ActionScript 3.0 :: Define A Layer For Dynamic Objects?
Dec 5, 2009
I'm creating a number of dynamic text field objects in my Actionscript, but it looks like its being rendered on the wrong layer. I've written the actionscript in the first frame of my 3rd layer (which is masked), but the objects that are rendered dont appear to be affected by the masking effect (that does work with static objects). Is there a way to define programatically which layer an object is rendered in? Something like layerNo.stage.addChild(object)?
I intended to write a script that would create a dynamic guided character motion. The drawing API tut gave me an idea how to do it. I thought I'll write a script that would draw a line (or a curve) and would put it into guided motion layer. So I just wrote it by the tutorial and put it into guided motion layer. Yeah, that was naive.So how do you define where (layer) the script would draw curve/line? How do you define the layer in which the new object would be crated?
m new to as3 & am trying to make a platform game. i'm just not sure how to define the objects & variables. like my character & any other object i want it to collide with will be sprites, but im not sure where to go from there.
Is it possible to define nested objects and then retrieve them just by entering dots so that at each level the options are displayed e.g in FlashDevelop?
i am trying to define a dynamic object name.. here my code, but i guess it is wrong.
PHP Code:
i = 0 var knobListen = "knob"+i; var knobListen:Object = new Object(); }; //add the event listener to the knob myKnob_mc.addEventListener("onRotate", knobListen)
Is it possible to control an object/element on a instance? If so, how is it done through actionscript?
There is an instance "instance140" off of the root, that has an element named img4 that i need to reference... does anyone know how I would go about that?
Say I have a flash project, with 3 layers (a, b, c). Layer C is the background, and A has a couple of shapes that masks B. Now I'm just wondering if there's a way to add my objects (MovieClips) to the stage using AS3 and still maintain the masks coming from A, seeing as merely putting my code in Layer B doesn't do the trick
I have used buttons elsewhere in my project but this time when I use the same script I get the following error:
Symbol=gallery_button_vir_oak_tree_down, layer=Layer 1, frame=1, [code]........For some reason the project I inherited is set on an older version of action script (v1.0). So, I have to create the scripts on the objects and not on the layer.
I´m starting to learn flash cs5 a couple hours ago. Currently i´m learning how to use layers. Imagine that I put a rectangle and an elipse inside layer 1. Then I create a new layer with a photo. How can I see the list (root) of objects that are inside each layer? I know that I can use the outline color to visually identify them but is it possible to see the objects as a root?
I ran into an odd problem a week ago that I haven't been able to fix. I'm new to Flash so sorry if this has been discussed but my research has turned up nothing. I'm using Flash Develop. I managed to duplicate the problem in a simple program: I set up one large bitmap for the background, not transparent. I then add another large bitmap on top of that, the second layer background, as a child of the main bg. This layer has transparency so you can see the bg through the trees and such. Then I stack a lot of sprites on top of each other, all with transparency. They can be children of the main bg or the second layer bg, doesn't matter. Where the transparency of the sprites overlap the second layer background disappears completely to reveal the main background (like a window around the sprite stack.) The bitmaps I'm using are from embedded png files.
I found that 23 transparent objects causes the 24th object and beyond to disappear. And it only happens when I have a mask set to the main background (a simple filled square for clipping the child sprites that move off-screen.) Also the problem goes away while the background is moving. My project features many objects near each other so the chance of this problem occurring is pretty high. Its not game-breaking but I'm new to flash and my project is nearly complete (and large) so I'm hoping there is something simple I can do to fix this.
I'm creating a game-engine, which will add objects to itself as symbols, and I want to be able to choose how they are "layered". For example, say I decide to model things in a type of 3D, and the Z co-ordinate is used for depth (distance from front), how would I translate this into an object 1 unit away rendering in front of an object rendering 2 units away? The engine programming I've done fine in terms of calculating the values etc., as I have a strong javascript background so that was the easy what with actionscript's neat OO syntax, but getting it to do things visually is a bit problematic know, heh. So far all I've really managed is a nice little loading bar, which isn't really that hard =D
Also, the symbols I create are actually going to be comprised of multiple parts; a base-layer, a detail-layer, and a colour-layer. What is the easiest way to do this? Ideally I'd create the symbol with multiple layers of its own, and simply toggle the detail and colour-layers on/off as required, and tint the colour-layer independently of the rest of the symbol. Is this possible? Or will I need to use multiple symbols and move them in tandem myself?
Does anyone know of a way to layer dynamic elements in AS3? Is there a z-index (or something like it) in AS3?I'm dynamically loading pictures via XML with AS3 and would like to overlay a graphic over a portion of the dynamic images.
I'm trying to have the user draw a line on the top layer of my scene. I've been able to get my line, but it always shows up behind everything else. Here's the code I'm using: Code: mouseOld = mouseNew; clear(); if (isMouseDown) { mouseNew = true; if (mouseNew != mouseOld){ drawStartx = _xmouse; drawStarty = _ymouse} [Code] ..... The code works fine, but how would I get my line to show up in front of everything else?
I would like to create a dynamic 3 layer image that can have any of the 3 layers changed. i was thinking of doing this with alpha mapping where I have a back, middle, and front layer each defined by an alpha map. So if the style or shape of these changed I just render the texture with a new alpha map to define what portion actually takes the texture. So for each of the 3 layers there is a type(defines the shape), the texture which is applied to the shape, and an alpha map that is used to specify how the shape takes the image.
Imagine a fruit basket that can have the fruit switched out or the basket, and any combination of textures applied. You could potentially see the inside of the basket which may have a different texture than the outside. The fruit would all be one image that would then fit into the basket, and finally the basket would render. Then if you swap the color of the basket but keep the same model it would update, and you could then swap the model of the basket and keep the same color. But i'd want to do it where I have 1 texture that can fit over all the baskets but is just chopped off using alpha mapping.
I've made a parallax scroller consisting of three layers (actually each layer is a movieclip). On the bottom layer I have attached some sprites which I want to be clickable. The problem is that objects which are on the middle and front layer are "blocking" the sprites so they can't be clicked. I've googled for nested listeners but haven't found a solution yet.
I am doing some research on creating clcikTags. I read a few places that the clcikTag should be on the top layer. That has been fine, but now I want to loop it and I usually put my actions in the top layer. Will this cause a problem? Am I better off just putting my loop action on the last key frame of the clcikTag layer?
Im creating a program that is designed to allow the used to select 3 pictures (movie clips) and print them off on a single peace of paper.
The program works by allowing the user to select 3 graphics (the graphics are actually instructions for various exercises) and then moving the desired movieclips onto the stage. This all happens on a layer named "Content"
So far the program will allow the user to select the movieclips and will move them into place on the Content layer as well as move smaller versions of the pictures into a preview box the only thing it does not do is print. (the most important bit)
Is it possible to create multiple layer masks over a single layer using Actionscript3?Below is the flash effect I wanted to create with masks.First it starts from A and goes to B and C simultaneously.Then from B it goes to H and D simultaneously (the same applies to C).This is how the end result will look like.ps. I need my background to be transparent. I'm embedding it into a web page later.
I can't seem to go to a master edit file that is supposed to show both the body (layer 1) and wing (layer 2) of a flying bird animation. Is there a way to merge these two since I'm planning on shrinking it down and making a lot of birds?He merged the two layers at 14:24 of the video without even explaining how he went to this so called "Edit Master Movie Clip" that seems non-existent on Adobe Flash CS4.
I want to create a simple mask. A white oval on a second layer on top of a bottom layer that just has a word of type. I want the oval to travel from the upper left down to cover up the type. When I create the second layer, create the oval, and choose a distant frame for the "end" of the oval's positioning, my type in the first layer disappears as soon as I press F6 on that second layer. Why? Why is it nuking my first layer?
I have a container MovieClip called Drags where I can drag stamps (other MovieClips)--they are added to the Drags container via addChild. I have a second container MovieClip above that one (display order-wise) call Paint that contains a bmp, and some sprites used for adding a layer of paint.
My question is this: I need to be able to click on the Paint layer when I am above a draggable MovieClip and trigger the MouseEvent for the correct object to drag it around, but the item must always remain below the Paint layer.
I'm trying to do a little comic comedy type video in Flash. I've done an outline sketch with the pen tool of my first character, now I want to color it BUT I want to keep the colors and the outline sketch separated on two different layers. Is there a way I can select the path (outline) on layer A and then colorize it with the bucket tool on layer B? The problem I'm having is that every object I select it automatically jumps to that corresponding layer.
One reason why I want to do it this way is I still want to continue working freely on the outline sketch since it's not fully finished, so that I just can blend the colors out and keep working on the outline, at the same time I want to color it while I go just to see where it's going and to make sure that I'm not wasting my time unnecessarily with trying to do a outline just to find out that it won't work out at the end.
how to do a comic type animation, how to create the characters, how to make them move and talk? It can be a free or paid resource.
duplicate the dynamic objects and have a little problem. It looks like this: Flash retrieves data from sql, PHP returns the result to me in the form: $name1=some text $name2=some text $name3=some text $count=3 Flash creates elements very nicely but I do not have no idea what type of code place in script (in the place marked by ?)to put text to those MC.
Script look like this:
ile = parseInt(count); for (i=1; i<ile; i++) { threadCanvas.attachMovie("border", "post" add i, i);
this is a wierd problem I am facing in flash I need to create a dynamic global variable where the variable's name is stored in another variable. say I need to create a global variable , _global.fam , but "fam" is stored in a variable temp="fam";
now how can I declare the global variable 'fam' using the variable temp.
But the loophole here is that after creating the global variable I should be able to access the variable as