Actionscript 2.0 :: One Function For Multiple Clips?
Jan 11, 2010
I have 1 button (instanced : but)and 3 movie clips (instanced : mc_test, mc_clip, mc_example)when I release the but, I'd like 2 clips to move down (200px) and 1 clip to move up (200px)I'd like it to look like that
My issue is that I want to set up a system whereby I can register clips to a class that will have certain properties set and then animate changes in those properties. Namely, each clip is placed at a different _y position at authoring time, then at run time be repositioned at a different _y position, only to be animated back to the original position. I want to do this so I can edit the clips in their destined places to layout their positioning.
Visually, my code works fine but, as is apparent from the "trace("muvUp "+thing);", the interval isn't being cleared. And what's worse � at around 40000 (of getTimer()), the clips start disappearing.
I've attached a file but here's the code I'm working with (as you can see with the lines I've commented out, i've tried a few different options):
//MY CLASS ON FRAME 1: function wordsClass(){} wordsClass.prototype = new MovieClip(); wordsClass.prototype.onLoad = function(){
How would I apply my existing function that involves calculating the x and y position of a specified movie clip, to multiples of movieclips. MY MOVIECLIPS on stage are
Code:
Ball_mc Ball_mc2 Ball_mc3
MY FUNCTION is
Code:
function hitDetect(event):void { var ballX:Number = (ball_mc.x-videoX)/sizeDif var ballY:Number = (ball_mc.y-videoY)/sizeDif
I have this code to use to pause animations in different areas of a .fla, for each pause I have been copying this and changing the "var timelinePause" and other items as shown after the original code, is repeating this code for each pause just junk code? is there something else from this that I can use to pause?
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
I'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){ _root.gotoAndStop(1); }
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
say I have 3 movie clips I want the easiest way to do a hitTest with them... The easiest way I thought of was this but it doesn't work
[AS] onClipEvent (load) { mouse.hide(); walls = _root.one or _root.two or _root.three; } onClipEvent (enterFrame) {
[Code]...
It's just a quick example of what im trying to do. one, two, and three are movieclips. Is the way I am trying possible? Or is there some easier way I could go about doing this besides writing it out for each movie clip?
I am creating a project that will have 28 different "link" actions to appropriate flv clips that will then play in the center of my program/project. I am starting to realize that in Flash CS4 you can only import one flv clip at a time.
How can I bring in multiple flv clips? I have started to create seperate layers for all the possible flv clips then I have created buttons out of my text and then provided script that would look for the mouse event of "click" that would then send the user to a lable that I have named on an "action/lable" layer thus playing the appropriate layer or flv clip.
All the flv clips are going to be inside the project since there is no access to the internet or a server. All project files would be on one computer at a display with a touch monitor.
I have 3 movie clips... I want the easiest way to do a hitTest with them... The easiest way I thought of was this but it doesn't work
[AS] onClipEvent (load) { mouse.hide(); walls = _root.one or _root.two or _root.three; [CODE]....
one, two, and three are movieclips.Is the way I am trying possible? Or is there some easier way I could go about doing this besides writing it out for each movie clip?
I have 6 movies that i need controling. These are named hex1, hex2, hex3 etc. When the file opens i have some action script that needs to run something like this:
I'm working on a project where in I've found it necessary to mask a background object with MULTIPLE Sprites. I've tried doing this two ways: making one "parent" sprite to which all of the other masks are childed; adding them as individual masks.
The composite strategy just sort of gave up, Flash doesn't seem to like having to search through it's render tree to do these things and the result was no visible mask or masking (just the full background image). The latter strategy failed for obvious reasons: saying Sprite.mask = so-and-so implies that setting it again will overwrite the last mask.
Is there any way to use the composite strategy? Or is there a way I can copy over all of my sprites and draw them directly into one new sprite on every frame?
I'm building a website where i have 9 thumbnails on the maintime lineWhat i want to achieve is to press on the thumbnail whichwill redirect to a movie clip each time fairly big in size and have apreloader for each thumb. Load the content before it enters thefirst frame of each movie clip since the content is fairly big insize.(3d animation)
how to load multiple movie clips on the stage? My ActionScript 3 are as below:
I declared a movie clip - "mcPhotoFrame" (i.e. an instance of "mcPhoto" movie clip) and would like to load all the pictures on the stage but after finished loading, only the last photo shows on the stage.
Is it possible to have multiple movie clips inside one variable? I want to be able to just use var._totalframes instead of mc1._totalframes, mc2._totalframes, etc... Or is there another way I can avoid copying and pasting dozens of movie clips over and over
I've created this simple birthday game where the concept is to blowout 30 candles in 15 seconds. The candles are movieclips so that when they are clicked on, they blowout. However, when the option to "try again" begins, the candles are still out.
I'm making a simple drag-and-drop style dress up game, and I want to know if it's possible to combine multiple movie clips on different layers so that they can be gragged as a single object in the game, but retain their seperate layers. For example, if I make a hat and I want the front part of the hat to be on a layer above the doll base's head, and the back of the hat to be on a layer behind it, but the hat has to move as a whole when dragged.
I am loading multiple movie clips into a scrollpaneContainer mc and setting the source of my scrollpane to be the scrollpaneContainer.
Problem is the height of the scrollpaneContainer is larger than 2880 pixels (mc height limit).
I can split the movieclips into two scrollpaneContainer clips but I am unsure how to set the source of the scrollpane to be two different movie clips at the same time.
Trying to remove three movie clips from a game screen when advancing to the next stage, but the movie clips stay. I've been using removeChild (MovieClip) but its not working for all movie clips on the screen. this is my first time using flash.Heres the code I've got so far:
I want to make it so when I release one of my menu buttons AS does the follow: on(Release) If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3
If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3
Really the only problem I am having with this is i don't know if i can say multiple if then statment on one trigger and I also dont know how to say "is on frame..." properly in an if then statement.
how to target multiple movie clips at once so that if my tank bumps into a specific set of movie clips, it will change my move var to false without having to put a hittest on each individual movie clip and without having to list out all their names? I don't want to list fifty different instance names for all the hittests.
Im trying to drag 2 seperate clips at the same time. 1 clip is a handle clip which exists in a container clip called "handles container", the other is a shape clip which exists in a container clip called "shapes container. I want to make it so that when the shape is pressed the handle appears on the center of the shape and when the handle is dragged the shape is dragged with it.
I am going to use the removeMovieClip("SomeMovie"); command. Is it possible to close multiple movie clips using only one of "removeMovieClip"? For example, i want to close movie1, movie2, and movie3.
I'm working on a dynamicly resizable photo gallery...I've got all the pics loaded into thumb MCs, and everything is working...except I don't know what the best way to center the objects is.The closest I got was putting one MC in the center and putting one MC on one side, then the other and so on. However, this doesn't work for odd numbers of clips...what do I do?
Is there a simple shorthand for assigning the same value to multiple movieclips? For example, I have 25 MCs with names "img1", "img2" etc. and I want their _alpha value to be zero.
Is there a for loop or something I can use so I don't have to type "img1._alpha = 0;" "img2._alpha = 0; etc.
I want to make it so when I release one of my menu buttons AS does the follow:on(Release) If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3If Movieclip1 is on frame 2, the movieclip1 go to and play frame 3Really the only problem I am having with this is i don't know if i can say multiple if then statment on one trigger and I also dont know how to say "is on frame..." properly in an if then statement
is it possible to swap depths for multiple movie clips at the same time? how about swapping for negative depths? or will that kind of thing lead me into probs later?
Trying to add a set of movie clips to the stage in a loop. I need to be able to reference them on a mouseDown function - but the projHolder var in the mouse event is coming up undefined. Any ideas how to accomplish something like this?
for (var i=0; i <intWorkCount; i++) { var projHolder:MovieClip = new MovieClip(); projHolder.name = 'projHolder' + (i);