ActionScript 3.0 :: Stopping Movieclips In An Array?
Jul 16, 2010
I created 6 movieclips and imported them into my main file. They each play a short animation when clicked. I added an event listener and a .stop() for each movieclip.Instead of writing all the repetitious code, I want to put them all into an array. The question is, how do I get the movieclips to stop so they don't play before clicked on?
var myClips:Array = [a_mc, b_mc, c_mc, d_mc, e_mc, f_mc];
myClips.stop(); //I tried this but it didn't work
this is the script i have happening on a frame. i have 2 other clips that run next to it - conveyor belt styleee.[code]this works well. it goes to where i want then returns to an x value and the whole thing starts again. great. i know want to add button funtionality in that when i put my mouse over any of the clips all the clips stop moving. when i remove the mouse from the clip then all start moving again. this should happen regardless of what clip i rollover.
I've had to work on a god-awful Flash movie with lots of nested hand animated movieclips and sub-clips, all with their own timeline.Every time I'm asked to update it, I wince trying to test it and spot details for tweaking.Does anyone know of a way to stop playback of every movieclip? irrespective of how its nested and without addressing them all using dot notation.
There are loads of movieclips you see, and I want a pause control to freeze everything, I've tried this with onEnterFrame events on each movieclip looking at a _root variable called "playState", but some movie clips ignore this, and keep playing.Is there an easy way to do this other than pasting my code into everything? Is there a way of making code affect all movieclips simultaneously - halting their own timelines? Then resuming?
I have multiple movie clips on 4 labeled frames of my movie. The keyframes are as follows : People, Place, Portfolio, Possibilities
The buttons to go to each of these keyframes work, although because I have a movie (different for each keyframe) I cannot get the previous movie's audio to stop when I click to another keyframe.
Also, I cannot get the other movie to work once I am on the next page.
The movieclips are named- Btn2 -which is the movieclip that plays once clicked on the homepage. Btn3- which is the movieclip that is supposed to play once clicked (on the people page).
To see what I'm talking about- visit: [URL]
give it some time to load- then click the doorbell- let the movie play for a little bit then click on people...the door closes, but the sound continues.
I've got code that takes text from an array and places it into a textbox. The first spot in the array is supposed to be null to correspond with the first section of the swf which shouldn't have any text. But after navigating through the different array elements the movie gets confused and doesn't recognize that the first slot should be empty and shifts things out of order.
What seems to be happening is when you are clicking the buttons to go to the sections there is a variable that is either incrimented or decrimented so that it can be used as the index for the array. It would seem that this variable is not being kept track of properly, as when you are at the end of the Array and there is no more sections you can still press the button that would incriment this variable and thus move to an element in the array that isn't there (being array.length + 1 or -1 depending). so what is needed is some sort of condition that checks to see if this variable is infact at the last element in the array and if so not to incriment itself.
[Code]...
I've been struggling with this for some time now, and had previously posted a thread about this earlier on but it's since been deleted because there have been no responses and I wanted to try to present the problem a little clearer.
I've got code that takes text from an array and places it into a textbox. The first spot in the array is supposed to be null to correspond with the first section of the swf which shouldn't have any text. But after navigating through the different array elements the movie gets confused and doesn't recognize that the first slot should be empty and shifts things out of order.
What seems to be happening is when you are clicking the buttons to go to the sections there is a variable that is either incrimented or decrimented so that it can be used as the index for the array. It would seem that this variable is not being kept track of properly, as when you are at the end of the Array and there is no more sections you can still press the button that would incriment this variable and thus move to an element in the array that isn't there (being array.length + 1 or -1 depending). so what is needed is some sort of condition that checks to see if this variable is infact at the last element in the array and if so not to incriment itself.
Here is the array code. This code is part of a loaded external movie.
I received help on this site on this info-graphic im doing and the solution was to use an "array" which im not familiar with at all. the person that helped me added the following code that worked:
var city_arr:Array = new Array("louisville");//filll that array with all nedded cities//make all the boxes invisible at startfor (i=0;i<city_arr.length;i++){ var [code]...
since i dont know how to use arrays im stuck. i need to add at least 30 more cities to my info-graphic but don't know how to use the naming conventions of an array.Only one of the houses works (when you click on it a pop-up appears, is draggable and has an x to close the pop-up)
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
Is it possible to load up an array with movieclip instances from the library and use that as a reference to go to a certain index, snag that mc, and display it on the stage?
I have 2 arrays i.e.:[code]Is it possible to set the color of the moviceclips (mcclipsArray) to the relevant colors from the second array (mcclipsColorArray), so movieclip a becomes blue, b becomes red etc.
I'm having problems making a loop of different movieClips. I've been able to find info about duplicating the same movieClip but I can't seem to get it to apply to this. This is what I am working with: I have 13 different movieClips of an animated character. They are titled montyDog_mc, montyBear_mc, montyCat_mc, etc. I also have a next and a previous button. What I need to happen is for the movieClip animations to cycle through, one at a time, each time the user clicks the next or previous button. I think I should be creating an array of some sort but I am very confused about how I list the movie clips in an array and apply it to the button.
This is what I have: montyArray = new Array(); montyBear[0] = "montyBear_mc"; montyBee[1] = "montyBee_mc"; montyCow[2] = "montyCow_mc"; montyDog[3] = "montyDog_mc"; [Code] ..... Am I targeting the movieClips properly?
Just started to make the switch from AS2 to AS3 and am having a few problems, most of which I've managed to fix but this one has got me stumped.
I'm trying to create some buttons dynamically that are spaced out evenly.The clip is in the library and exports as NavButton. I've created an array with all the button clips inside it. This is called navButtonArray and when traced shows the NavButton clips. My problem is when I try and add them to stage. I can't tell if it's only adding 1, or just placing them in the same place, or if it's continually replacing the previous navButton.[code]...
I'm creating multiple movieclips, containing a TextField and an image as a background. In order to keep track of them I'm storing them in an array. The problem is that I can't add the movieclip to the screen >.< What I'm doing is
PHP Code: addChild(movieclips[0]);
but it's not displaying. I know it's not the movieclip as I can addChild that and it shows, but trying to call it out of the array is not working and it's REALLY frustrating the nark out of me .How do I add the selected movieclip out of my array?
Ive created a array to hold an instance of the Zombie movie clip, the movie is given an instance of "Zombie" + 1, 2, 3..... But now i can't work out how to add the movie clips from the Array to the stage. [code]...
Is it possible to instantiate MovieClips that exist in the library (that have been exported for actionscript) with a for loop using an array that holds their link name?
var fruit:Array = new Array("apple", "banana", "blackberries"); for (var i:int = 0; i < fruit.length; i++) { var aFruit[i] : fruit[i] = new fruit[i]; }
I am trying to get a collision between an array of movieclips but it isnt doing well =S.Here is where I am now:
[code]....
This code works, but it is only colliding with one object. I have made an Array called: _root.enemyArray.I have tried to make an for statment inside the current one without sucess.
Anybody any ideas on how to remove children from stage using AS3 if I store the reference to the objects in an array and they exist in different locations i.e they are not all children of the same parent?
I was trying to make a similar thing with the game SameGame (ie. the block above the removed blocks fall downward). Before trying this with an Array that contains MovieClips, this code worked (tried it with int values). With MovieClips on the array, it seems not working the same way.With int values, example:
popUp(0, 4): Before: 1,2,3,4,5,6,7,8,9,10; After; 1,2,3,4 // Assume the numbers are movieclips XD
Basically, it strips everything else, rather than just the said block >_< Here's the whole method. Basically, two extra arrays juggle the values above the soon-to-be removed value, remove the value, then re-stack it to the original array.
function popUp(col:uint, row:uint) { var tempStack:Array = new Array(); var extraStack:Array = new Array();
I want to dynamicly add images from XML to movieClips and then add event listeners to these movieClips. What is the best solution? XMl loads correctly, it also add 2 movieclips on stage, but it throws errors when I try to add event listeners to movieClips. How could I do that? I want to go to different frames on release of some movieClips. How can I please recognise each movieClip and manipulate with that movieClip ? (resizing,...)
i have an error in my game project. i am trying to attach 5 different movieClips in an Array.but i dont want these movie clips to be appear on the stage when i attach these. but these movie clips appears on the stage as soon as loop executes.
here's the code:
var terrorists:Array = new Array(); for(i=1;i<=5;i++) { var terrorist:MovieClip=attachMovie("terrorist_"+i, "terrorist_" + i, i); terrorists.push(terrorist); }
This should be simple (I think) but I want to use the same Flash movie on several pages of my website, hiding different MovieClips on each page.
My plan is to pass the 'hide' instruction using a Flash parameter in the HTML, which I've got working fine, but hiding an entire array of MovieClips using "visible" just doesn't work using the code here.[code]...
I have a rather unusual problem. I've got an Array consisting of ten different MovieClips (all pre-placed on the stage), and would like to be able to manually use the gotoAndStop and gotoandPlay commands on these via the array. I've tried ActionScript Code: //This script does not work IconArray[1].gotoAndStop(1); however it simply throws out an error. Is such precise manipulation of MovieClip arrays even possible, and if so, how would I code it? (Nb: I've looked at the ForEach method, but couldn't find a way to make it sit my current dilema).
I'm trying to apply a function to an array of movieclips, rather than have to type out the function for each one. So, if my movieclips were mc1, mc2 and mc3, I would have:
Code: function Invisible (movieclip){ movieclip._alpha=50; }
[code]....
This does not work - I still have to put Invisible(mc1) for each object to make it work. Is there a way to use arrays to do this?
I'm trying to make a menu that has multiple movie clips as buttons and control them all with an array and one event listener. There will be many movieClip buttons on my page but for now I have two animated movieClips each with a stop(); action on fram one. The movieClips have 15 frames of animation. The main timeline of my movie has only 1 frame. Each movie clip is on it's own layer. If I create an event listener without the array I can get the buttons to work individually but when using the Array I can't get it to work.
Code: Select allvar buttonArray : Array = [btnA, btnB,]; for each (var button : MovieClip in buttonArray) { button.addEventListener(MouseEvent.CLICK, _handleMouseEvents); } function _handleMouseEvents(event:MouseEvent):void { gotoAndPlay(1); }
When I use the trace function instead of gotoAndPlay(1); it works perfect? Code: Select allvar buttonArray : Array = [btnA, btnB,]; for each (var button : MovieClip in buttonArray) { button.addEventListener(MouseEvent.CLICK, _handleMouseEvents); }