ActionScript 3.0 :: Layered Objects And Functions?
Sep 22, 2010
I have two movie clips on the stage: mcA and mcB, each have a function when rolled over:
mcA.addEventListener(MouseEvent.ROLL_OVER , aActivated);function aActivated (event:MouseEvent):void{ trace('mcA was rolled over');}mcB.addEventListener(MouseEvent.ROLL_OVER , bActivated);function bActivated (event:MouseEvent):void{ trace('mcB was rolled over');}
Under certain circumstances mcA may overlap mcB. When the cursor rolls over their intersecting area I would like both functions to launch, how do I do that? Currently, the problem is that only the object on the top will launch its function.
I tried turning the following object (clear sake) into the product of a function (see below),however, my attempts to display any kind of output produces "undefined".[code]...
I'm working on a flash video player and I'm trying to figure out how to access something inside the constructor that I know is set but it keeps telling me its not.
[Code]....
now in the metadata function its giving me the error, "Access of undefined property video" Now, am I just completely not understanding how classes work or is this a common problem?
often seen in simple flash games. So you can look at an example. http:[url]....Green object shots a bullet and what i want to acheive is to run bullet toward black bar even if bullet is shot to the left side of the screen. Bullet should make a circle, slow down and change direction to the bar and finally proceed faster and faster to the bar. Simply it should behave like remote control rocket chasing enemy. Right now i am with this: Code: Select all
function movingBull(e:Event):void [code].........
//of course i dont know what should be inside if statement
I'm working on a simple image processor in AS3 and as usual I almost had it finished when an annoying little problem appeared. I want to open an image using a dialog box, and once the image is open I want the "selectBtn" (which is in my Library) to disappear. However when I try the code below I get a: "Error #1009: Cannot access a property or method of a null object reference". I'm sure it's something simple but I just can't figure it out!
// declare variables var image:Bitmap; var loader:Loader = new Loader();
I'm currently working on a nav bar but I've run into a questionable situation. There are several links in the menu, and for each i'd like a mouse event on over and on out. Do I have to specify both of these events for each link, or is there an easier way to do it that I don't know about? Can you apply event listeners to multiple objects/functions?
I'm working on a flash video player and I'm trying to figure out how to access something inside the constructor that I know is set but it keeps telling me its not.
Here is the code Select allpackage player { import flash.display.Sprite; import flash.media.Video; import flash.net.NetStream; import flash.net.NetConnection; import flash.utils.Timer; [Code] .....
Now in the metadata function its giving me the error, "Access of undefined property video". Now, am I just completely not understanding how classes work or is this a common problem?
I am looking for the code or formula to created the video person talking over/in front of an html page created in DW full screen. I know how to shoot/create the FLV Flash movie file with transparent (alpha) background. The problem is trying to get the movie to float frameless over the html file without interference to the web page. Here is an example of what I am trying to do.... [URL] sorry this girl is taken. maybe there is a tutorial on how to do this somewhere. I have been looking for a solution for a few days.
I'd like a page with several buttons, each starting a different loop of sound (no more than a few seconds), so that you can end up with several loops playing at once. Is it possible to force any subsequent buttons pressed to wait until the existing loops reach their start before starting it's own loop? So that when a button is pressed it's loop will sync up with what is already playing?
So i have a movie clip inside another movie clip and i want to detect when my mouse is over the internal movie clip. I have tried attaching a mouse event listener to the internal mc but that didnt work.
How can I convert layered .fla or .swf files into movie clips (not sure which to use)? I'd like to be able to use 3 of them (at reduced sizes) in one larger file. Flash - CS3.
what I'm trying to do is access the data of several movies clips, that are inside of several other movie clips: MC1.insideMC._visible=false (which works, but isn't dynamic) but dynamically with a FOR loop. I've tried: For(bullet=1; bullet<5; bullet++){ "MC"+bullet.insideMC1._visible=false (this does not work) } Does anyone know the dot notation or another way to do this?
I have 5 movie clips on one scene layered on top of each other. One of them is the navigation which has 4 buttons. the other 4 layers are my content pages (MCs) which fade in and fade out along the timeline.
I want the buttoms to control the content pages.. when "option 1" is selected I would like the current page to start playing (where i have it fading out along its timeline) and the other page to come in!
I have no idea how to do this.... do you use IF commands?? if buttonpress etc
has the whole "roundtrip" feature been left out of Flash Professional CS5.5 when it comes to imported, layered PSD files? Is the only answered to crop down and save a single .png layer out of the orginial PSD file?
I have a project that was done in AS2, and instead of porting it to AS3(no budget..)I created an AS3 "shell" for all new features to be loaded into, and am communicating between the as2 and as3 with localConnection. This works fine, but the problem is since I want the new content to appear to be part of the old, I need to 'float' the as3 swf over/above the as2 swf. I can do this no problem using divs and css, but as soon as I do, the localConnection fails to connect in either swf. Both the swfs function fine in this configuration, but no localConnection
I'm trying to make a Image Gallery for my website by myself. However, although I can read ActionScript rather well, when it comes to writing it myself I tend to hit massive walls. Anyway I've looked at many tutorials and guides and all kinds of stuff but I still can't figure out how to get the coding to do what I want it to do. It isn't a bug because I can't get the foundations of the code down.
What I am envisioning is a initial main menu with several different selections (I.E. 3D models, 2D drawings, doodles, ect. ect. ect.) and when you click one it changes to that specific gallery. The way I thought to do it was using OOP to make a base GalleryEngine class and then implement it for the Main Menu and Image Galleries. I realize that I could do all this in flash but I think if I can get the framework of the code down that it will be easier to modify and switch out images and whatnot.
Basically I'm creating two (can be more or less) rows of layered MC treaten as Buttons.In each MC there is a small thumbnail hidden behind a coloured layer. When roll_over the coloured layer, this alpha goes to 0(zero) and entire MC resize +10% over x and y.On roll_out the opposite occurs, everything should get to the original alpha and size.The Problem: when moving the mouse really fast over the MC's and stop suddenly over one of them it starts 'blinking'
Code:
for(var i:uint =0; i<16; i++){ var miniPnt:MovieClip=new LittlePantone(); miniPnt.x=_xc; miniPnt.y=_yc;
I'm having a problem with importing a layered PSD file into Flash, an issue which i've read about in a number of forums but haven't yet been able to fix.
The content of the PSD file in question is numerous layers of line drawing which I am importing to the Stage and converting to keyframes in Flash. The layers have no white background and are clear but for the lines of drawing.
The problem I'm having is that the first layer of the PSD file imports perfectly, with its quality intact, but all those which follow it are distorted and jagged, and look pretty awful for some reason.
I have experimented with both lossy (set at 100) and lossless compressions to try and improve the layer quality, lossless is marginally better but not the best.
I just realized I was working on 4:3 when I need to make a 16:9 movie. So I resized the stage, but now everything is on the left side.
I tried turning on "edit multiple frames" and marked the entire stage, layers and frames and moved everything to the centre. Almost everything moved, excepted for material that is on motion tween key frames.
I'm making a game and I need to represent a "layered" circle in some clever datastructure.A circle can have any number of layers. Each layer has a number of "slices", they can be of different lengths and pieces can be missing. The innermost layer is always a full circle.Each segment has a color, multiple segments with the same color can be next to each other. Realistically a circle wont have more than about 40 layers or about 1500 individual slices.I will need to be able to easily find adjacent pieces to a specific piece, see if a piece is "hanging in free air" (imagine gravity towards the center), and to remove pieces leaving a hole in their place.
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code: item.onRelease = function() { myButton.onRelease = function() { getURL("http://google.com", "_blank"); } talk = this.txt; } the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,