ActionScript 3.0 :: Add A Property To Multiple Movieclips?
Apr 7, 2009
This should be an easy one. I have several movieclips with instance names (we'll call them apple_mc, orange_mc, bananna_mc, and peach_mc. if i wanted to set all of their alphas to 0 i know i could do this:
but if i have say 10 or more movieclips i want to set the alpha for (or any other property) this gets a bit cumbersome. i know there is a more efficient way. maybe an array or for loop for i can't seem to figure anything out.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
how, to apply a property of a var to multiple vars at once. I'm making a point-n-click game where i want to apply the buttonMode property to multiple variables (of MovieClips).
I don't know if this is even possible or how simple or advanced this is, but it would be damn handy.
I have searched on Google and this site for a possible answer, with different search terms/keywords, but can't find anything close. I also tried different things with an asterisk such as *.buttonMode = true and movieClip.*.buttonMode = true but no success.
If I have a MovieClip with its "visible" property set to "false", would it aid performance to "stop()" its timeline? Or will that have no effect, since its not being rendered, anyway?
I'm trying to make my first prototype, but I can't put it to work, I wanted to atribute a property to a variable, so I could call the prototype on to the movie clip, asking for any property, without having to change the prototype code.Is it possible?Here is my code so far:
MovieClip.prototype.multProp = function (proper,targetv, smooth) { this.proper -= (this.proper-targetv)/smooth; };[code]...
Is there a simple shorthand for assigning the same value to multiple movieclips? For example, I have 25 MCs with names "img1", "img2" etc. and I want their _alpha value to be zero.
Is there a for loop or something I can use so I don't have to type "img1._alpha = 0;" "img2._alpha = 0; etc.
add some functionality to the presentation template. Currently you can only move from one page to the next. So if I want an animation on a page, no problem I'll just add a stop script at the end. No big deal. But if I want Multiple animations (just trying to replace powerpoint here) then I get into trouble.
Each page is one frame on the main timeline. Hitting left/right goes to the next frame, unless the movieclip on that frame also has additional frames. Then it should move to the next frame within that, etc.
I can't figure out that if statement though. I had another bit of script going on my first go, but ran into some issues so thought it best to create all of the scripting on the main timeline. Initially I created a boolean variable, then ran an if statement. Inside of a movieclip I switched the boolean and used the same keyboard interaction to walk through it. On the last frame of that movieclip, I switched the boolean back so the main timeline interaction kicked in again. The problem is, that's a Lot of copying and pasting of that code, and I can't figure out how to go through more than one parent. I just couldn't get it to work.
Should I just be building this thing in a Completely different way? I need to make something, so for now I'm splitting up each frame that I need different animations on and creating a different movieclip for each section. Ideally that would be contained in one movieclip's timeline. Currently one each animation's interaction will be on a timeline. So I have to duplicate the slide to add an animation. So if I have a title come in, then a pie chart, then an image, then another piece of text, I'll be stuck with 4 separate movie clips.
I want something like:if current movie clip current frame is == total frames, clicking right goes to next frame, else go to next frame of it's parent's timeline.I say the parent and not stage because the way you have to set up transitions only works within a movieclip. So you have to set up the entire slideshow within a movieclip if you want transitions between each slide. Right? I don't care about transitions for now, but will want control of those eventually.
I have 30-40 movie clips that I want to reshape. They are all identical except for color and name. Is there a batch way to duplicate the entire library but change the shape without going into each one?
I have a few movieClips and I would like them to play one after the other. [At end of MovieClip play next movieClip]. Using AS3 to Tween, this is my first Clip props. import fl.transitions.Tween; import fl.transitions.easing.*; var myTween:Tween = new Tween(FloatRight_mc, "x", Regular.easeOut, 22.00, 495.95, 3, true); var myTweenAlpha:Tween = new Tween(FloatRight_mc, "alpha", Regular.easeOut, 1, 0, 3, true); How do I get the next movieClip to start playing before its completion, and so on?
I am a newbie in flash Action script2can anyone please tell me that how can i duplicate a movieclip to as much numbers i want through out the stage using actionscript2. i have searched lots of posts in sites but i can't get it
I am making a website with complete external xml data holding text and urls to images. I have several categories. One of the category has three sub categories as menu. When I click btn1 it gets the xml and start making text field, rectangles, lines and picture frame for thumbnails. Before that I use a single movieClip container to hold all that stuff and then point it to mask and scroller too.That is working fine. Now the problem is that when I click on btn2 I want to remove previous container and make a new one.
Now what happening is that it is creating one more container of different xml and putting over the previous one. I have used removeChild command and it is still not working. It only works if I use it alone and do not create a new container. All this process is done on a movieClip. That movieClip holds container, mask and scroller. The only thing that is made dynamically is the container. Rest of the items are on the timeline of the movieClip. I need to remove container inside of the movieClip and make a new container inside the movieClip.
I have several movieclips in my project which are being used as buttons, and when you rollover the mc's the content is viewable the entire time the mouse is hovering in the area of the movie clip, once the mouse moves off it disapeers. Great. I have the code that allows this to happen, but i have multiple mc's and only one works at a time. Here is the code:
mc.addEventListener(MouseEvent.ROLL_OVER, overHandler); function overHandler(evt:MouseEvent):void { mc.gotoAndStop(2);
I have created a flash whack-a-mole game, and coded the 9 different x and y cordinates the 4 moles can come up on. But I can't code it so that the moles can never have the same x and y cordinates.
I have tried this code: (Barney and mulvarp is two moles. .flytt(); is the command that gives the mole a new place to be.
I'm following a tower defence tutorial and part of the code is set up so I can build towers on the "grass" movie clip. I wanted to add more patches of "grass" and gave them all the same instance name so I can be able to place towers on them, but I have the problem that I can only place towers on the first item I placed and has the instance name of "grass". I can't seem to place towers on the other patches of grass.I removed the instance name of the first patch of grass and it let me build towers on the second patch, but the second patch only.
I have 3 movie clips in my scene and they all function properly individually.Problem: only the first movieclip will work in my test of the full scene.If I move a movieclip from the bottom to the first position in my scene, then it will run while the others are stopped I can't figure out how to tell the program to activate all 3 simultaneously - so each button (linked to one scene in the movie clip) will be available to click.The code from each movie clip essentially looks like this
i basically have some images of logs (for a bridge) setup inside a movieclip called log_mc, inside log_mc each log has its own movieclip log1_mc, log2_mc and so on
So I'm trying to shoot multiple bullets out of my body and it all works except I have an odd problem of just one bullet showing up and updating to set position for the new ones. I have a move able player thats supposed to shoot and I test this code by moving the player and shooting. Im taking it step by step in creating this.
The result of tracing the bulletContainer counts correctly in that its telling me that movieclips ARE being added to the stage; I Just know it comes down to some kind of logic that im forgetting. Here's My Code (The Bullet it self is a class)
multiple classes and then register each movieclip from the library to a different class? It isnt working for me. I created two different classes and created two entire different movieClips and registered each movie clips to a different class. However, I can only use on movieClip at a time, when I use the duplicateMovieClip. command to create copies of the movieclip, i find that only those movieclips, whose class i declared first, appear on stage
I'm developing a game.I've attached random movieClips from library. I've movieClips named picLeft1, picLeft2, picLeft3 and so on in library. Its working fine but i'm having problem removing it. the code below is for the attachment of movieclip. Here ranque is an array which stores randomly generated numbers up to 5 and HolderL is the movieClip in which I want to attach the movieClip. And q is a sprite.
for (var i:int = 0; int<3; i++) { que_mc.push("picLeft"+ranque[i]); var que_mc_class:Class = getDefinitionByName(que_mc[i]) as Class;
I've created this simple birthday game where the concept is to blowout 30 candles in 15 seconds.The candles are movieclips so that when they are clicked on, they blowout. However,when the option to "try again" begins, the candles are still out.
I am creating movieclips and there holes(deselected areas using masks) dynamicly. Is there a way I can assign one movieclip moer than one mask? Maybe by somehow saving the moviclip with the first hole(mask), so I can assign him the mask again(Seee example hole1 and hole2 on mc1).Another thing is to assign the same mask to two difrent movieclips, but as read that should be sovled by duplicating the mask mc.
Alright I have two Movie Clips on 2 different layers...One has the instance name panel and the other has the instance name panel2. Now, on the timeline panel is suppose to grow to 210x480 and then stop. A few frames later panel2 is supposed to resize to 150x480 but when panel2 resizes the other MC (panel) resizes to panel2's size...
Here is the code for panel: onClipEvent(load){ // Define initial height _root.high = 210; // Define initial width _root.wide = 480; [Code] .....
I was wondering if there is a way to fade in multiple movieclips, one after another, w/o using setInterval? I've tried setInterval, but I got some strange results...
I have a little problem, I have a scene containing about 30 movieclips (all with a unique instance name!)
I want to call all movieclips at once, on a specific keypress - ex. when I press the key "a", I want to tell one clip to go to frame 2, and all the rest to go to frame 1
I know how to do this the "hard" way, by writing all 30 actions on each key, but I'm looking for an easier way,