ActionScript 3.0 :: Getting One MC To React To The Animations Of Another?
Jun 3, 2009
I'm not only new to the forums, but also rather new to AS 3.0, so this might be something really simple but I can't seem to figure it out Basically, what I'm trying to do it make a photogallery that's essentially a grid of thumbnails. When the user rolls over a thumbnail, I want it to grow in size just a little bit and when they click it would get much larger.Now, that part is simple, but when all of these size changes take place, I'm trying to make the other thumbnails get out of the way, instead of the usual overlapping that would occur. So my question is this:Is there some simple way to change the properties of those thumbnail MCs to avoid overlapping at all costs, while remaining on the stage? Or would I have to animate every possible combination separately on ever possible thumbnail?
anywhoo i have minimal actionscript training tho i know a bit... im trying to make an Item system were i make an object like a key or a helmet... and if i collide with it it disapears. and i get the item, then somewhere put _root.playerMC.standing.gotoAndPlay ("item"); .. maybe in the item i dunno..
so basically i set my characters up like playerMC then in that animation i have a body head arms and legs.. and in those i have different items equipped on each body part on each frame how should i set this up!!!.. i cant call those items deep in the animation the farthest i can go is like Playermc.gotoandplay ("walk") when i try to do like.. playermc.walking.head.gotoandplay ("item") it doesnt work..
I am creating a Simple Flash Maze Game, and i have 2 'Movie Clips' that i want to react when the collide.IE. When 'CHAR_LVL1' (A Movie Clip, controlled with the Arrow Keys) comes into contact with 'WALL_LVL1'. I want it to 'gotoAndStop(27);'
I am using the code:
Code: onClipEvent(enterFrame) { if (_root.CHAR_LVL1, hitTest(_root.WALL_LVL1)) { gotoAndPlay(27); }
I am familiar with taking in keyboard input in AS3. I was wondering if there was a way to capture and process simultaneous key presses.I don't mean when a user holds down, say, the up and left arrows at the same time and an object moves diagonally. I mean when they actually press down on the keys simultaneously, like in a video game where 2 simultaneous button presses performs a new action.Currently, I have a class that reads whenever a user presses a key and assigns it to an instance variable. Then, each frame, the class pushes the key into a storage array if the current key pressed doesn't match the last key pressed. Each key is stored for 60 frames before being dumped if it isn't processed.
I have a large block of code in frame one of a movie. It executes, then the movie progresses to frame 2 and stops.I then have buttons at frame 2 that change the value in a string variable and send the movie back to frame 1 where it executes the code with the new value and proceeds to stop in frame 2 again.How can I eliminate this use of frame 2?How do I set it up so that I just re-run the code when the variable changes?I assume I can put all my code inside a function that gets called when the variable changes.
I'm new to coding in AS3 and is there way to group a couple of files in order for my to minimize the amount of checking the processor needs to do when running a game. Attached is the code. It works but I plan on adding more walls in the future and that may cause a lot of lag.
I've got this piece of code which is basically a start button that reacts to being clicked on. I'd like to change that into starting the function by pressing Enter on the keyboard. I'm having trouble figuring it out since the code is already in a function. How do I make it react to keypresses?
I want to add to custom MovieClip MouseEvent listener. MovieClip contains some text. When pressing on the part of MovieClip that contains text, listener does not react. How can I change that? I want the whole MovieClip to be clickable.
Why KeyboardEvent listener (AS3) does not react until I add it to the stage and not when I simply write it down in the Document Class just like I do with any other function? I mean, I have to write[code]...
I'm re-writing an MXML item renderer in pure AS. A problem I can't seem to get past is how to have each item renderer react to a change on a static property on the item renderer class. In the MXML version, I have the following binding set up on the itemenderer:instanceProperty=callInstanceFunction(ItemRenderer.staticProperty)What would be the equivalent way of setting this up in AS (using BindingUtils, I assume)?PDATE:So I thought the following wasn't working, but it appears as if Flex is suppressing errors thrown in the instanceFunction, making it appear as if the binding itself is bad. indingUtils.bindSetter(instanceFunction, ItemRenderer, "staticProperty");However, when instanceFunction is called, already initialized variables on the given instance are all null, which was the cause of the errors referenced above.
I wrote these functions to fade 3 movieClips in and out. There are three buttons- 1, 2, and 3, and each fade in and out their relative movieclip.
The problem is that when I click through the buttons, sometimes one might fade in, but one of the others doesn't fade out. Or sometimes the one that is supposed to fade out does, but it is delayed.
I have many items on the stage and when clicking on one, I want other specific items to react accordingly.
Here's the relevant code: public var currentClick; public var activeCurrent:Boolean = false; public function init(){ addEventListener(MouseEvent.CLICK, reportClick); } function reportClick(event:MouseEvent):void { [Code] .....
I want to click on "item1_mc", have the specified objects move away and then when clicking on item1_mc again I want to have them move back to their original positions. When clicking on "item1_mc" it provides both trace statements and performs the second if statement, even though "activeCurrent" is set to false. Further clicking only creates the trace statements and nothing else.
I was wanting some help with some of my coding I have to complete a game designed to teach students how to build a food web. This is my first use of flash Everything was going fine till I decided to go a bit more complex with the actionscript. What I have the program doing so far is when the sun2_mc1, sun2_mc2, sun2_mc3 and sun2_mc4 movieclips are pressed they turn into buttons and can be dragged. When the mc's are over the top of the target of - "target" + event.target.name - and the mouse is unpressed the mc is left in that position. At the moment the coding needs to have the mc over the exact same target of targetsun2_mc1 etc. However, I need the mc to be able to be placed over the top of all four of the targets on the background.[code]
I have a speaker and I need this speaker moves with a sound. I need to simulate the real world speaker vibration generated by the low and mid frequencies.
Does not have to be soo realistic what I whant to know is how I can play a sound and get son mumerical value usefull for apply numerical size transformation to the speaker.
I am trying to modify a fla i got from flash den. [URL]
It works by clicking on menu items, and or using your mouse wheel.
I am trying to make it so that it responds to mouse movement. So if you mouse up, the menu moves up, and if you mouse down, it moves down.
The file populates the menu using xml, and below is the primary code that makes it work.
Every mouseposition functionality that I've worked on required that the content be in an MC, but this is all xml generated content, and I don't know how to target or control it.
I got a problem with a rotating cube in html.When i'm out of the swf area, the _ymouse and xmouse are still reacting when i click somewhere outside of the swf and then the cube starts rotating again.Is it possible to limit the mouse coordinates to only the swf file?The cube i'm using is on this site.URL...
if I have two overlapping movieclips and both have onPress function, then the upper movieclip screens the lower one so that the lower movieclip does not react to Mouseclick.
Is this a default behavior?
Is it possible to make both ovrlapping movieclips to react to the same mouseclick?
Not sure if I phrased that correctly. I have about 6 pieces of illustrator outlined text.imported into flash, set as symbols with event listeners and works fine. but i notice I can only click on the outline itself, if i click on the inside of an "o" or "R" it doesnt work.I added white boxes behind each of the symbols and that fixed the problem, but now i want to do a color transform on the symbol (the text only of course), but when I apply the transform, its the background box and the text that have the new color applied, just leaving me a rectangle. I gave the box an alpha of 0, hoping if i didn't affect the alpha in the transform, the pointer would still read the box, but no go, it doesnt even see the box again.
I've been looking for a tutorial and answer to this for a while but can't find what I'm looking for. I am loading html text into a dynamic textfield, and I have a scrollbar controlling the scroll using the code below. What I want to do is also add scroll up/down buttons and have the scroll bar move in relation to the text scroll. I was just going to use "tracklistingtext.scrollV -- " for the scroll buttons, but right now the scroll bar doesn't recognize the text movement. What do I need to do to get the scroll bar to listen to the text scroll position?
var listTextreq:URLRequest=new URLRequest("tracklist.txt"); var listTextLoader:URLLoader = new URLLoader(); var bounds:Rectangle=new Rectangle(scrollMC.x,scrollMC.y,0,300);
I have this custom video player I'm making. I need some way to react when the externally played flv file reaches a certain point in the movie without embedding some extra data on the flv file. I am looking for this because I want to react at the 90%-99% point of the movie because I didn't like the behavior I'm getting when I react when the stream completes playing (I want a bit earlier). How do I achieve this?
I'm surprised Adobe didn't document what is the object structure passed on things like onMetaData and onCuePoint...
i have a bunch of movie clips and in order to make them rotate the way i want i have grouped them together, made the entire group into a movie clip and applied the motion tween. I'm trying to code it so that when i mouse over the movie clips WITHIN the group movie clip, something happens. How would i go about it? All i can work out is how to make the entire group react on mouse over, not the individual movie clips themselves.
I'm experiencing an annoying issue with a movie clip button. The movie clip is linked to a class which adds a rollover and rollout effect. The issue I'm having is that, even though the button is in frame 1, the button doesn't react to the mouse for some seconds into the movie. The only thing I can think is that it's the class itself, but I'm not certain. Here's the class:-
What I have is a bitmap as render cache for a sprite, and there're many of them present on the stage. I expected that they would react like sprites with mouse-click event, but they didn't. They're like rectangles all around, matter what the original sprite look like, And I tried put bitmap cache into sprite container and use sprite's hitArea property like [code]...
I want the stage to react every time some changes are made to certain objects. Is there a way to write custom Event? I could of course modify this object, but I would like to know if there is any more OOP way to do it. And events ARE OOP, ain't they?
I have a flash menu and two scenes. The first one is preloader with this code:
import flash.events.ProgressEvent; function update(e:ProgressEvent):void {[code]....
The second scene is for menu.The problem is, when this menu is loaded i can push buttons several times, then it doesn't react at all, but when i reload the page, it works again..
I am trying to create some flash mcs which react to others when rolled over etc but I am getting this error: TypeError: Error #1010: A term is undefined and has no properties.
I need to make a interactive animated character, that would react to clicks in certain places, but instead of bitmap/vector animations, there would be video clips embeded in the swf. The video clips would be played in various combinations.Let me give you a example.
Start: A looped video of a person idling.
Start/hotspot1: The looping video fades-out, and a video of a person jumping up fades-in, plays, then fades-out back to the loop.
I have to embed the videos, so that there won't be any buffering. I tryed to embed the video, and use commands like gotoAndPlay(), gotoAndStop(), play(), stop(), but if I have more than one embeded video I start having problems controlling the clips.Here's one of my unsuccessfull attempts:
Clicking on the HS1, should fade-out VIDEO1, fade-in VIDEO2/play it/fade-out, and fade-in VIDEO1 again.
I'm having issue where the titleBar event listener is override the buttons (i.e. close button) event listener. In my codes, i have a button called close button added to the titleBar. when i try to do the mouse over/out event listener for titleBar and close button, only the titleBar would react. It seems that the event listeners for titleBar are overriding the button event listeners. (Basically i want to change the mouse cursor icon when targeting the title bar and then different mouse cursor icon when targeting the close button)
I have created an invisible button myButton_btn inside a moviclip with instance name supermarket_mc. The supermarket_mc is based on a class Supermarket, which has the following code and works fine.
public class Supermarket extends MovieClip { public function Supermarket()[code]....
Now, if I have a button on Stage they work fine when I add a listener to them. However, when I add a listener to myButton_btn ie:
myButton_btn does not react to click events and I get an additional error Error #1009: Cannot access a property or method of a null object reference.I suspect that the MouseEvent.CLICK in the class definition overrides the MouseEvent.CLICK on the nested button.