ActionScript 3 :: Get All Movieclips That Are Containing In A Movieclip?
Jun 26, 2010
Lest just say i have a movieClip A which contains movieClips B1,B2,B3,B4,B5I write code in A to receive all movieclips that a contains and like print there name.i tried this with no succes:or each (a:MovieClip in this)trace(a.name);does anyone know how to get this working.** note the trace name is actually an example i want to do very different things with the objects itself like changing there visibility and such *
so I have created 2 sections and turned them into movieClips. On the first bubbleZone movieClip I want to add multiple "bubble" movieClips which will only appear in the bubbleZone movieClip. See code below. However, the bubbles seem to be appearing all over the stage and are hidden by the bubbleZone movieClip. Is there anyway to make the bubbleZone movieclip pretty much just a background for catching events and then tying the individual bubbles to just the bubbleZone so they don't appear anywhere else on the stage?
var bubbleZone:BubbleZone = new BubbleZone(); bubbleZone.vx = 1; bubbleZone.height = 600; bubbleZone.width = 820.8;
I just started to read the book Learning ActionScript 3.0. So in the 3rd chapter the author covers EventLinsteners.
There's a sub-heading Event Propagation. From the beginning author creates to Folders on the Stage, with instance names Folder0 and Folder1 and explains Mouse_Over event. Than it says if you have 100 of such folders on your stage you'll have to write EventListener for every Folder instance. So they introduce some "strange for me" type of instance with name folder_group, and it's like 1 MovieClip but with several MovieClips inside (I guess MovieClip is the correct reference).
So, shortly, in the next part of this chapter there's Frame Events sub-heading where Author has Unicycle. That unicycle is a single MovieClip too. It has to instances in it, when you double click it. The body instance and wheel instance.
So, how the hell should I do that. How to create such movieclip that has several different parts in it. When you double click it, you move from Scene1 -> "Some Name". and one more thing. What's the difference between the separate ActionScript file and FLA-s ActionScript mode (I mean F9)
I have a square movieClip that expands into other movieClip options with a MOUSE_OVER. This works no problem. I drew an invisible rectangle underneath all of these options so that they would stay open when I moved the mouse towards them.
But when I try to code the first option to also work with MOUSE_OVERs and CLICKs it causes problems. At first when I tested the movie it looked fine until I tried to MOUSE_OVER the first new option - the new option produced no results. I think this was because the original invisible rectangle was on top of it.
So I changed the order of layers so the invisible rectangle was on bottom. Then as soon as I tried the new option, the entire original movieClip collapsed back to its original state. I assume that the area beneath the new option was being covered up, and thus my MOUSE_OVER (on the original movieClip) no longer registered.I then tried adding code to tell the original movieClip to also listen for a MOUSE_OVER on the new option. This worked - I could move the mouse over the new option and the original movieClip remained open, but the old problem of the new option not registerring occurred. I think my new code overrided what I wanted the new option to do.
I am confident that I could probably get this all to work if I simply opened the original movieClip with a CLICK instead of a MOUSE_OVER, but I'd rather keep using a MOUSE_OVER if there's a way to do it.
I realize that this is all a bit hard to follow, so to summarize - I want a single movieClip to animate, revealing new movieClips. I want to be able to animate these new movieClips (with MOUSE_OVERs and CLICKs), all while the original movieClip remains "open" in its MOUSE_OVER state/frame.
I have created app where images are loaded from xml and displayed onscreen as elements, which can be dragged onto a different 'holder' MovieClip. On successful drop the 'holder' movie generates dynamic movieclip as 'mc' and adds a larger version of the droped image. so i can have multiple child of 'holder' everytime a element is dropped.
now i have created a button, on click of which all the elements should be removed. for which I am using the following code
while (mainFrame_mc.imgArea.holder.numChildren > 0){ mainFrame_mc.imgArea.holder.removeChildAt(0); }
this code is removing the child clips as required but later when i again drop another element. nothing shows up. Unable to understand why is this happening. The holder movie clip is physically present on the stage where as only its child movie clips are added dynamically.
I have these 2 separate FLA (AS3) files and I want to merge them together. One FLA, let's name "Animation.fla", consists of a 1-frame animation with a class assigned to its main stage, let's label it "MainStage.cs." The other FLA file, label it, "Navigator.fla", consists of 3 frames where I have to navigate different frames to get to the animation on the Animation.fla.
I have tried nesting the two but I gain errors when trying to convert the whole Animation.fla to movieclip and put it on the frame of the Navigator.fla. It's seems it's not the correct way to do it.
I am trying to access movieclips within my movieclip using a for statement. To try and make this clear, here is how it looks at the moment:
sections = Holder movieclip where dtf_sections is placed, as well as other clips that are needed.
dtf_sections = Where all the title movieclips are placed that are going to be used when called. Placed in here to make it easier to move, within sections
title = Movieclip that contains the text that needs to be changed, within dtf_sections
i added three MovieClips(say, b1, b2, b3) into two different containers (say, a1, a2, a3) respectively using startDrag(), stopDrag(), hitTestObject() and addChild().I want to add them into one another. ike say :- b1 in a2 or a3b2 in a1 or a3 or vise versa.Now my problem is that, when i again start dragging a movieclip b1 in a1 to add it in other container a2 or a3, the movieClip is behind the other two containers. So i cant detect hitTest() on other containers.ut when i drag movieClip b3 on containers a1 or a2, it is on the front of them and hitTest() can be detected.
My code : [AS] var A:Array=[a1, a2, a3];// container
I have some Headline MovieClips that are been attached on the stage on runtime based on an xml file.
Each Headline is placed one after the other vertically on the stage, and each one of them, when clicked, expands showing the description of the headline, pushing the other headline MovieClips down, according to how much _y is the description occupying.
I did a smilar example with some boxes attached on the stage with a loop, one after the other. Each Box, on RollOver, increases by _yscale to 130% for example and pushes the other Boxes down as:
i Code: mport caurina.transitions.Tweener; //using Tweener to tween the _yscale property num =4; var boxes:Array = new Array();
I was wondering, sometimes i get confused from which point in a movieclip to indentify another movie clip. I was wondering if this would work lets say i have a series of movieclips with these instances in each other mc being the top most movieclip
mc>mc1>mc2>mc3>mc4 now lets say my code is in mc4 and i want to indentify mc1. Could i do this?
Code:_root.mc.mc1 I have no idea how to use the "parent" reference tag from that deep within a movie clip. Is "_root" a good method to use? Will it work? even though its being stated from with that movieclip?
How do I combine/merge several movieclips as a single movieclip using actionscript codes.? I tried pushing those movieclips into an array,and addChild the array into an empty movieclip, but fails. Is there any other way?
var lightBox:mc_lightbox = new mc_lightbox(); lightBox.x = 300; lightBox.y = 200; addChild(lightBox);
I get a lightbox up on the screen, within the lightbox is some more script, there are three menu options for that new window. So far when you click on it the loading part comes up just fine but whenever I have it go to another scene it leaves behind the lightbox above. I'm able to removeChild(loading) because its right there just a function above but I'm unable to removeChild(lightBox) because it's one up. How can I access that child? I tried many variations of parent, MovieClip, and root relationships but still couldn't get flash to find it.
I have a movieclip with about 50 other movieclips inside it and I want to set all their visibility to false (I can't do this to the parent because I will need to eventually just show one of the movieclips at a time). Is there any type of method I can use to apply, something like mymc.allchildmcs.visibility = false or mymc.mychildmc[i].visibility = false;
"Rotation Around A Common Center" Tutorial Posted at the following link [URL]I was wondering if there was a way to load different movieClips at Different Points in the rotation, instead of having the same movieClip for all; and if so how?
I am trying to attach a movieclip and make rows with 3 movieclips each. I can attach the moveclips and make space between them but i cant figure how i can make rows...
here's the code
Code: var gamesData:XML = new XML(); gamesData.ignoreWhite = true; gamesData.load("xml/games.xml");
I made a ship in flash, composed of different movieclips exported for actionscipt, then I converted the whole ship in a movieclip. I wanna access a wing to make it rotate but I don't know how. I tried this:
Code: package{ import flash.display.MovieClip; public class Prueba extends MovieClip{
I am using CS3, AS2.I have a background image that I am allowing the user to select multiple layers over the top of (layer 1: new pattern, Layer 2: design) and the movieclips have the Blend: Overlay applied to them. My problem is when they select a second option (or a second overlay is applied to the background) the overlay shows the layer belows pattern in the new layer.My question is, is there a way to have the the two movieclips ignore each other and only apply the Blend:Overlay to the background movieclip?
I am creating a game and I want that when the enemies started to attack me, I want it to plays random animation(the enemy is movieClip who contains other MovieClips )
package { import flash.display.MovieClip; public class Foo extends MovieClip { public function Foo() {
[code]....
Suddenly, all the little bar movieclips within foo revert to regular old movieclips and don't fire.[URL]It still has its children, they're added and displayed, but their type changes to MovieClip, ignoring the base class.
I have a MovieClip, that I'm going to add to the display list with my document class at runtime beacuase there will be many instances of it. The MoviClip "box" has 3 more MovieClip instances inside it,and each of those three have two more.It looks like this:
Im trying to make a flash map game.Now i have got items in a Movieclip and want this Movieclip into a scrollpane component but i have got probs cause the dragging dont go outside of the scrollpane.
Here is my Code
container.mc_item.buttonMode = true; container.mc_item.addEventListener(MouseEvent.MOUSE_DOWN, onDown); function onDown(event:MouseEvent):void {
The proposed task has to do with the creation of an application in which the user will be able to insert, drag&drop and remove rectangles. The properties of each rectangle (name,x,y) should be saved in an xml instance.
1.Create a vertical toolbar with the above buttons:
a.new rectangle b.move c.delete
2.Create a movieclip that will be your workspace on the right of your toolbar named stage.
3.Create a function that will be triggered by the new rectangle button and will attach to the stage rectangles as movieclips named rectangle(i) (rectangle1, rectangle2,...).
4.Create a function that will be triggered by the move button and will drag and drop a selected rectangle.
5.Create a function that will be triggered by the delete button and will remove a selected rectangle.
point me to anything which will help me dynamically attach movieclips from the library into one main movieclip, which then I can duplicate it many times..You see, what happens with duplicateMovieClip,is that it duplicates the main movieclip itself, without taking its contents..I want to take the contents too. The only way I can imagine this could work, was if I could take a 'snapshot' of the movieclip and keep it as a bitmap, from which this could be duplicated - because I dont need the movieclip and its contents to contain code or have any animation playing. I just want it as an image, so I can create a pattern from..