ActionScript 3.0 :: Select Every Object On The Stage Generically?
Sep 23, 2010
I'm trying to find a generic way to select everything on the stage, because when I leave a frame, I want everything to fade out. But the user will be leaving multiple frames, so I would like to do it without specifying various objects depending on what frame they're on. I realize there are a lot of ways to "skin this cat", and I will fall back on something else if this isn't possible.
I have some generic functions like copy, paste,etc in an AS file. I want to use them for editing data present in different mxml applications embedded in one application. If I pass the child's component id as a parameter of a function in one of the events, I get the value as either null or the parent app name. But I want the id of the child's component to access the values.
I know that I can't asisgn text generically to a dynamic text box like this: this["blah"+sumNum].text = But is there a method that would work similarly to this?
if I want to randomly select an image from the stage, by using an array, and send it to the location of a box on stage (ranPair1), how could I do that?
var cardArray = new Array(); cardArray[1] = "twoC, twoH"; cardArray[2] = "threeC, threeH";
after you click play on the menu frame for my flash game, and the game starts, you have to click anywhere on the stage for the keyboard controls to work.
how can i make it so that the viewer can only click on one object MC and not multiple ones. When the click the MC, i have a function that happens, but i only want one MC able to be selected at once, not all of them.so, if one is clicked, then another is clicked.. it needs to reset the first one etc. hopefully this explains clear enough the concept.
I have the following code: Code: btn.addEventListener(MouseEvent.CLICK, select); function select(evt:MouseEvent):void { addEventListener(MouseEvent.CLICK, unselect); } function unselect(evt:MouseEvent):void { removeEventListener(MouseEvent.CLICK, unselect); } The idea is to be able to select the "btn" sprite and while it is selected you can click anywhere on stage to deselect it. I thought this would work but somehow after a single mouse click it also executes the unselect function. Since I add this function after the mouseclick I do not understand why it is doing this. Is this not the way to do such a thing?
Well, I've been using flash a while, but I just ran into a newbie problem.. I must have hit some sort of hotkey, but I can't figure out how to undo it or anything in the preferences. Anyways, I'm running Flash CS4 and normally when you draw a shape and select that shape it selects the fill and it looks like little dots all over the shape when its selected. Now when I click on a shape it has a border around it and I can't just select a piece of the shape. Also, what's bothering me is that when you draw two shapes on top of each other, Flash used to merge those shapes automatically, but now they are staying separate unless I manually Union them. It still says they're drawing objects, its not converting them to symbols or anything, but they are kind of acting like symbols in the way I can interact with them. How can I turn this setting off?
I don't really know that much about Commands in Flash, but I was thinking this could be a possible Command to create.See, I have this puppet made up of dozens of separate pieces, all on their own layers.It's very tedious to click on 10 different symbols in order to move the character's arm, for example.I was wondering if there was a way to create a JSFL command to select each of the 10 symbols on the stage.
I tried clicking each one, and saving the "Change Selection" actions from the History Panel as a Command, but that is location-based.As soon as I move those symbols to a new location, the command I saved no longer selects them.And I can't select the objects by layer or frame, because it doesn't seem to want to save those either.
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 have a Flash as 3.0 project that has 16 movieclips, each movieclip contains 3 images. The first image is the same for all 16 mc's the second image is different for all and the third image is different for all. I have the fla set up so when it is called it will play the first mc and stop. Buttons on the rightside would be used to move the playhead to the desired framename to play all the others.
My question is, each image fades in each clip like a build then stops. Is there a way to code this so when you select a new image to play the stopped previous clip on stage can play backwards so instead of fading in it would fade out, THEN the playhead would move to the frame name and play the newly called clip? So it would work like this
I have a couple of objects on the stage and want the user to be able to select one and then use a common set of buttons (with functions attached) to change the selected object's color, rotation, size, etc.
I've got the functions worked out, and can apply them easily as along as I hardcode the object instance names in the functions. However, I can't figure out how to allow the user to select a particular object and then pass the instance name of the selected object to an appropriate function.
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 a library swf (asset.swf), it's document class binded to Asset.as, and in the Constructor function of Asset,[code]as known to all, we cannot visit the stage attribute before the display object added to the stage.so, when my loader.swf try to load asset.swf, it throws exception and the loading come to failure is there some one tell me how to load the asset.swf? I cannot modify the asset.swf.
figure out why the movie i just made is off stage. I just I don't want to start from scratch or move every object that is off stage onto stage. What did i do to get it here to begin with???
I have a stage bigger than the size of a browser, and I have a camera to navigate around the area.Now when I click on a button, I will have something pop up blocking the whole browser, like a lightbox effect with another box on top of the blocker.The problem now is, when the blocker pops up, its position is not on the TOP LEFT corner of the browser. I've tried stage.align, but it would makes the camera or other object on stage position run.So is there any other way I could get the blocker to position according to the browser, not the stage?[code]
Ok. So heres what I am trying to do. I want one movie clip to follow another one that I move around with actions on the main timeline.The problem is that the follower clip is linked to a class file and I cannot find a way to find the players position.
I want to know the difference between [object main timeline], [object Stage] and root in as3? I have read from the topic How stage, root, and MainTimeline Fit Together. But I didn't get clearly.
I'm trying to create a boundary for a player object, controlled with arrow keys, in my game using the main stage's height and width. For example, one test point is at the top edge of the player object's bounding box so that when the player object's head touches the stage's top edge, the player can't move anymore to the north. The player object is manually instantiated to the center of the stage by using the Flash stage editor so it will start at the center before the program starts.The problem is that right at the start of the program, I can no longer move the player object up or down with the arrow keys but I can still move it left or right. The intention is to allow the player to move north until the player object's head touches the top edge of the main stage.[code]
The following is that long only because I gave examples of what I want to know, not because it is complex .I have three basic questions regarding AS 3.0 classes.
1. How can I make a class object interact with an object on stage?
For example, when I have a square (mc_Square) with class "square" attached to it and I want it to trace "Colliding!" and print the X and Y of the mc_Box on contact with an on-stage *hollow* box (mc_Box) that has no class attached to it.how to do it vice-versa would also be awesome .
2. How can I make a class object interact with the same class object? For example, when I have two squares (mc_Square) that both have the class "square" attached to it and when they collide, it prints the X and Y of both of them.
3. How can I make a class object interact with a different class object?
For example, when I have two squares mc_Square1 with class "square1 (that also has a variable Primary=true written in it)" and a mc_Square2 with class "square2"; When they collide, the one with Primary=true would be removed and it's X,Y position traced.
I'm creating a small application in flash and I am getting this error when I test the application. My application runs like this, "select option" goes to second frame "select option" goes to another frame. When I click one of the buttons I get this error
I'm trying to get an object to increase in size the lower it goes down the stage, and decrease in size the high it moves up the stage.
It only needs to increase or decrease by a small amount. Basically, it's for a game character. To ad realism to his movements, it would be nice to have this feature.
i'm trying to use code so if i type in -10 to 10 the object will move up or down the y axis. The code i'm using at the moment calculates how far to move it from the number inputed, then it removes te object and places it in the required position. However doing the removeChild technique messes up when having many on the stage. I was wondering if anyone knew a way of calculating the rating and then using it to move the object on the stage without removing it and adding it. Here is the code i'm using to move it. OR a way in which i can remove certain objects on the stage using remove child
I am making a game where I reference "Player_mc". There are many different characters you can play as, so there can't be only one movieclip being called "Player_mc" I have each character (movieclip) in the library. How can I call upon them to come to the stage and be given the instance name "Player_mc".Also how can I remove them when the character is changed?[code]