I've got a MovieClip with two frames for the UP and DOWN states with text on top of it. I've added MOUSE_DOWN and MOUSE_OUT event listeners, but the text gets in the way of the button reacting to the events.I tried fixing this by adding the text as a child of the button, but now the text and the button act like they're two separate buttons. Does anyone know of a clever way to make the text and the clip to act as one button?
I have a flash banner rotater and I have little squares at the bottom that are dynamically created which represent the slides in the banner, for example: if there are 4 slides in the banner there will be 4 little squares. Each little square is a button and if you click on a square it will take you to the slide that it represents. My problem is this: When I try to add numbers to each little square by dynamically creating a TextField then the text overlays the square so the button doesn't work.
My air app is using the FlexChrome instead of the system chrome. The problem is I also have a .CSS for skinning that sets the skins for the Button class. This is also changing the 3 buttons (minimize, maximize, close) in the flex chrome which is undesired. Is there a way to make it not effect the Flex chrome buttons?Also the css file is in a central location and I use it for many apps so I would like not to have to change the css file but change something in my app only so I do not effect other projects.
I'm developing an AIR app using CS3. I had previously made one AIR app without much problems. So I start a new file and fill out the AIR settings (found under Commands). But the damn thing keeps screwing up settings. Some stay saved, some don't. It also keeps wanting to keep 2 files for inclusion that don't exist and are not even named correctly.
And now, after trying to fix some of the naming, it won't even create an AIR app anymore. It says there's a missing SWF file, but I published first, multiple times and yet, it doesn't see the swf.
hello everybody. I have a very weird problem. Recently my Flash IDE started to mess up dimensions. I mean when I create a new document or a rectangle for example, even if I set the height and width to the same value the height is always bigger than the width... I tried re-installing Flash CS4 again but that didn't solve the problem...
I am having trouble with unload an loading movies. Basically I am loading a movie into a container, which works a charm[code]...
Ideally I would like to add that second movie clip into a container so I can position it correctly, but when I try copying the code I use on the first it doesn't seem to work...is it to do with the "root" bit perhaps?
I've got a line in my Actionscript like this:[code]If I click the auto format button with this line in there, it adds unnecessary semicolons through the rest of the code and the file stops working. Is there something wrong with the way I have this coded? It works just fine with the code in there before I hit the auto format button.
I dynamically set a color using this function in colortransform.
function setColor(o:DisplayObject,color:uint):void { var myColor:ColorTransform = o.transform.colorTransform;[code]...........
I then have a short timeline animation in Flash CS5 where the height grows just a little bit, and it does not grow.It grows in the preview, but not after compile.If i comment out this color transform function, the height animates correctly.
I'm trying to replace some contents in a website by using the following code:[code]The problem is that I have some flash embedded on the DOM and whenever I try to do the replacement the browser crashes.Somebody should thing that a prepend or append in the right place should be a better method to achieve this, but the elements I'm trying to locate and replace are html comments and the append prepend methods do not seem to work with this kind of nodes so they have to be treated as literal strings.
I'm working on a AS3 and Box2D game with moving platforms. The platforms are animated in Flash, and in actionscript I can read in their current position and adjust the physics bodies to match.However, there's always a delay, where the animation is one frame ahead of the physics. I wanted to fix this by reading in the clip's current position, storing it for later, and then putting the clip back to its position at the last frame.
But when I do this, it systematically refuses to budge. I coded up a simple test with a single moving box to test the idea, and I get the same problem ("movingBox" is a symbol that animates a single "box" symbol within it):
I have a xml file(pretty big like 600kb) and I am extracting data from him in a function. I call that function in the first frame. The question is how can I preload that function or because is messing all my animations.
I'm using the .sortOn() function in AS3.0 to sort an array with multiple elements.First, I push the values to the array, like this:[code] The program has a number of "loops" it goes through. So, I push data to this array (which is global) a first time, sort it, and then later I clear the array with the .shift() function in conjunction with a for loop. I then push new data to the array with the same line of code mentioned above.But what's happening is this: on the first round, everything works great, and this is what my output looks like:[code]Before I cleared the array with for loop and .shift(), it would say "Northern Alberta & Prairies" in ALL array slots. Since I started using the .shift() function I managed to get BC to remain, but it's still clearing my southern alberta entry.
I have just finished tweeking my html page setting the width and height to 100% so that it appears in the same place on every screen. It seemed successful until i click on a page with an externally loaded swf.URL...i am unsure wether this is an html problem or as3. I have already set the dimensions of the external swfs in flash using:[code]
My problem is I'd like to retain the transparency of agraphics fill on a DisplayObject after applying a filter. If Idraw, say a rectangle, through a Sprite's Graphics and while doingso, specify some transparency:
var spr:Sprite = new Sprite(); var g:Graphics = spr.graphics as Graphics; g.beginFill(0x00ff00,
I'm having an issue with sound that I'm playing from the library. With longer sound files, whenever I specify an offset in the play() method that's greater than 1000 milliseconds, it ends up messing the sound files timing. Specifically, it cuts about 1 second from the end so the sound file ends abruptly. I was wondering if any one else was having a similar issue.
I have built this, drag the various dots.[URL]...%20parent.html I did not use the flash startDrag because it had all sorts of issues. I wanted the dots to be restricted to the stage when dragged. That is any dot CAN leave the stage when it is not the one being dragged. For example make the kite big and drag the red dot, the blue dots are free to leave the stage (marked by outline in the online example) The code I have uses mousemove, and some globalToLocal conversion to keep the dots from leaving the stage area All was well so far.
Now I find out the kite has to be able to rotate! when I simply rotate the kite all of my dragging rules break down. Click the big blue button, each click rotates the kite 5 degrees. Looks OK at first, rotate 30 or 40 degrees and everything breaks down. I know its the globalToLocal limiting, is there a better way? Seems people here have a lot of experience with dragging and rotating in flash. Does anyone see a way to fix what happens, or a whole new way to do the drag.
I found a bug with use of _X and _Y. even though vars are case sensitive in the case of _Y and _X Auto format will change them in to lower case _y and _x and still even then, the use of upper case will still apply what ever value of that var to the _y and _x of the _root.Now that I dont have the stage shifting any more I went back to look at my trace and to my surprise it's still the same.I assume that it's because of the array style scope. when in debug the the level0 and level0.stage is the same width and height.[code]
I need the enemies to move around the obstacles on screen. I have tried several methods but it seems to screw up other functions in my game... For example the depth sorting function starts messing up (sortchildren()). I think its because i'm such an amateur.
I'm making a flash game in AS2, and i am having troubles with my gun, i have fiddled with it for a while now and i have narrowed down the problem, but i can't fix it. My problem is that i want a gun to follow the player, but the coordinates are messing up and going to his feet.
Code: onClipEvent (enterFrame) { _y += (_root.player._y-_y)/1; //This code makes it goto his feet, but the gun no longer follows player when he jumps. _x += (_root.player._x-_x)/1;[code].............
How can I change the text of a button instance without affect the other button text? I belive an AS aproach would solve it but I don't know how to do it.
I want to take a static text field, convert it into a button, and use it as a button. I need it static, because I changed orientation, and I do not know how to do that otherwise. The problem is, even though I converted it to a Button symbol, it does not work when I test the movie. It works fine with "Enable simple buttons", but when I test it, the button is not there, no change in mouse cursor, no reaction at all.So this is what I did:
Made text. // static, not selectable, Orientation: vertical left to right, / //rotated; Two filters: Drop Shadow and Glow;
Converted text field to Button - Symbol (scrollBT)
Editing the Button,I put the same content (the static text field) in all four frames: No luck, not working. without the Hit frame filled (which I think doesn't really make a difference): No luck, not working.Tried again, converting the static text field in the button into a Graphic Symbol: No luck, not working.Tried again, and put some differences in the frames for "ON" and "OVER" etc.: No luck, not working.Tried again, duplicating a similar, working button, edited it, and: No luck, not working.
To the button itself and the AS: The button will be a scroll-button for a text field, with different scroll speeds on rollover and press, but nothing else. The code for that I have (I think). It's something like (and please excuse my incorrect syntax here, but I'm typing from memory; still, I use the Script-Assistant and my syntax is apparently correct; it's also working with other buttons):
on {rollOver} { function (scroll) { textfieldtxt.scroll - = 1;}[code]....
I'm at the end of my wits. The only difference I can tell from other (working) buttons I did the same way, is that the scrollBt does not do anything except scrolling, while all of the others have frame actions (gotoAndplay etc.) associated with them.
I need to send a byte array of data (its an image source) along with a bunch of other vars to a service.If I send the byte array using something like the following
var request:URLRequest = new URLRequest ( 'http://www.mydomain.com/upload.php' ); var loader: URLLoader = new URLLoader(); request.contentType = 'application/octet-stream';
I seem to be getting a funny problem whenever people click a bit too early on another link whilst a movieclip file is loadingthe prime example is here, you click to enter the site, then a .swf loads within a MC to give you the "homepage" content (in this case some rather pretty girls wearing some t-shirts) the problem comes when the user gets bored of waiting too long and decides to click else where, for example, the user clicks on events.This then begins loading the events.swf file into the loader_MC I have, and once loaded begins mass playing the file constantly ( warning, it does flash very quickly, so if that sort of thing set you off, dont click it =O!)This is what my preloader code looks like in the loading files (such as home.swf, events.swf, etc
ActionScript Code: mycallback = setInterval(preloader, 10); //function to be called to test for download
If I have say 7 buttons, each containing text that changes color on rollover using the "Up" "Over" and "Down" keyframes in the buttons' timeline. Is there a simple way to get the button's text to change color when clicked, stay that way, and then change back to the original color once one of the other 6 buttons are clicked?
The only thing I can come up with is writing pages of code for each button that changes the color of every other button regardless of whether it was active.
I'm designing an interface for a class, and the buttons that I am using all have multiple functions.For example, when the story button is clicked, I need the mc to stop playing and change to text (in the same window/screen, just no mc playing). The mc is 31 frames long, but if there's a way to just make it loop continuously until told not to, Currently, my code looks like this:
stop(); story_btn.addEventListener(MouseEvent.CLICK,story); function story(event:MouseEvent):void { gotoAndStop(32);}credits_btn.addEventListener(MouseEvent.CLICK,credits);[code]...
When I click the button, the mc does not stop playing and the text does not show up.
I really need to make a transparent button, so it needs to just look like floating text but with button capabilities. But I was confused about a couple things: Initially I was using the "FPushButtonSymbol" but was unable to make it transparent, although I tried like this:
[Code]....
This left some shadow though So, I utlized a post from ezboard.com, which said to just make a square and then do Insert->Convert to Symbol and make it a button symbol. When I converted into a symbol, I also exported it for use with ActionScript. So I have been making instances of my new button (TermButt).... But can I still use generic button functionality like labeling, text fonts/colors, button size:
I want is to take a the text from and input text box and when you press a submit button have it post to a php page. All was going well... but then I changed my code from value1 = "password" to value1 = password.text; and the php instead of coming back with the user's password, comes back undefined. WHY WHY WHy, does it except it when I say value1 = "password" and not with the value1 = password.text; (and 'password' is the instance name of the input text... (not using flash vars)
I created a somewhat custom Spark button by doing the File > New > MXML skin and basing it on spark.components.button. The problem is that I need to add an extra text field to the button component and dynamically change that text...but of course, the property isn't recognized on a Spark Button.
Is there a simple way to add this field to my custom button skin & its property so it can be addressed? If not, is there a simple way to take what I've done and just extend the Spark Button? I can't seem to find any examples that show how to do it without writing it all up in ActionScript.
I am a Flash novice who has worked through a couple of the standard introductory books on Flash in Actionscript 3 and some of the online tutorials. However I cannot work out how to do the following: A button A (I know how to design buttons including invisible ones) is on the stage. A user clicks on this button which then causes a text to appear at another location of the stage. This text includes an invisible button B. The text tells the user to click on it with the result that the text, including the invisible button B, disappears but if the user reclicks button A then the text with button B should appear again.