This is what I am trying to do. I have a "n" number of dynamicly loaded movieclips (ships).ach ship has a unique movement throught points that I also load from an xml file.For example "Ship A" will go to x:100 y:120 then to x:200 y:300 and so on. Ship B has a diffrent set of points that will travel. I know how to make this work for one movieclip(ship). I was wondering if I can use the same "movement" class for all of them? What values should I pass to the class exept the movement array of each ship
Code var clipAImprimer=new ClipToPrint(); //In my library var myPrintJob:PrintJob = new PrintJob(); if (myPrintJob.start()) { For(var i=0; i<clipAImprimer.totalFrames; i++) { myPrintJob.addPage(clipAImprimer, null, null,i); } myPrintJob.send(); clipAImprimer=null; }
I try to print all frames of a movieClip where each frame is a unique page. My movieClip have 3 different frames. The result is that I have 3 pages, but it's printing only the first one. I tried to call myPrintJob.addPage(clipAImprimer, null, null,1); and myPrintJob.addPage(clipAImprimer, null, null,2); to make a test and it's the same result. I confirm that my clip has 3 different frames. I tried too label #p each frame but it's not effective for PrintJob. I have Flash CS4 and I can't use Flex, Air and Catalyst.
I have a structure of movieclips, which is something like:
Top Level: My character's collision movieclip, stickman_root
Second Level: On each frame of the top level, the visual part of the character, in a different pose. stickman_stand, stickman_walk, etc
Third level: in each of the poses in the second level, the character itself is built of several smaller movieclips. stickman_head, stickman_torso, stickman_upperarm_l, etc...
So having created this structure, I'd like to be able to use it as a template. I'd like to turn an instance of the toplevel into a new, unique library symbol, and similarly everything under it should also get a new unique symbol, so I can modify those as needed without messing with my template. So that I can take this stickman template, and change the graphics to create someone less stick-ish, while still retaining the skeleton and animations I made. Create unique movieclip tree from an instance?
When one creates several instances of a movie clip on the main timeline, how can one assign separate variables to each of these instances and then invoke each of these values from the main timeline? I know how to do this by creating a separate movieclip and putting code on that movie's timeline (using 'this'), but I always feel this is sloppy because I'd like to keep my code all on one timeline.Here's some example code. It creates three instances of a movie clip, and assigns each one a variable called 'contImage' which contains the source of the loaded image. How can I get this variable traced when each of these images is clicked?Even though, as I said above, I have a work around, it has stuck in my craw for a while now.
Code: var photos:Array = new Array('images/1.jpg', 'images/2.jpg','images/3.jpg'); for(var i:int = 0; i < photos.length; i++)
For some reason, the same code works now, without any problem at all. I don't know what happened, or why, but I no longer have this problem Here's the original post: To put simply, I created a MovieClip, put it with addChild() to stage, and when I tried to call this piece of code:
I've been reading over numerous tutorials and guides as well as the Language Reference for ActionScript 3.0 but cannot quite seem to find anything to learn what I need (which I guess is because everything I have read assumes you would already know how to do this sort of thing).On my stage I have one button (mybtn) and one MovieClip. Within the MovieClip I have numerous other MovieClips (the different parts of a character, leg, arm, head, etc).
One of those MovieClips, lets call it "upper_left_arm" (within the other MovieClip "character") is comprised of two Keyframes, frame 1 and frame 2. There is also a second layer with AS in it, which just has "stop()" in it so it doesn't endlessly play.When I click the button on my stage I want to change the playhead to frame 2 and then stop within the "upper_left_arm" MovieClip.I gather that I almost certainly need to use gotoAndStop.However, most information I have found concerning buttons, AS3 and the gotoAndStop command relate to "scenes" which as far as I can tell are nothing to do with what I want.
Code: stop();mybtn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); function mouseDownHandler(event:MouseEvent):void { upper_left_arm.gotoAndStop(2); }
The "(2)" is the part I think I have horribly wrong, I've tried various other things after "upper_left_arm.gotoAndStop" with no success. In fact, the MovieClip "upper_left_arm" now loops round merrily despite the "stop()" in the AS in that MovieClip itself .
In a flash movie, I'd like a user to be able to have a choice of buttons, each of which would add a movie clip. (E.g. If they click button "A" it will add a barking dog, if they click button "B" it will add a running cat, etc.)
I then want the user to be able to e-mail this movie with a PHP form (which I know how to do) but in the URL string, it will load the movie (dog/cat) that the user has selected. That way, when their friend receives the e-mail, it will take them to a page with the flash movie that shows the movieclip their friend chose.
This code is inside a movie clip on the main stage. Also on the stage i have a dynamic textbox "tabText". How can i call tabText from inside my movieClip?
ActionScript Code: homeTab.addEventListener(MouseEvent.MOUSE_DOWN, gotoHome); function gotoHome(event:MouseEvent):void{
I'm sure this is a quick and easy question but I've been at it for a while and can't seem to get what the problem is.Inside my movieclip called "movies", I created a dynamic movieclip
Code: var my_movie:MovieClip = new MovieClip; addChild(my_movie)
I've got a movieclip on the root of the stage called "bgImg", in that clip I've made this function:
Actionscript Code:[code]..........When you click a button in the nav it loads a movieclip to the stage from the library, inside this movieclip I have a row of buttons,when you click one of these I want to call the function in the movieclip on the root (ie. the function inside "bgImg" .
I have a function I made in the root timeline. Inside of a movie clip, I have a button which calls the function in the actions layer in the root timelime.. how do I make this work?
Hypothetically, I have a movieclip menu that's created using a class menu.as at runtime. When I instantiate that class on the stage of the main swf, how would I go about telling that stage what to do on a specific click? For instance, if I click button1 on the menu, how do I tell the stage to turn random_object's alpha down to 0?
Important note - buttons in the menu class are loaded dynamically, and there is no way (that I know of) of binding them specifically to event listeners on the main swf stage as in "menu.button1.addEventListener(...)". To summarize my question - how do I control the main stage from within a movieclip, without assigning eventListeners on that main stage?
I have managed to make it work using this method: Inside the class, I add an event listener to each button. On CLICK, the button calls e.currentTarget.root.desiredFunction() where desiredFunction is the function on the main swf stage I want to run. Is there a more efficient or clean way of doing this that anyone knows of?
If I have a MovieClip, simply a blue square with class AS file called blueBox, in the constructor of the blueBox.as file I have: this.addEventListener(MouseEvent.MOUSE_DOWN, sayHello); Why does this not call the sayHello method when I click the movieclip on the stage? I know on the stage that I could grab the instance of my bluesquare movieclip and add an event listener to it that way, but I just wanted to 'encapsulate' in a bit more.
I'm having a problem where I have a button on the main timeline that when clicked needs to gotoAndStop first on frame 3, where there is a movieclip, that i want it to gotoAndStop on frame 30 (of that movieclip). Any ideas?
I can't have it just gotoAndStop on frame 3 and then have the code to gotoAndStop on frame 30 either because I need to be able to have the moviecliped called like this a number of different times.
I am creating movieclips into which I want to load thumbnails which are to be loaded dynamically. I'm not sure if the solution I am trying to build is the more effective way to do this; I'm still quite a noobie.
Each movieclip container which I will use hold the thumbnails is of a size to hold 16 thumbs, so the number of holder movieclips required is calculated at the time the xml loads; with the movieclips then being created, named and stored in an array. (The idea is to then move between these movieclips (and so the thumbs) using previous and next buttons) - however, I'm not at that stage yet!
However, when I call each movieclip to place the loaded thumbs in, the code throws the "#1010: A term is undefined and has no properties" Error. I think this is a problem with the array; and possibly the mc not being defined properly. However, I am not sure where my problem is.
So I'm having trouble calling my movieclips that I created and assigned strings to their names.So I'm trying to create 3 movieclips with 3 different instances and add them to the stage.here's the code:
for(var i:int = 3; i > 0; i--){ var myMC:MovieClip = new MovieClip(); var myMCName:String = "MCName"+String(i);
I have a variable, we'll call it helloNurse, defined in the document class, we'll call it Joy, as a public variable. Meanwhile, I have a movieclip within the FLA that uses that class as its document class that, simply put, needs to access that variable. I had read up that the following SHOULD work:
I'm learning AS3. I would like to call an Array which contains five mc. Although when I check for errors on the script it says that it doesn't have errors, when I test the movie I have a couple of errors. 1046 Type was not found or wan not a compile... 1180 Call to a possibly undefined method placeRandomPicture();
Here is my script. var listLoader:Array = new Array(back_1, back_2, back_3,back_4, back_5); bt_1.addEventListener(MouseEvent.CLICK, function (evt:MouseEvent): void { function placeRamdomPicture (): void { var iRandomImage = Math.round (Math.random() * listLoader.length-1); iRandomImage = (iRandomImage > -1) ? iRandomImage : 0; picHolder.addChild(new listLoader [iRandomImage]); } placeRandomPicture(); });
[code]This is called as part of the die() function I've created for an enemy in the small game I'm making.The idea being that when the enemy dies, it attaches a movieclip of an XP orb.And it does this perfectly well.The issue is in the last bit of the code.I'm attempting to call the setType() function within the class that the XP orb is in.However, it isn't setting the type to 100.
I came across a problem last week, I haven't looked at again. But I thought I would post the question here first before messing around with the code to save myself some heartache.
Is it possible to target a movie calling in ASP to an empty movieclip. When I was playing around with it at the weekend, it didn't seem to work it just hung when the movie tried to return the ASP.
Is this because when using ASP + Flash, the movie needs to be at level0?
I am in a second scene... and am trying to call a frame label in an mc in scene 2 is there a such thing as... on(release) { _thisScene.mymc.gotoAndStop("framelabel"); } this scene?
I've got a class (say ButtonBase) that extends MovieClip. ButtonBase has a method that names it ((this.)name = 'bb1') and adds it to the MainTimeline. Now I can see my extended ButtonBase MC on the MainTimeline. And if from a frame I write trace(this['bb1']), it returns an instance. The problem is that the instance is not recognized as an instance of ButtonBase. Suppose ButtonBase has another method, say testMethod(). Well, if I trace(this['bb1'].testMethod) from a frame on the mainTimeline, it returns undefined. If I trace(this['bb1'] is ButtonBase), > false I can attach a fla if you need it.