Actionscript 3 :: Changing The Depth Of An Onscreen Object?
Mar 22, 2010
my designer made a fla file where he has animated layers loads of them. All the images inside those animations are loaded from outside the swf.
Now, the issue is at one point in time I want some of the objects to go under another object ( current their on top) . If I do this visually the images inside the swf(loaded) are lost.
So I have a bunch of objects (thumbnails) and I want every photo to be displayed on top of other photos once it's clicked. So what should I put inside the click handler inside the photo object?
I have a movie clip that has about 20 layers that make up four different groups. (Five of the layers work together)Any one of the four groups has to come to the front of the others at any time.Is there an easiesh way to swap depths of these groups?EG. Can you swap a folders depth for example?
Here is my issue. I have 6 MCs that are the same size and are on the same position on the stage. I am using AC variables to activate each one of them, here is an example of my script for the button:
Im trying to keep all my movieclips onto 1 layer/mother mc to speed up the flash display engine
I have these takable items(movieclips) that respawn after a while.
Initially i build the level starting with all the takable items before adding all the players/npc's. This way the player and npc's walk over the objects if they are not taken.
After an items respawns though, i have to re add them to the main mc and then they appear to be over the npc's and they seem to be moving under a carpet of stuff. Its a nice 3d effect but totally unwanted in this scenario.
Is there a way to make sure that items are added as child before a certain clip (like the player). I tried using addchildat but this gives me a index error now and then. I dont really understand how the depths are worked out by flash.
I was thinking of storing the original depth of an item movieclip and then on restore, addchild at at its old depth. Or is there a more sensible way?
Also: can two movieclips occupy the same index/depth level? or are the incemented or something?
There's a long story behind How I made it here and why I am messing with AS3 in the first place but I'll try to explain it in a shorter version. My boss seems to think that I am the equivalent of Einstein with computers and will tell me what he wants and just expect me to be able to figure it out. So he told me he wanted a website that looked like the Mercedes Benz website and left it at that.I am working with Flash CS3 Professional Version 9.0, trying my best to figure out all the ins and outs of the program, since I am a first time user. I have finished almost everything with the site. I have it all animated and working pretty well, but there's one main problem. I have 25 buttons, sorted out by 5 rows and 5 columns. These button all have pictures of golf carts on them and when you click on the golf cart it opens to show all the products that we sell for that particular cart. The first button works just fine, but all the buttons after that will not stay on top when they are selected.
I can't seem to figure out exactly what I need to do. I hvae struggled with ideas that I may need to put them in a container and then adjust their depths, but I am not sure if this is right or if there is any easier fix. Here's the code that I have so far on that particular page,Quote:
I would like to be able to draw a simple box as a background/placeholder, dress it up with buttons and movie clips at design time, and at runtime call a function to replace the simple box with a new design. How would I go about doing this? I have a graphic design that is too complicated to make with flash. So i made a piece of actionscript that can restyle any existing movieclip. This piece of code works. It basically gets the coordinates of the specified mc, creates a new one in it's place and deletes the original. Unfortunately this also removes any nested movieclips and buttons and breaks animation tweens of this mc. So if the original mc would have a button on it and animates from left to right, the new one doesn't. mc.clear(); looked very promising, but it only clears stuff you put on it at runtime while I need to clear the stuff from design-time. (= the simple box drawing object)Creating a movieclip with the same name, at the same depth doesn't seem to work. oldbox.parent.createEmptyMovieClip(oldbox._name, oldbox.getDepth()); The old movieclip keeps existing and neither of them animates.So I'm searching for a way to replace a movieclip or clear it's content at runtime.
I would like to be able to draw a simple box as a background/placeholder, dress it up with buttons and movie clips at design time, and at runtime call a function to replace the simple box with the new design. How would I go about doing this? I have a graphic design that is too complicated to make with flash. So i made a piece of actionscript that can restyle any existing movieclip. This piece of code works. It basically gets the coordinates of the specified mc, creates a new one in it's place and deletes the original. Unfortunately this also removes any nested movieclips and buttons and breaks animation tweens of this mc. So if the original mc would have a button on it and animates from left to right, the new one doesn't.
mc.clear(); looked very promising, but it only clears stuff you put on it at runtime while I need to clear the stuff from design-time. (= the simple box drawing object) Creating a movieclip with the same name, at the same depth doesn't seem to work. oldbox.parent.createEmptyMovieClip(oldbox._name, oldbox.getDepth()); The old movieclip keeps existing and neither of them animates.So I'm searching for a way to replace a movieclip or clear it's content at runtime. Or am I thinking in the wrong direction and are there other ways to restyle a movie clip?
I have been trying to change the depth of an object. I have only just started learning AS3, so I haven't looked into this yet.So far I have been using a trial-&-error method to try to get this piece of code to work which I found on a site, but I have not succeeded:
Code:
setChildIndex(example,numChildren-1);
I am putting this code in it's class, and I tried replacing the word example with 'this'. Can someone please help me? When I test the swf it comes up with this in output:
Code:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/setChildIndex() at Foreground/enterFrame()
I have a Flash application that includes an MC (bitmap object) that is dynamically assigned to a Class. In that Class, other graphics are created, but the class MC is overlapping those graphics. Event though I tried dynamic depth swapping, it generally works, yet not for the inherent MC assigned to the class. The MC still overlaps the other graphic, even if I have swapped that graphic to the top depth
i have objects on my stage and when i rollover on each object he raize.exmeple u can see here (here i make only 2 objects):http: [url]....what i want to do is that all of the objects have the same depth but when one of my object rollovered and he start to raize get the top depth (up then other)
When I click on an object, I need it (technically it's parent object) to drop to the lowest level, but I'm having a heck of time. I've tried: stage.setChildIndex(this, 0); and stage.swapChildrenAt(0, getChildIndex(this)); Which seem like they would both do what I want, but both of which get an Error #2006: The supplied index is out of bounds.
I've also tried: stage.setChildIndex(e.target.parent, 0); Which produces Error #2025: The supplied DisplayObject must be a child of the caller. and stage.setChildIndex(this.parent, 0); Which doesn't error, but also doesn't do what I want it to do.
As the title says, i would like to have an object which is nested beneath another objects depth set higher than that of one the is NOT nested. Is this possible if so how, may be real easy and im just over-looking it but
The program has a background image over which these lines are drawn.The problem which I am facing is that the image overshadows the lines and the lines are not visible to the user.Since these lines do not have an id, I am not sure as to how I can assign a depth to them?
I have an application that is built in flash. I am using Flash CS3. The application was built using AS2, and it is being designed for touch screens so there will be no keyboard or mouse. Certain parts of the application have text fields, so to enter text there is an on screen keyboard that pops up. The keyboard works great, but it does not have a tab key. Here is the code for some of the other special keys:
I'm trying to make an onscreen keyboard for one of the programs I wrote. With this flash program you can type Persian in any program. It uses a special kind of font. So I first mapped all the characters like: //space case String.fromCharCode(0x0023): return String.fromCharCode(0x0023); break; [Code] ..... Now this program works perfectly when somebody actually uses the keyboard. Now I added an on screen keyboard. (buttons for each alphabet) but I don't seem to be able to somehow tell flash to type alphabet "be" for example and keep the conditions too! The text field is called "textF".
i would like to write with one onscreen keyboard on two different text field The way that I have now has two keyboard and the text filed is hardwired on the buttons
Code: function btna(){root.readMessages.aTextFild.text += "a";} this is not efficient.
I have a very complicated interface going on in my flash application, with tons of dependencies/variable checking/etc and it would make my life one heck of a lot easier if it was possible to simply "press" or activate an onscreen button via actionscript. I have never seen this referenced, and don't know if it's possible. Search didn't find me anything. Can you do this in some way? "Virtually" activate a button (and thereby all the button's scripting...)
Relative newbie with AS3 but I need to make an onscreen keyboard for a touchscreen. Through some searching and coding I have a keyboard object that can send events based on clicks but I'm not sure how to go that "last mile" to trigger an actual keyboard event so the selected TextField gets updated.
I have what is undoubtedly a simple issue that I cannot seems to surpass. It may well simply be an order of operations type of problem, but as I'm not sure where the problem is, I don't know where to start! I'm essentially just having trouble getting anything to display on stage.verything is seemingly linked into the stage's display list correctly ~ The hierarchy goes as such:[MAIN object Sprite] loads and addChild's an object...-- [SECTION object Sprite] which loads/adds other child objects..---- [SCENE object Sprite] Which should loads/adds...------ [FX object Sprite] which holds actual visual data(shapes------ [FX object Sprite] which holds actual visual data (shapes)---- [FLOW object Sprite] Which holds no real visual datavia functions such as getSections, getScenes, getFX, etc, as are applicable. The issue is that although each object in the hierarchy is listed as a child of its appropriate parent, nothing displays.