Actionscript 3.0 :: Add Library Clip On CLICK Without It's Children Playing?
Apr 18, 2009
I'm using a CLICK event to add a MovieClip to the stage from my library. Within the added MovieClip is a child MovieClip animation with a stop() on it's first frame.For some reason when I add the parent MovieClip to the stage on CLICK, the child clip immediately starts playing, even though it has a stop() on it's first frame. This is how I'm doing it:
Code: Select allstage.addEventListener(MouseEvent.CLICK, mouseClick);
function mouseClick (event:MouseEvent):void
{
I currently have random external swfs of "Buttons" loading and unloading into mc_containers into my main movie. These load and unload every couple of seconds.
What I would like to do is have sounds associated with these.. So if you was to click on one of the buttons, it would play a sound.
I have tried this by placing the sound in the button "down" section. However, it starts to play the audio and then as soon as the SWF unloads to load the next, the audio stops.
My question is: Is there a way that when you click on the external SWF loaded button - that it would then link to an audio file in the "main" timeline/library ? This way the audio would continue playing even though the SWF has unloaded.
I'm trying to make a flash website that has clickable buttons that will play different movie clips. But I dont know how to make it to just play the movie clip with the button you click without playing all the movie clips on the main timeline.
Pausing, stopping and playing movieClip (MC) children. I am making SWFs that an interface will load and control (pause, re-start, stop, etc.). Then the interface is paused, the main MC will pause but not it's child MCs. I didn't write the interface, I am just supplying SWFs that are loading into the interface. The developer of the interface willn't allow me to use animated MCs in my SWFs since he can't control them with the interface. So all my animation need to be on the main time line, which is no optimal to say the lease.Can I provide him with some code to allow him to stop the child MCs or is there an Event Listener I could include in the child MCs that would pause, stop, restart, etc when the main MC changes?I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple objects (on difference layers) and move and resize them across multiple keyframes?
i'm porting an old AS2 project to AS3, And have encounter a problem. I've tried a few different things but had no success.in AS2 when dynamically attaching a MC from the library i would sometimes use an array. the array would hold linkage reference's, like so;
ActionScript Code: var mc:String = state_ar[currentState]; this.container.attachMovie(mc,mc,this.getNextHighestDepth());
I have a class tied to a library item, but no matter what I do, if I access any of the children (added via the stage in the Flash IDE) in the constructor of the class, they always return null and give me #1009 errors.
One of my decoration bitmaps covers up some important elements in my flex application. The problem is these elements become not clickable. How could make the bitmap not clickable or how could I pass the click event along to those children elements below?
I have a feeling I might be going about this all wrong. I have 3 objects (mask_cat, mask_dog, mask_sea_monster)on the stage and I want the user to be able to move them independently with the ol' click and drag. This is what I have:
I'm making a OSX-finder-type file browser in CS4.The Structure for the folder and files is being generated by a PHP in a XML, heres an example:(sorry the xml is not sorted, but the command i'm using in php doesn't sort it)
I want to load a random movie clip from the library to an empty clip on the stage called (bg_graphics). the clips in the library are called (green, blue, yellow).
I created a swf which loads multiple external swfs to 100% before playing. Which works fine. If I stop a clip while it's loading, I call loader.close() and I'm able to resume from where I left off at a later time. The problem I'm having is when I added the functionality to load the next clip while the current clip is playing. To be clear, I'll refer to the normal preloader as preloader, and the preloader which loads the next clip as pre-preloader. If the pre-preloader loads to 100%, everything is good. The next clip will play immediately without having to wait. If, however, the pre-preloader for the next clip is stopped at any point before 100%, the preloader will start loading at 0%.
With that being said, If I go back to the previous clip (which was previously already playing), the pre-preloader will pick back up where it left off, then if I go forward again, the preloader will pick up where IT left off.
I have read all threads and can not find a solution but i am not somebody with a lots of knowledge about actionscript so here is my problem i am using this script .
[code]....
the problem is that when i click on the first button loads ok but when click on second still showing the first movie clip in the back ,,,,, i have try everything without luck ,,,, i guess i need to keep reading but will like to find an answer to this situation ,
I would like to know how to make it so when you click a button, it goes to a different frame within a MOVIE CLIP. Kind of like gotoAndPlay but not a frame in the timeline. I would like it to move to a different frame in a movie clip.
I have bitmap generated each frame and when clicked needs to simulate a click at a specific pixel in a separate movie clip. If you really click on a movie clip, the event trickles down the hierarchy of children to dispatch click events for all children as well. If you have a button in a button in a button in a button... and you click the top button, the click event is dispatched for all buttons in the hierarchy, but my problem is that if I "virtual" click like...
Code: var myClick=new MouseEvent(MouseEvent.CLICK,false,true); myClick.localX=X; myClick.localY=Y;
I'm playing the game League of Legends and I decided to make an iPhone application that let's you pick a champion (a character in the game)picture and play the sound for it. I downloaded all sound and images, loaded them into the library, and now I only made 4 champions just for testing.This is my code for AS3 when you click on the button to play the sound.[code]When you click on the picture again, It will play the sound once again and if you mass click it will mass play it (I want it to stop playing current one, then start playing the new one if you double tap it).When you click on 1 picture, it will make the sound, ok.. but when you click on ANOTHER picture, It will play the second image sound AND the first image sound together (Mixed up. I want it to make it so it stops playing the first one, then plays the second one).
Is there any lib for playing MKV (matroska) in flash (AS3, MXML) OpenSource or KindOf opensource? (In my MKV I have Theora video H264 video... If library supports only 1 type of video codec Ill live with that=))
I am trying to write some actionscript 3 code to play short sounds from the library, using a dynamically created string to load it. In AS2, I could do something like this:
mySound = new Sound(); mySound.attachSound("any concatenated string" + foo);
In AS3 however, the identifier is a class whose name, it seems, must be already known. Is there a simple way to 'attach' a sound using the identifier as a string in actionscript 3?
Is there anyway to use the playback components to play a video imported into the library? (The .swf I'm creating has to be stand alone so I need the video to be imported). Also can the component video skins be imported also?
is it possible to clip children that are part of a DisplayObjectContainer? If I have a parent object with size x 100, y 100, width 100, height 100 and a child that has the coordinates x -50, y -50, width 100, height 100, I can still see the full child staying at x 50, y 50, but I want the child to be cut off by the parent.
I am making SWFs that an interface will load and control (pause, re-start, stop, etc.).When the interface is paused, the main movie clip will pause but not it's children movie clip.Note that I didn't write the interface AS3 code. I am supplying the SWFs that are loading into the interface. The developer of the interface won't allow me to use animated movie clips in my SWFs since he can't control them with the interface. So all my animation need to be on the main timeline.Can I provide him with some AS3 code to allow the developer to control the child movie clips or is there an Event Listener scheme I could include in the child movie clips that would pause, stop, restart, etc when the main movie clip changes?
Also...in the meantime...since I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple tweened objects (movie clips and graphic on difference layers) and move or resize them across multiple keyframes?
is there a way to remove all children mcs from a movie clip in a way similar to
if (mc.numChildren) mc.removeChildAt(0);
(which is AS3 by the way) but for AS2? I need to "empty" a container movie clip from movie clips duplicated in it through attachMovie, so i can load other stuff AFTER its emptied
Demographics - Action Script 2.0; Flash CS2 I have 4 MC clips. Each one labeled MC_Ball_1, MC_Ball_2, MC_Ball_3, MC_Ball_4. I want to randomly pick one to play. Have it play in its entirety and then wait 60 seconds and randomly pick another one, have it play in its entirety, and then wait 60 seconds.....keep going in an endless pattern. I can write code in frame 1 of root to randomly generate 1, 2, 3, or 4. Code below.
[code]...
Problem is when it goes to play the clip, it keeps playing the clip. I put stop(); at the beginning of each code, but it only plays the random number first chosen continuously. Instead of stop(); what can I write so it plays in its entirety, then goes back to frame 1 and choses the next.
I want to add children from the library that are named something like b1, b2, b3 etc. I'd like to add a numeric var to the name so that I can randomly or incrementally reference them. I can't seem to get the syntax/implementation right.
I created a loop that adds the same movie clip 22 times inside of another movie clip and pushed it into an array in order to control it later. But i can't seem to find away to remove those children from the movie clip... is there a way to remove all children of a specific movie clip? I tried to create another loop but i cant remove the children using removeChild(arr[i]);
ActionScript Code: package{ import flash.display.MovieClip; public class MyMovieClip extends MovieClip{
[Code]...
I use an italian version of flash so I don't know the exact english description but I can translate it as "access to an undefined property extra_property by static type reference flash.display: DisplayObject". I think it's because getChildAt() returns a DisplayObject, not a MyMovieClip.