ActionScript 3.0 :: Possible To Detect Multiple Overlapping MovieClips?
Jul 5, 2010
Is it possible to detect multiple overlapping movie clips and subsequently telling the user which clips s/he has moused over? Basically, I'd like to have a set of movie clips that are in different shapes overlapping each other (ie, a set of letters...A, B, C), and when the user mouses over a certain area, only A & C would be revealed (if they are being moused-over) but not B. Basic Listener/MouseOver tests seem to only show the top most clip, rather than others below it.
Is there is a simple way to detect a rollover on two overlapping sprites? I thought I'd be able to do this with MOUSE_OVER but it doesn't seem to be working.
I have this small project HERE. Right now it barely does anything but make the character move.
I move the character by using <s:Move>. Now as you can see on the link to my project page, it moves to where you point the mouse and click. I want to be able to stop the character from moving if it hits another object or in this case, the "tree". Is there a script in AS3 that will let me detect collisions or controls that are overlapping each other?
I'm doing simple program to design kitchen. I'd like to avoid overlapping my movieclips but i dont know how. It means that when you drag movieclip - it would stop when it meets another movieclip. In others words, movie clip can be anywhere but not on the other movieclip.
I have function to zoom in and out a movieclip in one frame. Problem is that when i click on a button for another frame, where i have another picture, this from frame one, overlap.
Code: koszula0.addEventListener(MouseEvent.ROLL_OVER, zoomIn_0); koszula0.addEventListener(MouseEvent.ROLL_OUT, zoomOut_0); function zoomIn_0(ev:MouseEvent):void{
The issue I am having is that the animation will play fine on my mac but when opened on a Windows OS it just loops and all the movieclips overlapp.I am looking for a quick clean code solutiion I used code snippets to control the movie and do not have a knowledge of hand-coding AS.Note:It is all set in one scene and one frame all of the movies are nested.What I want the animation to do:Button 1 activates a series of movieclips, stops when another button is selected and resumes at the begining again when clicked.Button 2 Same action ability as button 1Button 3 Same action ability as button 1This is the snippet based code I am using now:
I need a way to blend two movieclips each with an alpha between 0% and 100%, and instead of adding the two overlapped parts together, i need the colour to be an average of the two overlapped parts.
Ive been looking for a few different ways to manage this. The reason I need this effect is to do a realistic motion blur for a moving ball (which can be in any direction).
The issue I am having is that the animation will play fine on my mac but when opened on a Windows OS it just loops and all the movieclips overlapp.I am looking for a quick clean code solutiion I used code snippets to control the movie and do not have a knowledge of hand-coding AS.
Note:It is all set in one scene and one frame all of the movies are nested.
What I want the animation to do:Button 1 activates a series of movieclips, stops when another button is selected and resumes at the begining again when clicked.
Button 2 Same action ability as button 1 Button 3 Same action ability as button 1
Basically what I'm trying to do is build an interface out of a fan of cards. I've got the the whole fan as a movieclip and then individual movieclips of the cards inside that have rollover animations.My issue is the rollover works on the cards arranged behind the cards that have the cursor over, which I don't want to happen.e.g see attachment.here's the rollover actionscript i've got on each card:
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { this.nextFrame();
I am creating a memory sequence game and I was wondering: 1. Is there a way to random position movieclips on the stage without having them overlap each other? 2. Is there a way to have flash draw a vector line from one clip to another in sequence and then have the user retrace what flash did? I have 6 movieclips on the stage, each with their own instance (ex. obj1_mc, obj2_mc, etc.). Is there a way to tell flash to always draw a line between movieclips in sequence even though the movieclips are randomly placed on the stage?
I have two movie clips physically overlapping, one nested inside the other: green green.blue An onRollOver function is included in each movie clip. I can get the onRollOver function to execute for the parent clip (green), but cannot get the function within the nested clip (blue) to work. Attached is an .fla document with an example of my problem.
Has anyone seen any tutorials about or know how to randomly place multiple, different-sized movieclips on the stage without overlapping them? The final output would be something like this:
I have a program that generates multiple circles that need to be semi-transparent (50% alpha). The circles will overlap in places, and I need those overlapping areas to continue to be 50% transparent. Obviously the default behavior is for the overlapped areas to become nore than 50%. I have tried putting these circles in a container together and setting that containers alpha to 50%, but the default behavior still exists.
The following AS3 code is sometimes causing the audio to play multiple times, almost simultaneously like a crazy echo. It usually works ok with that URL but when I use a [URL]... it always freaks out. On rare occasions I think the issue has happened with local files even. I copied this code from somewhere else so I don't entirely understand it. Do you see a problem with this implementation or is Flash just crazy?
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
im creating a circle dynamically with each click on stage, with the drawCircle function, now, that circle is a shape, not a movieClip, im arranging this circles inside of an array, and i want to check if they collide, so that second circle dont appear if its occupying the same space as the last one, or at least trace if they are colliding so i can do something about it....
i've made tests with movieClips and no problem, the mc1.hitTestObject(mc) works great but not so great with raw shapes, it just ignores collisions
I have two movieclips and I want to test if they have collided. However, I want them to still be able to touch eachother (i.e. no pixels between them) without them registering that they have collided. I'm using the following code but it doesn't quite do the trick for what I am wanting to do:
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
Does anyone know how to use hitTest with two movieclips so that it would detectthe collision of the visible part of the MC, not the **** bounding box???
The 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.
I like to move textfield 1 when I press left or right arrow keys, but I also want to move textfield 2 when I press space while textfield 1 is moving like...an airplay game (you can shoot a missile while you're moving).
I really like to post my source code...but I actually have no idea where to begin.
the following code moves textfield 1 when I press arrow keys...
my code snippet:
private function keyHandler(event:KeyboardEvent):void { switch(event.keyCode) {
I have, lets say an arrow, it points up when you press w, left when a is pressed, down when s is pressed, and right when d is pressed. This is done through animations, and simple gotoAndStop commands. Anyway, Lets say that I want it to point North-east when I press D+W. whats the easiest way I can use to get it to detect Multiple key-presses. If any more explanation is needed I can easily explain further.
first time here.. want to ask a question which i have been thinking for quite sometime ..
say i have an array be it of any length ..
var Myarray= new array("apple", "pear", "apple","orange", "apple","pear" )
how shld i write a function that will detect and group similar items into each individual unqiue counter,
item "apple" :3 item "pear" : 2 item "orange":1
also does anyone here have resources(books or website) for problem solving for actionscript.. problems like the one on top.. ? I really need to learn to improve in different approaches in solving a scripting problem.
I'm working on a game right now where I'm going to have paths dynamically built by the user for multiple AI objects to "walk" along. I'll be detecting/redrawing the path only on user input but I'm still debating over the fastest possible method to update the movement of many AI objects "walking" along/up/down the given path. Think for example of pac man, but the level is dynamic. Right now I'm leaning toward building the enemies in a linked list of final classes and looping through the linked list calling a function in each of the AI objects to plot the next move along the path.
add some functionality to the presentation template. Currently you can only move from one page to the next. So if I want an animation on a page, no problem I'll just add a stop script at the end. No big deal. But if I want Multiple animations (just trying to replace powerpoint here) then I get into trouble.
Each page is one frame on the main timeline. Hitting left/right goes to the next frame, unless the movieclip on that frame also has additional frames. Then it should move to the next frame within that, etc.
I can't figure out that if statement though. I had another bit of script going on my first go, but ran into some issues so thought it best to create all of the scripting on the main timeline. Initially I created a boolean variable, then ran an if statement. Inside of a movieclip I switched the boolean and used the same keyboard interaction to walk through it. On the last frame of that movieclip, I switched the boolean back so the main timeline interaction kicked in again. The problem is, that's a Lot of copying and pasting of that code, and I can't figure out how to go through more than one parent. I just couldn't get it to work.
Should I just be building this thing in a Completely different way? I need to make something, so for now I'm splitting up each frame that I need different animations on and creating a different movieclip for each section. Ideally that would be contained in one movieclip's timeline. Currently one each animation's interaction will be on a timeline. So I have to duplicate the slide to add an animation. So if I have a title come in, then a pie chart, then an image, then another piece of text, I'll be stuck with 4 separate movie clips.
I want something like:if current movie clip current frame is == total frames, clicking right goes to next frame, else go to next frame of it's parent's timeline.I say the parent and not stage because the way you have to set up transitions only works within a movieclip. So you have to set up the entire slideshow within a movieclip if you want transitions between each slide. Right? I don't care about transitions for now, but will want control of those eventually.
I have 30-40 movie clips that I want to reshape. They are all identical except for color and name. Is there a batch way to duplicate the entire library but change the shape without going into each one?
I have a few movieClips and I would like them to play one after the other. [At end of MovieClip play next movieClip]. Using AS3 to Tween, this is my first Clip props. import fl.transitions.Tween; import fl.transitions.easing.*; var myTween:Tween = new Tween(FloatRight_mc, "x", Regular.easeOut, 22.00, 495.95, 3, true); var myTweenAlpha:Tween = new Tween(FloatRight_mc, "alpha", Regular.easeOut, 1, 0, 3, true); How do I get the next movieClip to start playing before its completion, and so on?