ActionScript 3.0 :: Non-startDrag Constraints On Scrolling?
May 29, 2011
As I've already developed a hatred for startDrag() can someone please tell me what I have to do here to put a boundary/constraint on my scroll height (please, don't moan about nested functions, I don't care ><):
ActionScript Code:
square.buttonMode = true;
square.addEventListener(MouseEvent.MOUSE_DOWN, initMove);
function initMove (evt:MouseEvent){
[code]....
but as son as it goes below the stage's height it gets stuck there (but only once the square is halfway out of the stage, due to the centre point) and cannot get unstuck..
i have an .as class that extends mx.containers.Canvas (it's a draggable border of a resizable component), it becomes draggable on MOUSE_DOWN and stops being draggable on MOUSE_UP, MOUSE_OUT and ROLL_OUT. before calling startDrag() i create a Rectangle to define the drag area, i also have a _dragging: Boolean variable to control if it's draggable at the moment. the problem is that when i click this border it jumps to a negative coordinate without calling startDrag or switching _dragging to true.
i've overriden get x, set x, get y, set y and move() methods in order to solve it but the only thing i got was the fact that position changes without calling coords setters or move(), but at the moment it's changed a getter is called and returns new (negative) value so my question is what happens on startDrag() and how to filter unwanted incoming coords values?
as you can see, I have a container MC which I have added to the stage. I set its drag constraints using a Rectangle(). I then add the 'cat' child movieclip to the container, and I want this to be dragable too. However, as soon as I click on my cat when testing the MC. It shoots to point x=0 y=0 on the stage and doesn't move.
The container MC can be moved without any trouble.
If I remove the rectangle bounds from the containers startdrag() function. both MC's can be dragged without any issue.
am creating a video game similar to Arakanoid butwith a small amount of moving objects instead of stationaryobjects. I am not trying to make an exact recreation but at leastsomething that is playable and fun that can be made in Di. I am just taking it one step at a time so my question is, amI able to create a border around thisportion of my picture? The black border is also part of thesame PNG. Is it possible to create a border in the code so nothingpasses that section or does my picture have to be separate from theblack border? Basically, I want all actions constrained within thatpicture frame.
I made two movie clips that follows the mouse but I want to put constraints on them, they should follow the mouse until the mouse reaches a curtain distance and then the movie clip should pop back to its original x and y position.Code: Select allprivate function init():void[code]......
I am building an application that will have most of its functionality the same, but some parts will be different.The main application is a straight video player, with a timeline, play/pause and volume.I need that as one application and then in another instance I need to add timeline constraints to the player.I want to be able to have this standalone player with no bells and whistles that I can use over and over. I then want to build this other class that can extend my video player that will add timeline constraints.
I am loading swf A into a mc within swf B. loadMovie(dir/A.swf,target_mc); How do I constrain the width of A so it is its' normal size? It wants to span the width of swf B. I tried adding "_width=470" but my syntax is not right and/or working. I am using Pro 8.
Whenever I add a drag action to a movieclip and add constraints it doesn't work properly and the movieclip after its pressed jumps to the top of the screen.
I have a spark List with an item renderer and a tile layout. If I scroll by clicking with the mouse on the scroll bar and trying to scroll with the mouse wheel after that, there is a problem: The interval of the scrolling is oversized, instead of scrolling one item down (or up) the List scrolls 4 items down (or up).
Im making a scrollable mc. Easiest thing in the world.... but the damn scoller just will not stop when the movie clip it's scrolling ends. It stops....eventully... but not close enough. What actionscript do I need to use and where do I put it?
I have created a vertical menu that scrolls through menu items in a movie clip.There is a big white gap when the movie clip runs out, and it snaps back to the beginning.I would like it to scroll seamlessly, having the end join up with the beginning again without any space.I would like it to scroll to one end of the list and STOP, and scroll back the other way and STOP - without any white space.URL...
This is a repost, but I've still not figured out a solution. I have a Flash movie that appears on a webpage. The Flash contains scrolling content ( scrollpane, text field, whatever).
The containing webpage is tall, and therefore also has scrollbars. My Problem: When users try to use the MouseWheel to scroll through my Flash scrolling data, the browser page scrolls as well. It's very annoying.
I would like to be able to have the MouseWheel scroll my Flash scrolling content when it's over the flash, but scroll the webpage when it's not over the Flash.
Does anybody know a way to supress wheel-based browser page-scrolling while my mouse is over a Flash movie??? Is there a way to eat/stop propagation, whatever, of the wheel event in the brwoser, either from Flash or from Javascript?
I have been working on a site that will display a portfolio for a friend of mine who is a photographer. I want to have thumbnails that can be scrolled on the bottom of the page, and an area where the thumbnail is presented when selected. I have the thumbnails appearing. I have them loading, however, I can't get them to scroll when the mouse moves to the left or right of the row of images. he file can be viewed at...[URL] Here is the code I used for the slideshow:
is there a way to drag multiple movieClips at the same time? Flash help explicitly says: Only one movie clip can be dragged at a time. After a startDrag() operation is executed, the movie clip remains draggable until it is explicitly stopped by stopDrag() or until a startDrag() action for another movie clip is called. anyone know of a way to do it anyway? maybe combining them in a dynamic mc or something?
I have a zoom in function and when I'm zoomed in I can drag the movie clip around with a drag function I have a zoom out function which restores the movie clip to its original size but I would like the drag function to be disabled while zoomed out.[code]...
I've created a function called dragItem() that I call with the MOUSE_DOWN event. I've got it working....kind of. I can access the function when the mouse is clicked and I can even get the name of the instance when the mouse is down. I'm trying to use the same logic to get the single object to allow a drag. see my code below...
function dragItem(event:MouseEvent):void { var instName:String = event.target.name; trace(instName); trace(event.target.width); event.target.startDrag(); event.target.removeEventListener(MouseEvent.MOUSE_DOWN,dropItem); event.target.addEventListener(MouseEvent.MOUSE_UP,dropItem); }
I get this error when I try to drag the item...ReferenceError: Error #1069: Property startDrag not found on flash.display.Loader and there is no default value. at Main/::dragItem()
"Three-dimensional display objects follow the mouse and Sprite.startDrag() moves the object within the three-dimensional plane defined by the display object. Or, if the display object is a two-dimensional object and the child of a three-dimensional object, the two-dimensional object moves within the three dimensional plane defined by the three-dimensional parent object."
However, this does not seem to be the case. I have a 2D object which is the child of a 3D object, but startDrag will not work on the child. If I remove any tweens in code from the parent's rotationY then startDrag will work. If I have any reference to rotationY it will not work, even if it is set to 0.
I have an index file in which I load my external .swf. One of the external .swf has a drag and drop quiz. And as you can guess, the startDrag doesn't work! In fact, when I publish within Flash it works just fine, but when played within the index file, it stops working!
For your information : all my files are in AS3.
So here's a bit of my code.
var interbouton : Number = 10; //I have 7 items that I can dragfor(var i:Number=0; i<7;i++){ var dragBtn :MovieClip = new Drag();
I have noticed when setting a bounding box on a drag object, if you go outside the bounds of the box you have set, the mouse won't let go of the object unless you go back inside the bounds and click on it again. Is there any way to force the stopDrag if you go outside the bounds while dragging? I have tried this bit of code:
I'm making a strategy game the uses a tile map to show information about the other players! Every tile is 50*50px and when you start the map it loads about 50 tiles and puts them together (all this from a Flash->ASP->MySQL which i managed to do on my own)
What i need to do is to make the map draggable (kinda like maps.google.com) and make every tile clickable! I can't manage to do both of these things at the same time All the tiles are in a movieclip called mapMc so by creating a big button above the visible map area and write:
ActionScript Code: on (press) { allSize = _global.fullMapSize/2; //This gets the size of the map after all tiles have loaded[code].....
And that kinda works (except for the boundaries)Second, when you press a tile, which i stupidly constructed as another button, so every tile is a button (loaded dynamically) with as that fetches the tile information (already fixed ) But how do I combine them?
Ok it's 5am so I'm just not thinking clearly and am straining to read my code and I cannot get this to work.
I have a zoom in function and when I'm zoomed in I can drag the movie clip around with a drag function I have a zoom out function which restores the movie clip to its original size but I would like the drag function to be disabled while zoomed out.
i created quiz. Questions of quiz, two question are fill inthe blank and others are multiple questions. i want to add matches question using startdrag-stopDrag. it runs in seperated fla. But it doesnt runk when i add to quiz.fla, actually mybadscrore doesnt work. However , how i can do to run only once square1.mc?
Code:
square1_mc.addEventListener(MouseEvent.MOUSE_DOWN, drag); stage.addEventListener(MouseEvent.MOUSE_UP, drop); function drag(e:MouseEvent):void
How to make a infinit startDrag So something like :Code: Select allstartDrag(this, false, 0, 0, infinit, infinit); Only this code acts like this:Code: Select allstartDrag(this, false, 0, 0, 0, 0); And also I'd like this startDrag to work with negativ cordinates.
trying to made a jigsaw puzzle, and using dynamic function to cut picture to pieces, but the pieces are not drag properly, except top-left coner one.how to make a good jigsaw, please share with me, it's my first game program in my life,
I have a MovieClip with other MovieClips inside of it. On each of the MovieClips inside, I have added a MOUSE_DOWN event and in the handler, I call e.target.startDrag(false, null);
But it doesnt seem to work :/
I have traced out the target name. I have tried current target and traced out it's name. THey both trace correctly. The target is being reached and it is the corect target. But the startDrag function doesnt make the MovieClip draggable.