I'm programming a Flash-based site designed by the client. The trouble is the SWF dimensions are small within the HTML page, and the thumbs show the larger images on roll over. The large images are meant to disappear on mouseout, but it's easy to move the cursor too quickly for the mouseout to be recognized -- so the image gets stuck on screen.
Im trying to make a simple interactive flash animation so when you roll over a invisible button a sound plays from the library, then when you roll out the sound stops.
I'm trying to create a Thumbnail class that extends MovieClip and have run into a "loop". When I hover a cursor over a Thumbnail instance it fires an over and an out event. That is, that happens if I add any kind of filter to the Thumbnail class in the over event, if I leave that out and trace the code it fires only the over event and waits till the cursor leaves the thumbnail. I have tried adding the GlowFilter and the ColorMatrixFilter with the same effect: premature ROLL_OUT.
I am loading an external image into a movieclip and the rollout works fine if I move the mouse slowly. If I scroll quickly across the stage, the rollover state stays and the rollout doesn't happen. Slowly rolling back over the movie clip doesn't fire the rollover, but does fire the rollout according to the traces.
I am using an event listener for both rollOut and rollOver to a button, on roll over it populates a text field, roll out clears the field, however I would like on click to populate the field and leave it persistant untill another roll over event happens, curently the roll_out event takes priority and when I move my mouse it clears the field, regardless of click.
what is the best way to cancel the roll_out event?
I'm trying to build a scrolling thumbnails from scratch for my first time and i can get the thumbs to scroll when the mouse rolls over the scroll arrow, but i can't get it to stop scrolling once the mouse rolls out.
leftscroll_mc.addEventListener(MouseEvent.ROLL_OVER, scrollLeft); function scrollLeft(e:MouseEvent):void { addEventListener(Event.ENTER_FRAME, goLeft);
[Code]....
I've tried moving the entire roll_out function all over the place but I would get errors not being able to find lremoveFast but either way I can't get it to funciton
I have a custom cursor and I want it to change when you highlight a MovieClip, and return to its default value when the MovieClip is not highlighted anymore.I've used MouseEvent.MOUSE_OVER, MouseEvent.ROLL_OVER, MouseEvent.MOUSE_OUT, and MouseEvent.ROLL_OUT. The result isn't very smooth and there is a small delay to when the cursor changes. Also sometimes if you move the mouse fast enough the cursor won't change at all.
i want a flv to start when i mouseover a special location. i have placed a button there with alpha = 0, and with eventListeners for ROLL_OVER and ROLL_OUT.
the roll-out video is the same as the roll-on video, only it goes backwards. so i want it to start seamlessly where the other one stopped as the mouse rolled out.
this is what i've done so far:
ActionScript Code: play_btn.addEventListener(MouseEvent.ROLL_OVER, playVid); play_btn.addEventListener(MouseEvent.ROLL_OUT, playVid); function playVid(e:MouseEvent):void
[Code]....
it is very staccato, and on ROLL_OUT it removes the video totaly before it plays the out-video. so it's not seamlessly.
So is there a way to "pre-load" these two videos, so it appears as fast as a normal mouseover/mouseout on a button? And a way to keep the on-video on screen untill the off-video starts at its seek-point?
I am having a rather annoying problem!! Basically my code is triggering the event when it definitely should not be...Here is my layout:
Node container - holds all my Sprites and has a MOUSE_OVER (<works fine) and a MOUSE_OUT / ROLL_OUT (<neither of which work) Sprites in Node container - contain text + images but have a Shape hitbox on the top layer meaning there should be no confusion!Basically, I check to see if anything rolls over my node container with MOUSE_OVER which triggers correctly and allows me to target which sprite the user has rolled over.
However, when you move the mouse over the sprites (but not outside!) if constantly triggers my MOUSE_OUT and ROLL_OUT events, it makes no difference which one I use...This is is really frustrating and I can not think of even an ugly work around in my code to solve this, it would be nice to fix it and add it to my knowledge later.
EDIT : Actually the MOUSE_OVER triggers as soon as the OUT event has triggered incorrectly.
EDIT 2 :Basically I have a custom cursor and this is the root of the problem, it thinks I am rolling over the cursor and then out constantly.. OK so how can I Ignore my mouse cursor image? So it doesn't think I am rolling out all the time..?
Even though mouseEnabled is set to false, still ROLL_OUT is cought. Its propably cause mouse GOES out of the object, but I dont think it should be like this.
I've just started to look at PV3D working through the tutorials here. I'm trying to make up a menu system, just using primitive planes for the buttons and using a movieclip in the library for the texture, so far so good but I'm now getting a weird effect with the roll over/out. clicky here
If you just roll over the buttons randomly the roll over and out works fine but if you roll over one then roll out - but not over another button - then the roll over state remains. Checking the traces though the button does receive the roll out call but then immediately receives a roll over call putting it back in to a highlighted state.
I've been struggling with an issue for a while now and can't find a solution. I've got a series of movieclip buttons that I have going between states on ROLL_OVER, ROLL_OUT and CLICKED. It's very straightforward - except for the fact that I can't get the CLICKED function to take precedence over the ROLL_OUT and I was wondering if there was a way to make the ROLL_OUT conditional on the click. ex:
ActionScript Code: //this is coded on a series of 5 buttons, only 1 is shown as example: paintings2000_but.addEventListener(MouseEvent.ROLL_OVER,onPaintingsOver); function onPaintingsOver(state)
[Code]....
So my issue is that I need the ROLL_OUT to be conditional based on whether someone has clicked the button or not; but I can't find a solution for how to do that in this context!
I have a sprite that has a MOUSE_OUT and a MOUSE_OVER event. It is CONSTANTLY saying that those events are firing over and over as a background inside of it scrolls. Here is my setup.priteA.inside of SpriteA i have SpriteB.inside of SpriteB i have a bunch of different sprites.SpriteB has mouseChildren and mouseEnabled both set to false so anything in there should not be getting mouse events.SpriteA then has the MOUSE_OVER and MOUSE_OUT events.SpriteB scrolls around inside of SpriteA and it's when it scrolls that the events keep firing.(I have tried ROLL_OVER and ROLL_OUT also, and the same thing happens).
How can I figure out what the mouse is hitting to cause the MOUSE_OUT even to fire so I can put a stop to it!I even went so far just now as to when the MOUSE_OUT/ROLL_OUT event is fired, at the beginning of that listener i looped through all the children of SpriteA, to see if there was anything else that was in there that I didnt know about. Only one item showed up, and that was SpriteB, and like I said, mouseChildren and mouseEnabled is fals on SpriteB... so this almost seems like a bug
I want to create a MovieClip button that when the mouse rolls over it, it scales larger and then when the mouse rolls out of it, it scales back to normal size.If i move the mouse cursor over and out of it slowly, the animation is fine, but if enter the mouse over it on one side and out on the other side or jerk my mouse around it acts as if the EventListeners and their respective Tween code has been reversed. I have even seen on occasion the square filling the whole screen.Here's my code:(this is written from memory and not copy pasted from flash, but before you say anything, I do have the proper imports for classes in the code so I wont include them here.
Code: var yTween:Tween = new Tween(myMc, "scaleY", Elastic.easeOut, 1, 2, 2, true); yTween.stop();
I have a simple menu movieclip with two buttons with Roll_OVER & Roll_OUT Functions. When IRoll_OVER & Roll_OUT on "home_1_btn" it works fine, but when IRoll_OVER "home_2_btn" it does notRoll_OUT?
I am currently starting to learn AS3 and I stumbled on a problem which I can not solve myself. I searched for sollutions on the internet but nothing seems to be the solution I am looking for.
I am calling a movieclip from the library to stage stage multiple times. Then when its on the stage I want to add an roll_over and a roll_out effect to ALL the movieclips. I know that the problem of my code is in the part where I link the eventlistener to the movieclip because the name is not right. It only works on the last placed movieclip.
I have a little complicated set of ROLL_OVER and ROLL_OUT event handlers which are getting clashed.
I have following movieclip symbols on the stage:
Background Bounds (child of Background) Design (child of Background) Circle1 (child of Background) Circle2 (child of Background)
Design and Circle1 should get displayed when the mouse rolls over Bounds. Similarly, Circle2 should get displayed when the mouse rolls over Circle1. Circle1 and Circle2 are concentric and Circle2 is bigger.
Now, the problem is that, when the mouse cursor is rolled over on the common area of the two circles, the event handlers (ROLL_OVER as well as ROLL_OUT) of Bounds and Circle2 get called continuously.
I tried to get rid of the event handlers for Bounds under the ROLL_OVER event handler of Circle2 by using removeEventListener() but to no avail.
I wanna make a gallery using xml. Every photo is gray, after ROLL_OVER on it position loads it's colored copy, and after ROLL_OUT copy dissapears. After click, it should navigate to URL. And I have 2 problems:
1. ROLL_OUT doesn't work correctly: it's strange, but it work after ROLL_OVER ... :<
2. how to make linking, hm.. for example, if it's first thumb, to "proj/1", if second to 'proj/2' etc... it's my code:
I have a typing game and I want to be able to detect period and commas, however unless you are holding down another key (any other key), the period and comma keys do not trigger KeyboardEvent.KEY_UP. I found that sometimes they would work when focus was set to the document class. After hours of debugging my game trying to figure it out, I decided to create a new project to JUST test this problem. Here's the absolute barbones example:
If you run this, it should automatically set focus to the document class. At this point, the period and the comma do not work. Now click the stage and you will find that the comma and period do not work UNLESS you hold down another key (for example hold down the m key and then press the comma key). Also at this time, focus is set to null.Now click the textfield, and the comma and the period work again.
Code: SetNextProject = function () { i++; ProjectPreloadB(currentArray[i]);
[code]....
The point of this code is to make button mc_arrowF go away when the end of the array is reached. Its BASICALLY working, however when i load, say currentArray[18], the end of the array, the button doesn't disappear until i press it again. Basically, the button doesnt disappear until currentArray[19]... even though currentArray.length=18.
I am working on an interactive map. When you roll over a dot on the map a slide moves into view. I've got this working great but when I add script for the roll out the whole movie just repeats over and over and the button doesn't work at all. I've pasted my code below.
Yeah, I have no idea why it thinks getNoteCode isn't a function. For the record, I'm coming from AS2. I don't like that I can't give linkage instance names to objects in my root .fla - that was handy.
I've built a flash application on which I've created a webservice client to consume a dotnet service. when the full domain ex: www.yourdomain.com is used to load the site (primarily html and asp.net code with just a flash client) everything is fine. If I load the website using just... yourdomain (no www) then the flash interface activates but never returns a response. I've tried loading a cross domain policy file to see if that could be the issue to no avail. So far no www flash bugs are turning up as a common issue on Google, maybe I'm not using the right key words?
I'm working with Flash Builder 4.6 as an IDE and Flash CS5.5 to create library items. The problem is - when I put an instance of a library item on the stage or inside of another item, Flash Builder fails to detect the instance name that was declared in Flash CS. This doesn't prevent the code from compiling just fine though.
I understand that the IDE only sees the fields that I have declared directly in the .as file, but it really hinders me that I the IDE goes crazy when I do this.
Is there any way to circumvent this - other than dynamically creating and placing the instances?
I need a way of recognizing what weapon is currently being held.The way the weapons works is it is a movie clip, with multiple frames, each with a different weapon, and each weapon has a different minimum/maximum damage they can do. How can i make a code that recognizes which frame the weapon movie clip is on?
I have recently been given an Actionscript framework that was developed in Flash CS3 or CS4 and it compiles fine in Flash CS3 and Flash CS4. I am now working with Flash CS5 and do not have CS3 or CS4 installed. When i compile the files in Flash CS5 it throws an error and does not properly compile. It appears that Flash is not recognizing one of the AS classes in one of the directories within the framework. Has anyone experienced this with Flash CS5. These files worked fine in Flash CS3 and CS4 but I can't seem to figure it out for CS5; is there a setting or config option I am missing?