ActionScript 3.0 :: MovieClip With Children Function As Single Button
Sep 21, 2009
I have a movieClip. It has two children, a rectangle shape on layer 2, and a textfield on layer 1. The movieClip is used as a button.
The problem is that the textField and the rectangle are firing mouse "over" and "out" events individually. I want the movieClip to function like the old ActionScript 2 movieClips--as one single button.
I want to have a rollover effect of a movieclip (mo1) inside a movieclip (mo) of another movieclip (popup1).Is it possible to do that? I try calling it using this code in the frame 1 of my flash, am i doing wrongly?
I'm making a OSX-finder-type file browser in CS4.The Structure for the folder and files is being generated by a PHP in a XML, heres an example:(sorry the xml is not sorted, but the command i'm using in php doesn't sort it)
I have a mailTo: function that needs to be added to a button that sits inside of a movieclip. I put the code inside the actionscript layer in the movieclip.[code]...
I have a main timeline and on frame 6 I have a game1_mc to be controlled from the main timeline, that has start drag on it. The cursor changes to a hand but the movieClip won't drag. Could someone tell me how to get this to work? After trying many things, I currently have on a frame on the main timeline:
when I have one movieclip mc1, mc2 is child movieclip in mc1. How can i copy mc1 to mc1_1 with all children movieclip ? if i use attachMovie or duplicateMovieClip, i only copy mc1 without mc2.
I'm building an interactive map and i've run into a problem. The map is draggable and I have a start and stop drag function running as well as an onEnterFrame function which restricts how far you can drag the map. The map is displayed inside of a masked area. On the map is many locations which when rolled over should pop up a little dialogue box with contact info. My problem is that it only works when i've disabled the drag functions. When the drag functions are running the buttons inside the map movie clip all stop working. How can i get around this?
I have the following scenerio, a main.swf which loads swfs on top, code below
stop(); var Xpos:Number = 0;var Ypos:Number =0;var swf:MovieClip;var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest("swfs/home.swf");
I'm having a bit of a hard time with calling a function in the main timeline through a button in a movieclip. The mc is in the main timeline and in it I added a button with this.removeMovieClip(); and so far it works, but when I try to call a function from the main timeline it just doesn't seem to work.
so i am trying to create a "endlevel" function for my game, in this level i will need to remove all event listeners,stop all timers, remove all children off the stage and empty all arrays. i understand how to remove all event listeners and to stop all timers:
Isn't there a simple "remove all children" function in flash? I don't understand why this code isn't working. I add children via: for (var i in project_array[cp].project_type_clips){ container.header.type_loader.addChildAt(project_array[cp].project_type_clips[i],i); loadCount++ }
And then remove them via: for (var i in project_array[cp].project_type_clips){ container.header.type_loader.removeChildAt(i); }
But I get an error that the supplied index is out of bounds, and yet one clip is still left on stage. Likewise, if I try to add them without levels, like this: for (var i in project_array[cp].project_type_clips){ container.header.type_loader.addChild(project_array[cp].project_type_clips[i]); loadCount++ }
And remove: for (var i in project_array[cp].project_type_clips){ container.header.type_loader.removeChild(project_array[cp].project_type_clips[i]); } I get the same error.
I have a function I wrote that gets the height of the application without scrolling. Meaning the height it would need to be to not have to scroll.
[Code]...
This function works well but the problem is knowing when to call it. I planned on calling it after I add/remove any children from it. However thats still too soon because I don't get the correct height yet if I run it then. The fix I currently have is using a Timer to call the function about 300 milliseconds after a child is added/removed which seems to work well but I think this is a very risky fix. So I was wondering a better solution. I am thinking there has to be some sort of event I can listen for that will tell me when its ready for me to run this function, I just don't know what event that would be?
...how can I later remove them from their movieclips outside of the original function? I have tried everything I can think of. For example if I run another function with a loop and try
My problem is that I am trying to use the following functions on 10 different logo movieclips. Each logo movieclip has a popup up box (another mc) within its timeline with a description in. When I hover over the logo movieclip i want it to call the forward frames function and on hover out call the rewindframes function.
function forwardFrames() { onEnterFrame = function () { if (_currentframe != 15) { nextFrame();
I have 16 movieclips, each with different instances and linking to htmlsI owuld like to have it so that when you ROLL_OVER a movieclip, they shift position 1 along the x and 2 along y axis.I've given each MC a ROLL_OVER event listener and know I could call separate function for each but I'm sure there's an easier way.This is what I have already have
My problem is pretty simple, but I'm still finding my way around even the simplest things in Actionscript. I have a movieclip named 'leaf9' in which I'm using as a button (which happens to be within another movieclip). I have the following actionscript on the frame which contains 'leaf9':
[Code]...
What I want is for all the other functions to go away once "shrink" has started to play, so that if the mouse goes over the button again, the clip doesn't start playing "rollover" etc etc. So how do I stop all the other functions from playing once the .onRelease function has started?
I have created a custom component that I am using, more conveniently, as a SkinnablePopUpContainer and I want to use the same function that calls and receives data from it for several Buttons in the UI. What is the best way to achieve this without having to create a new function for each button?
This is hard to describe in a sentence, so i'll write some false code: (with incorrect syntax, of course)[code]...
Is it possible to do something like this, where I pass the name of the data Type that I want it to create and it does it within the function? And I know that with this simple example it isn't necessary to do it this way, but in the full program this would save some time and make the code more efficient.
Is it possible to pass multiple progressEvent output into a single function...
then assign each events properties such as bytesLoaded and bytesTotal to a variable?
I'm loading images from an xml file into the URLrequest. LoaderOneURL is the location of the image. I'd like to combine the progressEvents to make one single preloader out put. I've create an example of where i am at below.
How can i differentiate between what event is being passed to the function.
I'm thinking functions are not capable of this but i'm not 100% sure. What other method could i use to accomplish this?[code]...
I have a single movieclip named button, and I want to use a "for" to multiply that movieclip, that way I can have multiple buttons and edit them all in a single function.
It would be something like this:
var _button = new button; for(i=0; i<5;i++){ _button[i]:button = new button; addChild(button[i]); }
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
As you can see from the last line of the piece, i have a the creationComplete option run two functions. What I would LIKE to happen is once the repeater is done loading all of the block:project pieces for each function to run once and only once. Instead, the two functions are running after each is created. I tried putting the creation complete in the tag, but that didn't work.
Is there a way to tell the creationComplete piece to run only when the last piece of the repeater has been created?
I have an movieClip Container and I want to move all its children into an Array.i think about the method I used to delete all children of a container by using while and removechild at 0, but I think it wont work in this situation.
Is there a way that I can obtain the name of a clip's children just like I can obtain the name of it's parent by using _parent?
Basically, I have a whole bunch of MovieClips that I have created through a function that parses an XML file. Basically, it's a custom-made Tree.
I have them all set up in their proper horizontal and vertical positions, but the one thing I'm having trouble doing is closing a branch on it. I've tried storing values in arrays to help me sort all the MovieClips on the Stage, but I must confess that I'm not good with arrays at all, so is there some sort of obscure function somewhere that can return the child clips, so I can do something like:
Code: myMC.onRelease = function():Void { if (myMC.hasChildMovies() == true) for (var i:Number = 0; i < myMC.childMoviesArray.length; i++){
Pausing, stopping and playing movieClip (MC) children. I am making SWFs that an interface will load and control (pause, re-start, stop, etc.). Then the interface is paused, the main MC will pause but not it's child MCs. I didn't write the interface, I am just supplying SWFs that are loading into the interface. The developer of the interface willn't allow me to use animated MCs in my SWFs since he can't control them with the interface. So all my animation need to be on the main time line, which is no optimal to say the lease.Can I provide him with some code to allow him to stop the child MCs or is there an Event Listener I could include in the child MCs that would pause, stop, restart, etc when the main MC changes?I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple objects (on difference layers) and move and resize them across multiple keyframes?
I have a MovieClip that I dynamically add other MCs as children to. Now I'd like to have a function that removes ALL children at once. I tried a loop with (i < mc.numChildren) but somehow it will only remove even-numbered children, the odd ones stay on stage?