I am TRYING to get an mc to stop moving when it contacts another mc using hitTestObject and a stopDrag command The probem comes is that I want to be able to drag the mc again, but because it stop dragging while it is in contact with the target I can't move it again.Can anyone tell me how I can stop an mc dragging without losing the ablility to drag it again
function hitMe(event:Event){ if (top_mc.hitTestObject(phone_mc) || foot_mc.hitTestObject(phone_mc) || body_mc.hitTestObject(phone_mc)){ reply_txt.text = "CONTACT"; removeEventListener(Event.ENTER_FRAME,hitMe); body_mc.x --;body_mc.y --;
Here is a screenshot of the draggable movieclips: draggable movieclips 1. The movieClips, "Pen", "Paper" and "Coffee" must be draggable. ("desk" is a movie clip on the bottom layer that is not not draggable)2. "Pen" and "Coffee" may be able to be released on top of "paper". However, "Paper" and "Pen" may not be released on top of "Coffee" for visual reasons. (realistically, The paper couldn't sit on top of the coffee cup without bending, so I'd rather it not be possible at all)Small note: All 3 raggable items should be capable of being released anywhere on top of the "desk".3. Lastly, all 3 Items cannot be released from dragging with a portion of their shape sticking out of view of the stage as will be shown below.Here are correct and incorrect examples of how the movie clips should and shouldn't be released from dragging.Correct Example of StopDragClick this link to view jpg example Incorrect Example of StopDragClick this link to view jpg example Ideally, when one movie clip is being dragged towards the outside boundry, I'd like it to be released from being dragged once the tip of the movieclip reaches the boundry, so that it does not appear to be half sticking outside of the flash movie.
I want to create a function in which I can drag a MovieClip which will bump into other MovieClips on the stage without overlapping them. (i.e. the object cannot be dragged over or through other MovieClips).
function dragHolder01(event:Event):void{ if (mouseDownHolder01 == true) { for(var m:int = 0;m<blockHolder.numChildren; m++){
I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function.[code]
I need to make a dragable button but I need this object to stay clear from other objects on the stage so to act like pushing away other objects on the stage.
How can I constrain an image in a container to only a horizontal drag that when it collides with another image 'pushes' that image along that same horizontal line.
What's the code to start drag and stop drag. I would also like to know what's the code to detect if the object has been dropped on something. I know the code in AS2 but i cant figure it out in AS3.
I am creating a Flash website (AS3) which contains multiple columns of swf's. These all have individual "start drag and stop drag" vertically and works fine. My problem is when I try to create start drag stop drag on top of these swf's horizontally - I want to be able to move the whole stage horizontally containing separate columns.
I am not sure how to code it and it ends up locking the "start drag top drag" inside the columns. How can I do this so that each column is scrollable and scroll to other columns without using a scroll bar...
As the title says: Stop object from moving further when collision occurs.
Right now I'm trying to make a sliding puzzle. So far I have a block which I can click and drag around, and a few walls which are the boundaries. What I'm trying to do is make an area where the block can slide within the boundaries. So when you try to drag the block into an direction it will stop, whether you got mouse_down or mouse_up. My script so far
am pretty new to Kirupa and Flash. I have a little problem, concerning a character hitting a wall. What i have: a char that can jump and move around by the arrow keys. What i need: character shall stop movement if he hits a geometry. But being able to start movement again, besides through the geometry. I'd like to reach this with gskinners CheckForCollision class. Have a look here: [URl] But i didnt manage my code to get it work. So maybe you could leak me some information on how to get this done. Heres my code so far:
[Code]...
edit admits: so far i have a character mc called "player" and one called "level". i would apply the code to the player, and it would be cool to have the possibility to check collision of the player with multiple MCs, not only the level.
i have an object that i want to drag and drop with the same event.Something like on press start drag and on press again stop drag. I'm sure it's pretty simple with and if and else statment but i can't find how to do that...The best i have done so far was this:
I am trying to create a basic timeline, similar to the timeline we all use in flash (see attached).
I have a playhead slider, which when dragged, just drags within its startDrag() limits.
I also have horizontal window scroller which also when dragged, just drags within its startDrag() limits.
I am trying to work out how to get the horizontal window scroller to scroll when the playhead slider hits the left or right edge. I am using hittest for this collision.
I have the playHeadSlider scrolling along the top. When playHeadSlider collides with hittestThing I want mcContents to then move.
It kind of works.. mcContents moves when the playHeadSlider is in collision with the hittestThing.. but it just moves rather than 'drags' across. I have it set up so that mcContents is twice the width (approx) of mcScrollWindow.
I need to somehow update what I have so that if the playHeadSlider collides with hittestThing on the right, mcContents only moves to the right and if playHeadSlider collides with hittestThing2 on the left, mcContents only moves to the left.
I have some code here that works except for when the item in bold is included:[code]If you take the bold part out, it works fine and stops dragging on release.
I have a MC that drags and when I release it return to the inicial place. Now it's possible to make it stop drag normally, but only in a small part of the flash movie.For exemple in a sqare it stops drag normally..is that possible?I use this code:
In my file (AS2), I have a small square at the middle of the page. Diagonally to the right, I have a vertical wall which is a rectangle. Pasted inside my small square, I have the code:
onClipEvent(enterFrame) { if (Key.isDown(Key.RIGHT)) { if (this.hitTest(Wall._x, Wall._y, false)) _x =
I am trying to convert a project over to AS3 from AS2. Does anyone know if the cacheAsBitmap and setMask functions are still supported?If not, what can i use for the equivilant for the first 3 lines below?[code]
Drag and Drop: Could someone point me to a script that will handle startDrag and stopDrag better than the stock methods? I once saw something that was sooo smooth/responsive and I would love to have that look. I believe it used updateAfterEvent but did not use start or stop drag at all.
I am trying to make it so when the mouse leaves the stage it stops the drag, but no matter what I do it does not work, the function I am trying to do it in is onMouseLeave();
I have a movieclip named: F1. Inside F1 there are multiple movieclips (e.g. face_mc, lefteye_mc, righteye_mc, beard_mc, eyebrows, hair_mc etc). Now when I run the swf, the drag works fine when the mouse is on the face but if the mouse is on the eye/beard/mouth it only starts dragging that specific part only. For example, if the mouse is on the left eye and I start to drag only the left eye drags under the mouse.
Inside F1: I tried grouping it but it didn't worked. I also tried modify>combine objects>union....it removes everything but the face.
There's no problem in my computer at work on this issue. When I press on something that is draggable, it's dragged. When I realease it (or realease it outside), it stops being dragged. But it does happen in my boss' computer! what a coincidence! It happens to be something related to very quick double clicks. Sometimes, the draggable movieclip gets stuck to the mouse movement even if it has been released. Is there something to take control on this? or is it any issue from an old version of the flash plugin?
I've got a large item on screen that can be dragged around by the mouse. I've simply put an invisible button on the item with:
on(press) { this.startDrag(); }
[Code].....
but if I move the mouse pointer outside the stage area while dragging the item and release the mouse button the release is not detected and the drag stays activated and I have to bring the pointer back to the stage and click and release on the button again to stop the drag.
Is there a way to deactivate a drag when the mouse is released outside the bounds of the stage, perhaps by using a different method that doesn't rely on a button?
I thought I had a handle on the timer class (even just a beginners understanding), but I'm having trouble with it.I have an event listener for the timer and it starts fine i get a delay, then a tween,but when I place a myTimer.stop();in the fuction the listener called (to stop it) it dosent stop.it will repeat placing the first image, and then call the first function again
......Wait its placing the first image in (a couple of lines before the start), so Its restarting the whole movie, not just the function?
myTimer.addEventListener(TimerEvent.TIMER, tweenone) myTimer.start(); function tweenone (event:Event):void[code]...........
I want to have an image and when I click on the image ,one can hold down the mouse and drag a copy to where ever on the stage and when one lets go, one can drag another and another with each copy still being able to be dragged after released.this is what i have but its pretty simple and doesn't work....
stage.addEventListener(MouseEvent.MOUSE_DOWN,makeA Box); var i:Number = 1; //i will be the total number of boxes var newBox:myMC = new myMC();[code]....