ActionScript 3.0 :: Using One Object To Highlight Multiple Objects?
Oct 19, 2010
I'm making a scrolling list of objects, and I want each to have an over state. Normally I'd make a separate frame for each over state, highlighting the respective object.This list, however, has over 50 objects. That means I'd need over 100 different frames to shuffle through on this one movie clip. Is there a better way? I tried using a plain white movieclip at 50% alpha and attempted addChild-ing it on top of the target but that didn't work out
need a logia something like to paint some Objects: simply put some MCs. When the Mcs (are out of the Box range) and neat its easy to colour. see the Zip files attached:
Please see: paint_Non_Overlaping_MC_Works.fla paint_Non_Overlaping_MC_Works.swf When the Movie clips are overlapping or one placed above the other MC the objects are hard to paint. It Recognizes the Obeject as One, the Imported png converted to a MC. Please see: paint_Overlaping_MC_Not_Works.fla paint_Overlaping_MC_Not_Works.swf
Is there a possibility to make this work, like to make the MC Highlight on Mouse over and distinguish the objects when Overlapping? That's to say to colour the MCs when overlapping? What initially came to my mind is when mouse over the MC's to highlight so that we can drop the colour on it. In the ZIp file contains all the as2 codes.
I have a simple shape, e.g. rect, circle, polygon, in a movie clip that I want to highlight, via AS3, when it is clicked. I thought I could just turn off the stroke using alpha of 0 and then turn it back up to act as the highlight but have been unable to find any way to do this. I was able to change the alpha for the entire mc but can't find a way to access the strokes of the shape.If it is just a rectangle or circle I can use the info from the shape to draw the highlight but when it gets more complicated I don't know how to find the borders of the shape.
I've two problems, the second of which is only an issue because it's a possible way to fix the first! I'm developing a Flex 4.1 application, using a Spark theme: I can't change these; Halo isn't an option. It's providing the facility to fill multiple-selected cells of an AdvancedDataGrid with a single character, from a single keypress. So the user selects their cells using the Shift key, hits H (for example) and sees all the cells update with H, without using an itemEditor but via grid keyDown events instead. Then they click somewhere else and the selection should clear.
However the visible selection isn't fully cleared and the newly coloured cells won't all change from their selected colour. Underneath I can verify that the selection has cleared: mygrid.selectedCells is empty. All behaviour afterwards points to some kind of display glitch with the grid: The cells aren't selected any more but they look like they are.
I have a TextInput and a Canvas object both inside an HBox object. When the input text field has focus it highlights, I would like to change this to be the containing HBox that highlights when the Input Text has focus.Does anyone have any ideas on how I can do that?Here is my code:
i have an array made of movieclip squares named "quiqua" that are positioned in a grid with coordinates (grouped into another array named "coo"). Both the arrays have a numeric variable named saturaz. when i click on the coordinates i want to highlight that coordinate and select only the elements which fit with the "saturaz" value. It works fine but I can't figure out how to tell Flash to highlight just a coordinate (and the squares that match with that value) at a time. This is the code.
Code: var quiqua:Array = [rosa, blu, viola, giallo]; var coo:Array = [sat_sessanta, sat_settanta]; var saturaz = uint;
I want to be able to drag any of the 4 objects onto any of the targets, right now all I can manage is to allow each object drop onto one specific target only.
I thought by calling all my target names by the same instance name eg target_mc that would work but only one target will ever work.
I currently have an over, out and click event for 8 different objects. The over and out events are identical for each (tween expands object and then shrinks it back for the out state).I have previously asked for an easy way to declare those events, and now I was looking for an easier way to handle them.
Here's my code:
//-----------GARAGE function growGarage(e:MouseEvent):void{ scaleTweenX = new Tween(map_garage, "scaleX", Elastic.easeOut, 0.648, 1, 0.5, true);
[code]....
I've tried using a single function and then using "this" as the object of the tween but that expanded the entire stage.
I am encountering a problem in my app only when it is run in flash player 10.1.85.3. Some earlier player versions I have tried are working fine.From what I can tell it seems related to the following:
Quote:
from here: h[url].....
When searching for objects (not strings) in Dictionary objects using the 'in' operator, if the object is not found in the Dictionary object, it will be searched for in the delegate objects. With 10.1, the toString operator will be called on the Object if not found in the Dictionary. This can cause problems with Proxy objects who need to define the callProperty function or it will generate a RTE. ...what it means "it will be searched for in the delegate objects"?
Inside the attached .rar Two seperate objects are made, object A and object B, but they share the same variable (only works with arrays) even though they aren't linked in any way. Any changes made to A is reflected in B, and vise versa.
How would I go about fixing this issue? (SIMPLY, aka I don't want to write a class or whatever, I just want to know if I am doing something wrong, like not writing new or something)
i have an if statement, an object will go to a new frame if multiple buttons are pressed
PHP Code:[code].....
now i want it so that if one condition is met the mc will goto frame 2, if 2 conditions are met, frame 3 and if 3 conditions are met, frame 4.i know i could do this with a lot of if statements but i have a lot of movie clips to use this code on, so is there any way to write an if statement that will trigger different options if multiple conditions are met?
In version before flash CS5, we could copy multiple objects from multiple layer by just click and drag + ALT, that was really usefull and it becames vital for me. Now in the CS5... the click and drag + ALT on multiple objects from multiple layer is copying all objects to only one layer !
I have need to simultaneously move a slider (called "shadeGrabber") movie clip and a mask. I'd like to do this by dragging the slider and seeing the mask move with it.
The example movie clip on the left (called "PICTURE_WIPE") is what I'm going for, but interactive instead. I'm working in the movie clip on the right (called "PICTURE_WIPE copy 2")
Here's my code, for quick reference (found on the "AS" in the "PICTURE_WIPE copy 2" movie clip:
I am building a scrolling image bar, so I've created code that works perfect on one object. However, I need this code to apply to multiple objects at once so that they will move left and right and resize independently from each other (to give this sort of 3d revolving look). Other boxes will be to left and right of the current black box. Code is below as well as link.
Code: function mousetracker(object){ boxstartx=object._x; boxstartwidth=object._width;
I am creating a small game for a project im doing it is only ten levels long but I wish to include feature such as saving etc. I have one some research on Shared Objects and it seems to be the best method. The idea I wish to execute is to have at the end of a level after reaching the levels goal have a piece of code that runs and saves that the next level has been unlocked. This seems relatively simple. However i have done things awkwardly i think, instead of creating the whole game within a single fla. each level is a seperate file, eg. level1.fla, level2.fla etc. Is it possible to use the same shared object across multiple .fla's?
Im trying to make a small game. Could someone take a look at the CS4 and CS3 fla files attached and tell me how to make the game reset when the red circle touches the block boxes.
I hv make a movieclip it's linkage name is thumbmc,I make its duplicate instances 10 times and load external thumbnail jpg's,I give names to these instances to th0... th9, all events and effects working fine but i m opening a large image while clicking on any thumb..the problem is.. i want when i click on any thumb then all thumbs will be fly and goes out of screen,, but when i try to tween then it shows error.. th0 object not found.......
code is like this // Making thumbs by this code for( var i:Number=0;i<9;i++ )[code].....
What I want to do is fade out several objects at once and when they finished a special function gets called. Are there other possibilities when using tweenlite available or do I have to use timelinelite?
I call a function with some saved animation code where I just need the selected (mouse clicked) object to animate. On the first occasion when you click the object, that object animates just fine. The problem is, if you click another object, that new object and the prior one(s) you clicked on all animate as well.[code]
I just wanted to know if there is a way to startdrag() multiple objects at once. I don't want to use the mousemove/enterframe + x And y offset method of dragging, but just use the built-in startdrag method. Making startdrag function multiple times with different objects didn't work.
lets say i have 3 MovieClips: Tank1, Tank2 and Tank3. And i want to set them hittest or other setting. Its not wery dificult to do that, but i dont want to write the code if i create Tank4... I want my code to get all the tanks with a number, ant set them a setting, because there may be hundreds of tanks... I know it's posible on AS2, but i don't know about AS3.
I have a bullet movieclip and it moves. I've put a hitTest on its onEnterFrame so that it checks if it hits its target, whose instance name is mmbug and the target flies around. That's easy and works cool.[URL]there's only one wasp present at a time and it works)Now what I want to do is duplicate the wasps so there are more flying around at one time, but how would I do the hitTest on the bullet then, because you have to specify it an exact instance name. If I make all the wasps have the same instance names it doesn't work.So obviously I'd have to give them names of mmbug1, mmbug2, mmbug3 etc. But how would I check on the hitTest if it hits any of them, since you have to put in an exact instance name in the hitTest?
I hv make a movieclip it's linkage name is thumbmc, I make its duplicate instances 10 times and load external thumbnail jpg's,I give names to these instances to th0... th9, all events and effects working fine but i m opening a large image while clicking on any thumb..the problem is.. i want when i click on any thumb then all thumbs will be fly and goes out of screen,, but when i try to tween then it shows error.
code is like this // Making thumbs by this code for( var i:Number=0;i<9;i++ )
I was wondering if someone could point me in the right direction or share how to create a preloader the preloads multiple objects in sequence.Example:Now Loading: Moviesafter that completesNow Loading: Imagesafter that completeNow Loading: Sound