ActionScript 3.0 :: Select All MCs By Dragging Mouse?
Jul 14, 2009
I want to set it up so that, like Illustrator and Visio and other such apps, I can click and drag my mouse over all railroad pieces that I want to move together. I have set up my display objects so that they have an 'active' and an 'inactive' state, and any that are active will move along with the mouse. So, I click and drag to select, then I click again and drag to move all objects I selected.How do I code this such that all display objects that fall within the rectangle swept out by my mouse_down cursor become active?I would like to name the property of my movie clips 'selected' rather than 'active', but that's one of those parameters that becomes blue when you type it. I'm not savvy on this -- can i somehow override Flash's use of 'selected' and use mine instead?
I want to if I can set a variable with the mc's name that the mc I'm dragging around hits.I did this before with eval() in as2 but there is not such a thing anymore. [code]...
[URL]. I am curious how I can achieve an effect like this. More specifically the background movement associated with dragging on the mouse. How is the image constucted? Is it a large circular image?
I have Sprites that I want to have move around when I click and hold them and stop when I release them. I have methods that add Event listeners to the Sprites:[code]My problem is: when I click on the Sprites, as soon as I move the cursor, the Sprite's registration point snaps to the cursor, and when I release the mouse the Sprite doesn't stop following the cursor. I initially thought it was a problem with pixel collision. I thought the cursor wasn't touching anything on MOUSE_UP, but that proved to be false after I experimented. I even replicated the exact same Event adding and handling methods by starting another project and found that I wasn't having this problem. The test Sprite was simply dragging and dropping like usual, not snapping to the registration point, and being dragged by the point I clicked.
The only difference I can see, and also my only suspicion, is that the Sprites in my original code are being added to a Sprite, which is then being added to the stage, whereas the Sprite in the test project is being added to the root DisplayObject. I'm thinking that somehow the Event propagating down to the container Sprite and dragging and dropping that without dropping the other Sprite. The weird snapping I'm seeing might be the cursor snapping to the object behind the other sprite. Another important thing: when I drop a Sprite on top of another Sprite, that Sprite stops moving like I want it to, but still trails the registration point.
I have a project with Flash Professional CS5 and ActionScript 3.
I need to trigger an event when I drag an object over a particular spot, but haven't dropped it yet. Then, I need to trigger a different event when I leave that spot (still dragging). However, this should only occur while I am dragging on object.
The traditional mouse over and mouse leave events aren't working while dragging (only while not dragging).
I have several shapes on the screen implemented as movieclips.I need to allow the user to drug the objects with the mouse as well as to resize them (i.e. to change objects' _xscale and _yscale)To do every one of these tasks (drug, blow up and blow down) separately is a trivial task.
I wanna make a test movie for lets say... a circle dragged by the mouse and changing colors of the circle to certain colors when like on the right top of the stage the circle would be 100% alpha with a color of like blue, on the bottom left it would be 0% alpha with a color of like green or something like that.
I know in Java googleMap.draggable = false; in "google.maps.MapOptions object specification" disables dragging, but how it works for Action Script 3.0 ? I want to disable dragging/panning by mouse. I used googleMap.disableDragging(); but it doesn`t work ..
I have a situation where I am allowing the user to drag a movieclip by means of startDrag and setting a rectangle. However while they are dragging this about, I want to register when the mouse moves over another object, however I can't seem to get this to work while they are dragging the object.
does anybody know a way to use a the mouse to move a movie clip in one frame without dragging? what i'm shooting for is moving a map in the opposite direction of the mouse (mouse moves left, map moves right, mouse moves up, map moves down) and continues to move. not just one jump, but real motion. i've thought of initializing a getTimer after the mouse moves past a certain point and of moving the map after the mouse rolls over a hidden mc.i have only one stopped frame to do it in. it must be action script....
I need to to incorporate a functionality where the user can use his mouse to draw a rectangle by dragging his mouse over the canvas - much like the Rectangle Drawing Tool in the Flash Authoring environment. The requirement is something like a rubberband tool where the user can define a portion of a map by drawing a rectangle over it. The coordinates needs to be captured.
Im in my final year of year 12 and need to have a car rotate in flash by either mouse movement or dragging by the user. Ive tried googling and being lower then noob level on adobe flash I have no idea about anything. I have created a car model in 3ds max. It is of high detail and I wanted to keep it that way. An example of what I wanted to create would be [URL]
startDrag(); seems to stop dragging once the mouse leaves the stage. Is there a way to set it to still drag when off the stage. The exhaustive search I've tried only says things about capture the event for the mouse leaving the stage, not continue any dragging or animation, etc. In more detail, I have a "flashlight" type sprite that covers everything with black, and allows the user to see a small circle of stage. The center of the circle is where the mouse is. When the mouse goes over the edge, half of the circle (or more depending on how fast the mouse moved) is still visible. I need it to at least move off stage completely.
Does anybody know a way to use a the mouse to move a movie clip in one frame without dragging?
what i'm shooting for is moving a map in the opposite direction of the mouse (mouse moves left, map moves right, mouse moves up, map moves down) and continues to move. not just one jump, but real motion.
i've thought of initializing a getTimer after the mouse moves past a certain point and of moving the map after the mouse rolls over a hidden mc.
I need to to incorporate a functionality where the user can use his mouse to draw a rectangle by dragging his mouse over the canvas - much like the Rectangle Drawing Tool in the Flash Authoring environment. The requirement is something like a rubberband tool where the user can define a portion of a map by drawing a rectangle over it. The coordinates needs to be captured. Can anyone help me with the actionscript.
I am trying to create a Flash application which will allow a user to draw arrows on the screen/canvas by using the mouse. So if they click and hold the left mouse button at coordinates 23,12 and release the left button at 84,45 a line would be drawn between the 2 points with an arrow head at the second coordinate.I also need each individual arrow to be selectable so they can be moved or deleted (I know how to do this part!).
Now, I'm writing a small game. I use actionscript to load a group of soldiers.It's pretty easy. But how do I select all of the soldiers by dragging the mouse?
I am using that has action frames.It is a photo album template that allows me to turn pages by clicking my mouse in the lower corner and dragging it across.If I copy frame 5 and past it as frame 8 and I change the image on frame 8 it also changes the image in frame 5.Here is the script below from the 9th frame:
is it possible for flash to detect off-stage mouse coordinates in order to continuously drag an object within its bounds while the mouse is moving outside of the stage? for example: i have a draggable red square on my stage. the stage is the bounds of the drag. if i drag the red square to the bottom of the stage and continue to drag outside of and around the stage, i'd like the red square to continue moving within it's bounds, following the mouse coordinates. currently, dragging halts as soon as i leave the stage and the red square only begins to move with the mouse coordinates if i reenter the stage bounds.
I need t draw a rectangle on a movie clip(board_mc) by dragging mouse over it......It works fine till here but I want to put the movie clip(board_mc) in scrollpane. but after doing so the code doesnot work....can u plz guide me how to make this code work after placing the movie clip (board_mc) in scrollpane(say board_scp).
I have a comboBox and values like basic and advanced. And viewstack container conatains 2 grids.When i select the base option in Combobox, the first grid has to be selected. select the advanced value in comboBox, the second grid has to be selected.
Flex 4 Combobox is extended with a Text Input that helps in getting to the item that is searched for.I have created a Check Box as an itemrenderer for this Flex 4 Combobox. I would like to Add a Select All and Select None options in the drop down of the Combobox. I know that i could accomplish by editing the dropdownfactory in case of a Flex 3 Combobox. But in Flex 4 the dropdownfactory doesnt exist.
I have designed a menu that When you mouse over it, a custom cursor appears. When you mouse down it disappears and when you mouse up it returns. If you happen to mouse down and then drag the mouse off of the menu (whilst in mouse down) and then mouse up outside the menu, the custom cursor disappears. All good. The only issue is: If you happen to mouse down on the menu and then drag the mouse off of the menu AND off of the stage, i.e the SWF (whilst in mouse down) and then mouse up completely off of the stage, the custom cursor appears at the point it left the menu. I have tried to fix this using MOUSE_LEAVE but this dosnt work when the mouse button is pressed down. I have attached an FLA, SWF and the AS below.
I am looking for a way to "drag" several movieclips at a time and thereby create a panning effect on the entire stage. The movieclips are supposed to follow the cursor (a mask) on the X axis.
I can start dragging the symbol no problem but no amount of clicking will get it to stop. Am I doing something wrong? Using Flash CS4 with ActionScript 3.
so I am trying to drag around some images in a canvas. I am adding eventlisteners to the components and calling startDrag() and stopDrag() to pick them up and stuff:
The problem is that it is selecting the image at its (0,0) location and not where I initially click on it. So there's a sudden "jump" when I click on the image. It is not smooth.
I noticed that startDrag() has two default parameters, one of them is lockCenter and it is default to false. Maybe do I set it equal to true somehow? (I don't know how to pass arguments to my second parameter in addeventlistener)
Another question: if I want to add more conditions to it, like make a new function that uses component.startDrag(), how do I pass the component to this function while adding event listener to it at the same time? for example: I want to do:
I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel.Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag.What is the appropriate way to handle the drag architecturally