Of The Clip?
Jan 1, 2012I have an FLV player component, with this component I play several clip. Is there a way to detect, with as3, which is the name of the clip?
View 5 RepliesI have an FLV player component, with this component I play several clip. Is there a way to detect, with as3, which is the name of the clip?
View 5 RepliesI have a .flv playback player embedded in the 1st frame of my flash CS4 AS3program which calls in a video clip called carrie_mc as soon as the program starts. When the video is finished playing it disappears off the stage which is all good and is as it should be. Where I am having a problem is that I want my code to detect when the video is finished playing so that I can display a text box with further instructions to the user. I am using the following code to detect when the flv is finished and have added a trace statement to see verify if it is working. Although there are no error messages the code doesn't seem to be working as I do not see the trace message in the output cue. How can I detect when a movie clip has finished playing using CS4 AS3?
carrie_mc.onStatus = function(info){
if (info.code == "NetStream.Play.Stop"){
trace("flv has finished playing")
}
I'm doing a rather fancy button with up,down,rollover,rollout,and static states, something the standard flash button structure isn't capable of as far as I can tell, I've tried it.
Here's the setup: My main timeline has a series of frames with stop(): scripts, and each frame has a movie clip representing what should happen during that state: still, rollover, rollout, mousedown, mouseup I can't get the mouseup event to work.
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I have an animated movie clip on my stage with aprox 100 frames with a stop action on the movie clip's timeline frame 1. I have a button on the root timeline that starts the movie clip animation but what I want is a way of detecting when the last frame of the Movie Clip is reached.i.e when movie clip gets to the last frame trace something..
View 3 RepliesI have the standard drag and drop functionality setup with the MOUSE_DOWN / MOUSE_UP commands. However, if I just click on the item and decide not to drag, it still executes the commands like it was dragged. Is there any code I can put in so that if they decide not to drag the movie clip, the function doesn't fire?
View 3 RepliesI have some FLV video files to be reproduced sequentially by a Flash video player. Suppose v1.flv and v2.flv. I want the player to start playing v2.flv once v1.flv has reached the end. According to this forum, the onPlayStatus does not fire in progressive FLVs. What can be done? A snippet of what I am trying below:
public class MyClass extends Sprite {
private var nc : NetConnection;
private var ns : NetStream;
[code].....
how to detect if an animation in a movie clip stops?I make myself clear:I have a movie clip with different animations which I call from the stage with mc.gotoAndPlay("frame label"). Being these animation one after another in the timeline I call a stop() function to avoid the animation after to begin without being called.
Now, on the stage I want to play one of these animations and when this stops I want to make something happen.Is there an event that tells me "this movie clip is not 'animating' anymore"?
I've got a FLV file (test.flv) in a movie clip playing on my timeline with controls for viewers to jump around if they'd like, does anyone know of a way that when the FLV movie clip comes to an end, it will detect this and continue on with the timeline?
View 1 RepliesI'm trying to use hitTest to detect if a dragged clip is over any one of 3 different targets - when it is I want that target to blink. And then when I drag off I'd like the blinking to stop. Make sense? I'm struggling a bit with the following code:
Code:
square_mc.onPress = function() {
this.startDrag();
for (z=1; z<4; z++) {
circle = _root["circle"+z+"_mc"];
[code]....
The "eval(circle)" part isn't really working.
here's the basic code i'm working with:lunch_mc.loadMovie("pastramiSandwich.png");when i change lunch_mc contents to chickenCeasar.png, for example, how can i detect that change and use it to drive another function? onChange doesn't respond to programmatical changes (retarded) and onData only works with the loadVariables event.BitmapData?
View 2 RepliesThe problem is, i need to detect the quantity of movieclips that a child movie clip is over A movie clip is over several boxes and that boxes are MC, in the image for example when i drag the child MC, this is over some movie clips but i cant detect which movieclips are.
View 1 RepliesI'm trying to make a clip that will have another clip attached (eventually it'll be a mask) when you roll over it. I want the mouse positon to be determined on rollover and a different clip (with different registration point) to be attached depending on which quadrant you rollover first. IE- you rollover the lower left quadrant of the mc first so an mc with an upper right registration point is attached and follows the mouse.
Code:
leftfunction = function(){
if (patch._ymouse <= 100){
llowerfunction;
[code]....
It's easy to check if movie clip is on the stage/display list.But how to detect if movie clip is inside the visible area of browser window?
View 1 RepliesI am targeting a a movie clip. The problem is that all the syntax I have found for targetting clips looks like this: _root.sample_mc.sample2.mc. etc. The problem is, my target clip is in an swf that I've loaded into a container clip from my main timeline. So, essentially, I have a home.swf that loads menu.swf into a container called 'location'. In menu.swf, I have an MC called center, which contains the MC I am targetting called 'target'.
View 2 RepliesI want to loop through a movie clip and assign a function to each of the clip's child movieclips. when i do a for...in loop and then do a typeof() trace I get "string" and obviously it won't let me assign lets say 'onRollOver' functions to the children.
View 6 RepliesI'm trying to set up an expandable clip that resizes with the browser window with a main clip centered over the top. I know it has something to do with a stageListener.
View 1 RepliesI created a swf which loads multiple external swfs to 100% before playing. Which works fine. If I stop a clip while it's loading, I call loader.close() and I'm able to resume from where I left off at a later time. The problem I'm having is when I added the functionality to load the next clip while the current clip is playing. To be clear, I'll refer to the normal preloader as preloader, and the preloader which loads the next clip as pre-preloader. If the pre-preloader loads to 100%, everything is good. The next clip will play immediately without having to wait. If, however, the pre-preloader for the next clip is stopped at any point before 100%, the preloader will start loading at 0%.
With that being said, If I go back to the previous clip (which was previously already playing), the pre-preloader will pick back up where it left off, then if I go forward again, the preloader will pick up where IT left off.
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I'm trying to get a movie clip to automatically load up another external clip, after playing an embedded flv.
This is what I've tried so far:
var holdFrame = setInterval( holdFrame, 5000);
gotoAndPlay(
_root.mc_holder.loadMovie("swf/library.swf"));
clearInterval (holdFrame);
Although it throws no errors, the setInterval is ignored and it just loads direct into the next mc clip.
So I have an array of eight mcs arranged in a circle around a larger mc and I want to make it so the user can click and drag any one of the mcs in the array and it will cause them all to rotate around the larger center mc. I can rotate one clip around using an ENTER_FRAME listener but since I want them all to rotate and not until the user clicks and drags.
View 0 Repliesi have a problem with hitTest, i want when my mouse is on the leaf movie clip the movies clip disappear. or away any where
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I am importing a movie clip as a symbol from a SWF using Embed to a AS3 program and, after attaching the movie clip to the stage, the movie clip keeps repeating. Before you ask I have indeed creating a script layer and put a "stop()" on the last frame. In fact the swf containing the symbol works perfectly fine when executed on its own or in Flashdevelop (my choosen IDE). Its only when imported does the clip keep repeating.Here is the code:
Code:
package {
import flash.display.*;
[code]......
I would like play head of a movie clip to return to a certain frame of that clip so a MC inside it would loop. I now have: stop(); as the action.
View 2 Repliesi've tried placing the code in the actions pnel of the mc; on the mc at the main time line and in various other unspeakable places... but i always get the same error warning me that this code can only be used in movieclip instances and that my stupidity levels are reaching dangerous levels. (error: 'Symbol=stage_mc, Layer=actions, Frame=1: Line 5: Clip events are permitted only for movie clip instances
onClipEvent(enterFrame){'
i fear somebody will reply to this with:'the code goes on the movieclip instance'...at which point i will take up a career in knitting (i knew i shouldn't have given up the course in the first place)
I want to load a random movie clip from the library to an empty clip on the stage called (bg_graphics). the clips in the library are called (green, blue, yellow).
View 5 RepliesI'm writing a card game in AS3. The artist I'm working with has produced (in Flash CS4) a single swf-file containing all the card graphics and animations. The structure of the fla working file looks something like this:
- Scene
- CardGraphics (Movie Clip)
- CardFront
- CardBack
- CardValueImage (Movie Clip)
In the program I create 52 instances of my Card class, each having a MovieClip instance created from the loaded swf. The idea is to set the frame of the CardValueImage MovieClip to correspond to the Card instance's suit and rank member variables. However, I can't figure out how I access CardValueImage and call gotoAndStop (or whatever method I will need to call).
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Been working on this for almost 2 weeks and I am completely stuck. I've got a main dynamic movie clip that pulls in images from an xml file. It's x position moves depending on the mouse position. Obviously its width is dependent on how many images are pulled in.
I have an indicator movie clip that runs along a 600 pixel line in the opposite direction to the main clip that gives an indication of how long the main clip is.
I know the length of the indicator's line so its x position needs to be updated in relation to the x position of the main clip. 1% of indicator's maximum movement in 6 pixels so it needs to move 6 pixels in relation to 1% of main movie clips maximum distance.
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I have multiple movie clips on my piece. Each clip is of an an image, and when the mouse curser goes over the image, the movie clip begins (making it bigger).If you run your mouse curser all over the screen, they all activate at once.I want the clip to only activate after the mouse is on the specific clip for more than a few seconds. I know I need a timer. How do I do this? What is the code and where does it go in mine (below)?
Frame 1:
stop();
image10.addEventListener(MouseEvent.MOUSE_OVER, image10overFunc);
function image10overFunc(e:MouseEvent)
{
[code]....
I am trying to loop a .flv clip located in an array when that clip has finished. Do I add an EventListener.complete then play it again? Ummmm. This seems pretty pedestrian.
View 2 Repliesclip events are permitted only for movie clip instances onClipEvent(enterFrame) {
i keep getting this output message --- can't figure out what it means.
i've got 48 small movieclips named "1clip", "2clip", etc. all the way up to "48clip." I want to do something with them all and use a loop to affect them all the same way.
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but that doesn't seem to work. are variables and instance names interchangeable? my lClip var traces out of course, but the lClip.imagHolder.loadMovie never happens (clip inside the clip).