I have two or more graphic elements (bitmap, control) on stage. All of them are listening to mouse events. Some times they can be overlapped by other elements completely or partially. (think of scrambled pieces of jigsaw puzzle). When I click on an element, the click event should by passed on the element if there is something underneath it at that point. If there is nothing underneath the mouse point, the move event should trigger.
For example: Look at the boxes below. Say box A drawn with "=" sign is overlapping box B drawn with "-" sign. The collusion area is drawn with "#" sign. If the mouse is clicked on "#" area, then the event should trigger the box B's click event instead of the box "A" and respective events if the mouse is clicked on non colluding areas of A and B.
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= =
= ####----
= #### -
====#### -
- -
- -
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I want to able to bypass all the element's mouse events until the element in the bottom has reached.
I have researched the infamous 'Flash hogging keyboard focus' issue, but I believe our issue may involve a workaround that someone else has already come across. I've tried the various solutions I've found on stackoverflow and other sites, which I summarize below.We have a web app, and a particular interface loads several divs that we are using as "tabs". When a user clicks one of the tabs, we hide the current div and un-hide the new one. Our main tab (which is loaded when the page loads) embeds a document from Scribd, which is loaded as a Flash movie. When a user clicks on the Flash movie, they scroll with the mouse/keyboard like normal, and when they click outside of the document control returns as expected.When they navigate to another tab and then return to the original tab and click on the embedded Flash to navigate within it, the embedded Flash steals control of the mouse scroll and won't let it go. The user can click in this document and scroll with the arrow keys and then click out of the document and scroll the parent window with the arrow keys, but mouse scrolling is still bound to the embedded Flash movie. The only remedy is a hard page refresh.[code]This doesn't work -- I can confirm that the element is removed from the DOM, but when it is returned to the DOM it hogs mouse scrolling when clicked just like before.I also tried a similar solution, but instead of removing the element I called [code]
I have an externally loaded swf that contains thumbnail movieclips. When a thumbnail is clicked an external image is loaded. I would like to be able to reposition this external image. I know I can use typecasting to control a movieclip of the swf but how do I control nested externally loaded files? I have a different approach that should work fine but I was just curious about my initial attempt.
I know that there is no such function as getElementByName in Flex but I also now that you can do this["object_id"] to get the element of the application u're in.What about getting an element inside another element?I've tried making element["id"] ? But in my try-catch it always runs the "catch" part..how do I get an element inside another element just having it's id in dynamically created string form?
I have flash where there is a link for song download. And, at the bottom of the flash I've a count, loaded thorugh flash vars which should increment everytime donload button is hit. Please let me know what approach should i take to do that. can i call a Java method on donload button which will insert a row in the table and and then get the count and render it to the count variable in my flash?
May be this extremely confusing. Here is a very similar example on how it is done. This is actually very similar to what i want to do. [URL] on this link there is count below which increments you hit the download button.
I've built a rather robust tooltip class recently that attaches and draws a single tooltip sprite to the root, then uses MOUSE_OVER to detect when it is over a tooltippable object, and shows the appropriate tooltip text. At the moment, I'm ensuring that any elements in my application which wants to take advantage of showing tooltips implement the ITooltippable interface, and expose a public getter, get tooltip().
Basically I have 14 text boxes, each box draws its content from an external txt file. Next to each text box is a button. I want the button to be either visible=true or visible=false depending on weather or not the text box has content or is "undefined" Here is what I have so far, and it's not working:[code] I would like a FOR loop to just run through the variables and check to see if any of them are undefined. if it is, then make the correct send button invisible.
I know just loading the movie and then using getBytesLoaded will check to see if it is actually loading, but I'd rather run of test of say, 10 assets to see which are present and then start loading them after I know which ones are there.
I am trying to load assets from an SWC into a SWF at compile time, in as3. I'm getting the information about which assets to load from a JSON file. I can do so statically, but when I try to define the names dynamically, I'm running into problems. So for example I can do this:onemech[+ tmpObj.id] = new mech3 as MovieClip;And it loads the asset named mech3. But what I would like to be able to do is something like
var mechtype:String = "mech" + mechtypenumber; onemech[+ tmpObj.id] = new mechtype as MovieClip;
Obviously, that doesn't work.I looked around a bit and I found this here, which seems to be angling toward what I need, but I can't figure out how to apply what's said there to my specific situation.
As I am building a Flex framework for minigames, I plan to bundle a bunch of graphic assets (movieclip symbols) into a single swf file, which I will load into my Flex application, before extracting the symbols from the swf file for use in my application
When I was building apps in as2 - my main method of project distribution was to create a bunch of different swfs, each representing, probably, a timeline, some code, and a set of graphical assets. Tho cumbersome, it meant that I could progressively load large chunks of the project as needed, at runtime.
Obviously - working in as3 - this changes a bit. My last project ended up being a bit too large, even when all assets had been optimized - mostly because I just embedded them in one swf and loaded it (kinda long load time). So - new project, wondering what solid methods are available for loading packages of external assets. I could, obviously, just load everything individually, but I would like class linkage and symbols already defined - rather than doing this manually for bitmaps.
I am trying to implement a card game using Flash Professional CS5. Since flex makes the final size bigger, I do not want to use Flex for now. I have some difficulties to bind code logic with assets. I have a Deck class and Card Class and 52 card images which are converted to movie clips.
Option 1: I can create linkage to those movie clips means that I will have 52 different classes for each card and I have to create 52 different classes to put my functionality for each card.However I do not want to create 52 classes so is there any other solution?
Option 2: I found embedding asset paths to classes in Flex like that;
Code: [Embed(source="xxx")] public var customClass:Class;
So is there a way to make it without using flex in action script code?
I have tried many things but when i load my external jpg inside a MC (thru the use of a MovieCliploader which then load the jpg inside that MC in an empty MC). I have put my code in the onLoadInit() and did something like
MC._width = target._width;
My MC has a specified width and height in the library. is it because of that or should i put it smaller.
So I've seen many a tutorial on how to do this in AS3 but I'm trying to work out if there is a way to have all my assets for a game I'm making external, so they can be shared with a level editor that resides in a different .swf and won't be loaded twice.I spent a while looking and found out about Shared Libraries, which at first I thought would solve the problem, until you find out that you can't use attachMovie to attach anything to the stage at run-time if it is an imported object, which just sucks to be frank .So I then thought of a work-around for that by adding these shared objects inside a MovieClip that wasn't shared so I could add that from the stage and access the clip inside using the instance name that I would assign it. This worked fine until I remembered that I had was using several Bitmaps and the BitmapData class, hence if I placed these bitmaps in a MovieClip I can't even assign an instance name to access them to perform the code that I wish to on them.
If I draw something manually, can I still change the colour by actionscript? I want to draw a cat, and the cat colour depends on the the user choice in the previous 'screen'. How should I go about this?
I'm creating a media player (mostly video but with some graphical interfaces) that has a full-screen mode. However, before going fullscreen it's relatively small (about 620x340) and going fullscreen would typically be about double the resolution. What is the best way to prepare the videos and assets in the file so they look good at fullscreen and at the smaller size? I want to also keep the file size to a minimum (within reason).
i've imported an image asset (Background.jpg) to my Flash CS5 library and exported it to ActionScript as class Bitmap with a base type of BitmapData. the following code returns the following error:
backgroundTexture = new Shape(); backgroundTexture.graphics.beginBitmapFill(Background); backgroundTexture.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight); backgroundTexture.graphics.endFill();
I'm building an Adobe AIR application (2d platformer adventure game), utilizing the Flash Builder 4 IDE, which will be packaged on a CD for installation. I've embed the majority of the game assets into a static class to keep it simple and organized. This way I can reuse assets and swap them without much digging.
Example: [Embed(source = "../data/gfx/spritesheets/boyHero.png")] public static var boyHero:Class;
In the early days of the projects, everything went to plan. However as the project has grown to be over 28MB, I've started to run into Out Of Memory errors. These occur when I add new assets, refactor for a while, or add new classes. Once I get this error, I can restart FB and then work for another 15-20 minutes. I've modified my .ini file bump up Flash Builder 4's memory allocation. It's currently set at: -Xms512m -Xmx1024m
While I'm at it, here are the specs/plug-ins that I've got installed: Flash Builder v 4.0 (build 272416) JNA Library 3.2.7 subclipse plugin 1.6.17 subversion client adapter 1.6.12 subversion JavaHL Native Lib 1.6.15 SVNKit lib 1.3.5.7406
Mac OSx v 10.6.7 2.53 GHz Intel Core 2 Duo 4GB DDR
My Questions: 1) Is the issue with the path that I've chosen for the way I'm handling in-game assets? I am streaming in some assets such as tutorial swfs which are loaded via the SWFLoader. I could go this route for all assets... but, should I? Is this the right way to handle a disk game? (The game runs without a hitch when installed on QA machines...) 2) Provided the embedding of static assets isn't an issue, Is this a FB4 bug? Where should I head for more information?
I have some FLA/SWF assets which are hierarchies of bitmaps.They have timelines which page-flip through different bitmaps.I'd like to scale these assets down in pixel-size, including the bitmaps they're composed of.I'm not a Flash Animator, but the artist i'm working with doesn't know of an automated way to achieve this. ie, that it's a long a laborious manual process.Does anyone know of a tool which can simplify the re-scaling of bitmap-based FLAs ?
Im trying to fix some as classes that are importing from mx.core.* and have defined a Class that extended the BitmapAsset class--I dont believe that class exists in the Flash library, so I replaced them all with BitmapData--Can someone explain what mx.core is and what is the Flash equivalent of BitmapAsset?
I'm currently having a problem with preloading. What I have is: 1. Preloader -> an SWF preloader, made in Adobe Flash CS5 2. GUI -> an SWF file containing the user interface, made in Adobe Flash CS5 3. Game -> an SWF containing actual game logic, made in Flash Develop
The preloader SWF should preload both GUI and Game. I can do this, no problem. The problem however is: I need to be able to control the GUI from the Game. So how can I access the GUI from the Game? In particular the main movieclip in the GUI which contains every interface screen. How can a script inside a SWF communicate with another SWF (all in the same file)?
I have a class called Bike.as, linked to a movieClip in the library. The class essentially tweens a bike graphic across the stage. At the end of the tween, I instantiate a new class called Slideshow. Slideshow loads an image. The image loads(I get no loading error, and I can trace info about the loaded content)... I just can't seem to see it. In attempting to debug, I wrote the loading code(in Slideshow) into the Bike.as file(replaced the code that instantiates Slideshow), and it worked. Did it work because Bike is linked to a movieclip, and Slideshow is not(Slideshow is called in Bike.as)? I'm attempting to transition from AS2 to AS3. Here's my Slideshow class:
public class Slideshow extends Sprite { private var container:Sprite; private var loader:Loader;
this["nodeValue"+i] = new TextField(); (surely in dynamic class )
then I want to change instance name of that element.when I trace this["nodeValue"+i].name.I got a different name for that element ! f ex : instance8 .how can I get "nodeValue"+i from my element and change that .is it read only ? I want to swap tow element's instance name !
for example : this["nodeValue"+i] to this["nodeValue"+i+1]
Inherited some flash widgets that are developed in .fla format and exported to .swf apps, using Flash Pro CS5. I have only limited understanding of AS3 or 4, flex and flash in general, but I'm quickly becoming dangerous.
My bottom line problem is I need to find a command line tool to 'build' the .fla source into .swf entities. q1: are there any cmd line tools with the Flash Pro CS5 for such purpose? I cant seem to find any, but I may not be looking at the right places.
I know there's such a thing as the Flex SDK, but what's under Flash CS5 at "Adobe Flash CS5CommonConfigurationActionScript 3.0flex_sdk", doesn't seem to have anything useful in it, only a general flex library.
Another requirement I need to solve is to create customer specific, purpose built versions of the widget. From the Flash IDE, I can figure out how to replace the background images, etc., but.q2: how can I do this at export/build time and later on, via the command line tool?
Basically, a build/compile directive in source would allow the swf builder to replace a given image asset with the version I intend to build with.
I'd like to set the base class of a library asset at runtime,rather than specifying it before. Is this possible? I'd like it to just extend movieClip, but at runtime change that to extend a custom class.