ActionScript 3.0 :: Mantain A Movieclip's Color Between Frames?
Nov 23, 2011
My app has 2 frames; in frame 1 there are 5 MC and on a DOUBLE_CLICK event the target's color change and go to the next frame 2. In frame 2 i have a button to return to frame 1.How can i maintain the MC color when i return to frame 1?See attach for pictures.
My app has 2 frames; in frame 1 there are 5 MC and on a DOUBLE_CLICK event the target's color change and go to the next frame 2. In frame 2 i have a button to return to frame 1. How can i maintain the MC color when i return to frame 1?
My app has 2 frames; in frame 1 there are 5 MC and on a DOUBLE_CLICK event the target's color change and go to the next frame 2. In frame 2 I have a button to return to frame 1.
How can i maintain the MC color when I return to frame 1?
public class test extends MovieClip { public function test() {
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
What I want to know is how to I access movie clips in different timelines in AS3.I want to be able to change the color of some movie clips. If I can access them directly there's no problem. Problem is when I try to access a movie clip that's inside another movie clip AND on frame 10.what I have is this:
var myColor:ColorTransform = somePath.transform.colorTransform; myColor.color = 0xFF0000; somePath.transform.colorTransform = myColor;
Im using this script on various movieclips in a game
Code:
onClipEvent (enterFrame) { xplace = Math.round(_x); if (xplace<10) {
[code]....
I use this so when characters move around movieclip it detects where it is and put the appropriate clip on top (so a character can move infront and behind objects). Theres a problem. The script works GREAT and does what its supposed to do. The problem is that every movie clip i put it on carries over to the next frame when the timeline is furthered. It doesn't help that its a clean frame (or even several frames ahead) the movieclips are still duplicated to the new frame and so on.
I need to start using AS3 for my job. So, I have gotten a great deal of help setting up classes with another co-worker's help and a myriad of tuts. Basically, What I need to do is, set up an XML navigation/subnav (got it), and use those links to populate a series of checkboxes. These check boxes will then be used to populate text in a dynamic text field (got that ready to rock). For example, of the user selects in the nav Agreement > TOC, they might get presented with 4 options:
Told and Agreed Told and Disagreed Lost Connection before Agreement Was Not Told - Cancelled
How would I use XML to direct the MC that holds the check boxes (in some cases, close to 50 of them) to the right frame? I can pull from an XML doc, sure, but have never had the need to use it to run a movie clip before.
Is there a library or cli program which is capable of dropping/extracting frames from a SWF movie? Let's say I have a SWF movieclip with 451 frames, of which I will like to make a new movie clip out of with only the first 450 frames. No wrappers or containers though.
How can I used ActionScript to draw on different frames of a movie clip. That is, make it so that movieClip.gotoAndStop(0); Will show something different to movieClip.gotoAndStop(1);
So I've a movieclip with 2 frames placed on stage. 1st frame is button on state, 2nd frame is button off state which is just a bit lighter icon which can be achieved with alpha 40%.So I was wondering what would be better to do: leave the movieclip with 2 frames and then in ActionScript use .gotoAndStop() to show the off/on state or create movieclip with 1 frame and with ActionScript just change the .alpha of icon ? I mean better in performance, speed and all those things. Because if I have the movieclip with 2 frames and it's added to stage it's redrawing it going to 1st, 2nd, 1st, 2nd.. frame until I .stop() it..
I'm new to AS3, still thinking of things with an AS2 frame of mind. However, I need to start using AS3 for my job. So, I have gotten a great deal of help setting up classes with another co-worker's help and a myriad of tuts. Basically, What I need to do is, set up an XML navigation/subnav (got it), and use those links to populate a series of checkboxes. These check boxes will then be used to populate text in a dynamic text field (got that ready to rock). For example, of the user selects in the nav Agreement > TOC, they might get presented with 4 options [code]...
Even though I HATE TimeLine based code (despite it being convenient for quick prototypes) I have been dabbing a slight bit in "addFrameScript()"
The problem is, there doesn't seem to be any way to set the number of frames in a MovieClip via code, and Flash doesn't automatically adjust the number of frames based on where "addFrameScript" code is located.
I'm not sure what use it would server, but is it possible to set the number of frames in a MovieClip without using the Flash Professional IDE?
And, as usual, a "No, Andreas. For the n-th time, it is not possible." response is okay.
Is it possible to find out the number of frames of a movieClip using actionscript? Like in the main timeline have some actions in frame 1 to find out the number of frames in "content" movieClip?
i have a button, with instance name lightblue_color. I am assigning a color to its color field like this: lightblue_color.transform.colorTransform.color = 0x65ffff; then i am adding an eventlistener to the button like this: lightblue_color.addEventListener(MouseEvent.CLICK, ChangeColor); Then, in the function: public function ChangeColor(evnt:MouseEvent):void {trace(evnt.target.transform.colorTransform.color);} It prints 0. Why is that? Shouldn't it print 0x65ffff or do i need to do some type conversions?
I have an issue where I have a movieclip with two frames, both of which have a textfield. The problem is, when I call gotoAndStop(2) and try assign text to the textField in that second frame I get a null Pointer exception, as if the textfield doesnt exist anymore. Code: public function select(){ this.gotoAndStop(2); this.myLetter.text = "X"; //there is a textfield on frame two called myLetter } Its simple code but it doesn't seem to be working.
I want to be able to load external images into different frames in a movieclip and then control it from inside the code. For this, I need to know how to create a blank movieclip with an ammount of frames that I can specify inside the code and how to put different images on different frames of the movieclip. How can I do this?
I need to create a button that will make a movie clip slide over 24 frames from the current frame the movie is on when the button is clicked. How I can do this with actionscript?
On the stage, I have a movie clip called mc which contains 20 frames.I have put mc.stop(); on frame1 of the main timeline, this puts a stop action in frame1 of mc.Now I want to put a stop(); action on frame10 of mc using the main time line where all my code is.
The code fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript = 'stop();'; does seem to work and I don't know what to import.There also a code method addFrameScript(0, customFunction); but it only crashes flash player.
I'm creating an interactive that consists of 3 maps, each on its own tab. On each map, there are various circles representing data for a particular city.I want the circles to display a pop-up containing text when you roll over each one. Since I don't want the plain old buttons, I'm using 2-frame movie-clips, where the second frame represents the mouse-over state and a text box fades in as follows:
[Code]...
This all works fine, and I can get multiple buttons working on the first tab (frame 1) by grouping them all into a movie clip, as follows:
[Code]...
The problem is when I try to use the same or a similar with a different set of buttons on the second tab (frame 15). I put a similar set of actionscript on frame 15. The buttons seem to accept the buttonMode = true command, but I absolutely cannot get the rollovers to display. I've tried using different function names for the MOUSE_OVER and _OUT events, to no avail. I get no errors and nothing shows up in Output -- it just acts as if there's no rollover to display.Do I need to somehow put all the AS on Frame 1? Is it an issue related to ENTER_FRAME in the rollovers?
I have a movieclip with 8 frames and i would like to add each of the frames to the stage with addChild and with a different X, how can i do it? I was looking for something like addChild(nameMC[2]); //for frame nr 2 but i can't found any info related to this..
I'm working on a visualisation where the user inputs the number of songs they have and it shows you a visual of how many CDs this is (for a uni assignment). I have my variable 'output' and somehow I need to code a button so that when the user clicks it it takes them to my movie clip 'cdstack' frame 'output - 10' and plays then stops when it gets to frame 'output'. So it will play for ten frames then stop when it reaches 'output'.
I'm trying to convert the frames of a MovieClip (mc) --which are vector graphics-- to Bitmaps in order to improve performance.
The Logic is simple: During the first time play of the mc on every frame I convert the vector display of the mc to BitmapData with their appropriate transformation applied and store these BitmapData instances in an Object with the frame number as the key. I use these BitmapData instances to create Bitmap instances and use them in place of the actual mc during the successive play.
Everything works fine except that there is a random but small position error for the created Bitmap instances so it looks like its vibrating in its place. I have no idea what is causing this.
I have attached the Flash Builder 4 AS project for anyone who wants to look at the code. The swf file can be found in the 'bin-debug' folder when extracted.
I want to play a movieclip between some specific frames. For example, if the user puts the cursor over a button, it will play from frame 1 and stop at frame 27, when the user roll the cursor out of the button, it will play from frame 28 to 45.
I've tried something like this but of course it didn't work...
Is it possible to find out the number of frames of a movieClip using actionscript? Like in the main timeline have some actions in frame 1 to find out the number of frames in "content" movieClip?
I have attached a movieclip with several frames on it. Onclick of a button I change the frame of the movieclip and stops it. Code: _mv.addEventListener(MouseEvent.CLICK, function(_e:Event){ MovieClip(_scp.content).gotoAndStop(_frm); }); But the scrollbars are not adjusting according to the height of the content. How can I do that.
1, Seems like a standard job, but somehow this doesnt work: Movieclip called "Button" lies in the library.I instantiate it in code:
Code: var button:MovieClip = new Button();
I have a dynamic textfield with an instance name of "description_text" in it, but if I try to access it (e.g: change the text), I get an error. This is how I do it:
I have a SimpleButton that contains a different MovieClip for the Up, Over, and Down states. These MovieClips all have 10 frames and corresponding frame labels. I can use gotoAndStop on the MovieClip in the Up state, but that only works until I hover over the button. Adding stop() commands in the timeline seems to give unpredictable results. Is there a way to get a SimpleButton working with the Up and Over states with a multi-frame MovieClip?
I have 6 frames on the main timeline each with a different movieclip. Is it possible that when one movie clips finishes running it will go to he next frame on the maintime line and run the next movieclip on the next frame with AS3?