ActionScript 3.0 :: Unable To Use If Statement With Draggable Movie Clip?
Aug 9, 2009
I'm creating a draggable movie clip (an arrow symbol) that drags along a rectangular track. Works fine but my issue is when the arrow's y axis is at a certain position, it needs to remove a movie clip instance and also run a trace statement. Right now, it's not doing that (if I change the == in the if statement to += it works but then it just works as soon as you mouse down on the arrow) and I'm wondering where I'm goofing up. Here's my code:
I have a movie clip on the main timeline in frame 1 that I named moveablekey. What it is supposed to be is a key for a map that you can move around on the map. When you scroll over/off the key it will hide/unhide the actual key. The key has some buttons that I want to allow to go to a different link when clicked. When I test the key without the code below it will work on the link and take me to the link, but when I put the code into the main timeline it stops the link from working. Here is what I think is happening: The code seems to make it so wherever I click on the movie clip it is doing the start/stop drag code and won't recognize the buttons within the movie clip. So is there a way that I can make just the header of the key to be clickable to start/stop the drag, but still move the entire key, and allow for the buttons to be clicked?
I know this is a bit common now, but I can't seem to find a way to make this work as I need it to.I've got a movie clip that I need to allow dragging on.The movie clip is the background to a website. It is very long in dimensions (lets say 5,000px by 384px).Anyway, the movie clip will align at 0,0 and then should be able to be scrolled horizontally until the end of the graphic reaches the end of the stage.My document size is 1024 x 384.I'd like to be able to make the movie scroll and ease on drag.
I'm wondering if there is a way to duplicate a mc so that when you drag & drop a ball, for example, there can be 50 balls stacked underneath, each with its own capabilities to be dragged individually? Obviously the goal is to be able to do this without applying the start/stop drag action to each ball.
I am building a click through presentation that has some small text in it. To maintain the design and allow for readability, I have added a zoom feature.Here is the structure of the movie,Stage - contains pages movie clip and forward/reverse click buttons for changing pagesThere is a button at the _root level that uses a tweener to scale the pages_mc up to 170%. When this is clicked, it allows the pages to be dragged around the screen so you can look at different sections. When you click the button again, it returns the pages back to their original size stops drag.My problem is, on the pages, there are buttons with links to external sites. Once startDrag has been invoked, I cannot touch the buttons inside the movie clip. Is there a way to make these buttons work?
i just made a draggable window for my website, its contained within a movie clip(profile_mc) and with in that there is a button which has these actions applied to it :
[code]...
now it all works good, but its reall jerky and just stops even if you dont release.
Works great. Then inside this movie clip, I have an invisible button with the following script:
on (press) { startDrag(window); } on (release) { stopDrag(); }
This allows the movie clip that popped up to be draggable. This also works perfectly.
My problem is, the button will only attach the movie clip on the first scene. I currently have it loading in level 1. Does anyone know how I can work around this?
Unfortunatly im having to extend to more draggable objects. So they will be within another movie clip so i can have them scrolling. After making the scroll, the draggable objects dont register on the droptarget as they are within another movie clip. Below is i think the part of the code that needs to be changed so the draggable objects know where to find the drop target.
I am developing and interactive CD application for kids that consists in a menu and two chapters with animations and exercises. To select the chapter I have an "Accordion" style menu with draggable panels. In each chapter panel I have a button which upon being clicked should direct me to the chapters first frame. The problem is it doesn't.
I want to make a draggable movie clip with an input text box in it. It's going to be a "Make your own comic" game, where you can type in the speach bubbles what you want the characters to say.
This is really hard to explain. Probably because its late and I am now totally confused and lost. Check out this page [URL] I want A, B, C, D, E all drag-able. when D is dragged B should mirror D's position X and Y plus E should follow D's X position, This works, try it. The opposite, When B is dragged, D should mirror B, and E should follow B's X, NOT working
is there a way to create an if statement that would load a movie clip after a different movieclip is loaded.
i have text_mc and scroll_mc. I dont want scroll_mc to load unless the content is loaded into the text_mc.
I tryed to make an if statement sort of like a something used for a preloader but I must have been off just a bit because it was not working. I dont even know if it possible.
I have a fla with a button that makes a movie clip appear. The movie clip is draggable (via the DragDrop class I created) and contains a small "close" button which I cannot get to work, so there is no way to make the movie clip dissapear.
Why is it that when i have button in a movie clip and that movie clip is a draggable object the button becomes inactive? How can i have both the button and the movie clip draggable and the button continue to function. below is the script i have for the draggable movie clip, which has the button contained within that:
i have created a project but was unable to select the previous movie clip if i duplicate it?this is my project link
http://www.picassocoffee.com/wireclick.swfthis is my code:var mySelection = "";//Global declarationvar totalmc = 0;wire.onPress = function (){this.createEmptyMovieClip(["mc"+totalmc], this.getNextHighestDepth()); //Create a newMovieClip with variable name "mc1""duplicate(mc);//trace(["mc"+totalmc]);mc = attachMovie("idwire", ["wire"+totalmc++], this.getNextHighestDepth()); //store the
is there a way to create an if statement that would load a movie clip after a different movieclip is loaded.i have text_mc and scroll_mc. I dont want scroll_mc to load unless the content is loaded into the text_mc.I tryed to make an if statement sort of like a something used for a preloader but I must have been off just a bit because it was not working. I dont even know if it possible.
I have a flash movie I'm externally loading into my SWF. It isn't mine. I'm trying to pause the swf, but I can't and I don't know how the SWF works because it isn't mine. I was thinking about maybe creating a bitmap of it, but I can't do that because I don't think you can create bitmaps at runtime of moviing movie clips. Is there a solution to my problem
I am not very much aware of as2. I am trying to load one as2.swf inside another. The child movieclip dispatches some events but the parent swf is not able to get it.. Also find my code and SWF files attached
Sample Parent Code System.security.allowDomain("*"); import mx.utils.Delegate; var addEventListener:Function;
1)I was able to load an external .swf file into a blank movie clip (A TARGET CLIP WHICH I CREATED using createEmptyMovieClip) 2)Also by placing a button on the stage I was able to remove the movie clip
BUT I WOULD LIKE TO BE ABLE TO KEEP ALL MY CODE IN THE FIRST FRAME. I would like to Remove the Movie without putting the code on the button. But it didn't work.
i'm trying to use if statements but can't get this thing to work i want to check if another button is visible on release of a button to determine what action to be taken. the 'gotoAndPlay("firstscene",1)' is just there as an outcome, will be changed later.
anyway this is the code i've got on the button i'm pressing. blobyellow2 is an instance of a button blobyellow is it because it's an instance that it's not working?
on (release) { if (blobyellow2._visible = true) { gotoAndPlay("firstscene", 1); } }
I work with Flash Pro allmost 11 hours per day and every while i get a error which messes up everything. Approximetly i get this after about 2-3 hours withevery project.After i get this error there is no chance to test movies afterwards.I see a fast flash of the loader window but it dissapears so fast i cant even really see if it is loader.
I have two draggable clips, each set to jump to the top when released, this works fine. My issue is that the "draggable area" is larger than the imported images (since they are angled, & flash sets mc's to square or rectangles) - Ive tried various masking ideas, no joy - trouble is that if I placed the clips too close together it becomes difficult to select the one the user wants (since I need to include four/five clips).
i have a main movie w/c is draggable and zoomable where i drag another movie on top of it. Each have its own instance names. my problem is my main movie is the only one that ca be drag and zoom.
I would like to load the draggable menu externally into another SWF movie. I have my main movie (main.swf) and the draggable menu movie (draggable.swf). I can get the draggable.swf to load into the main.swf, however, I can't seem to figure out how to get the external draggable.swf to work within the main.swf. Once it's loaded, it is totally static.
I try to connect a line object between 2 draggable movie clips. If either MC changes position, the line will follow and still connect to it. The first version I got is as following: (works smooth but takes high CPU and computer resources if there are thousands of objects duplicated)[code]...