Flash :: Action Script 3 - Multiple Movie Button Clips - Change The Instance Names?
May 24, 2011
So I have a code, shown below:
[Code]...
and I want to add multiple buttons, not just this one. I figured out by trial and error that I couldn't just consecutively list the instances, I also found I couldn't just replicate the code and change the instance names. I just need to know how to go about having multiple buttons/clips.
I'm trying to write a script that uses the instance name of a button to grab a movie clip with the same name from the library and add it to the stage. I also need to remove the movie clip that had the button in it, and be able to pass a variable along to the new movie clip. I got something similar to work using button instance names to jump to a frame label with the same name.
Quote: _f01.addEventListener(MouseEvent.CLICK, fClick); var targetFrame:String = ""; function fClick(e:MouseEvent):void {
I have a folder full of SWF files. Each SWF is its own animation. I have several people submitting their animations for this project. I would like to embed all these SWF's into my project and use .play() .stop() and other movieclip related commands on them as a whole. By this I mean, the artist sends me the SWF, my AS3 script embeds it, then I can access it with say animation_1.stop(); without the artist ever having to enter a instance name, or export for ActionScript name.
I plan to create a shell script which will take all the swf's in a folder and create a AS3 file with all the embed statements. The instance name that will be given to each one by the shell script will be the file name. Is this possible to embed a SWF and access it without giving any movie clips instance names or exporting for Actionscript? UPDATE: @annonymously answer below helped a lot. Here are some other resources that helped me: Great Resource - [URL]
I am wondering if anyone knows of any extensions (or other methods) that give instance names to multiple movie clips at once. I have the same movie clip on hundreds of keyframes and I have to convert them to graphic symbols to animate, then back to movie clips for scripting, but they lose their instance names.
I have created some movieclips and will be using them as buttons. After applying event listeners to them, they do not correlate to their instance names. I have a switch case statement set up to catch when one of the movieclips are clicked on and this is caught, the method is invoked but none of the cases are satisfied as all the buttons have the instance name "instance58" for example....they are all numbered instances.
you'll notice on their main page, when you roll over section "living" all movie clips below which are "living" projects are highlighted, while others are faded out.I have a vague notion that this is done by creating a series of arrays, one for living, one for learning, one for working, etc etc etc... and then changing whole sale all MC's contained in those arrays upon roll over.First of all, am i correct in this assumption? If so, i really need some pointers to get started. Say i want to define these arrays, and on the press of a button, one directs its movie clips to change alpha to 50, and the other to 100. All of these movie clips by the way are visible on the stage.
I'm a second day action script student with a specific goal. I would like a button to load a movie clip to a specific place. I have a button with the "LoadMovie" script and it loads the movie onto level 1, but I don't know how to give whatever it loads an instance name so that I can direct it specifically where to load.
I'm a second day action script student with a specific goal. I would like a button to load a movie clip to a specific place. I have a button with the "LoadMovie" script and it loads the movie onto level 1, but I don't know how to give whatever it loads an instance name so that I can direct it specifically where to load.
how would i use the same event for the collision of one thing against multiple objects from the same movie clip without having to name every single one differently, and make an event for every single one? i'm making a game where a box bounces off obstacles.
I don't know if this should be in the newbie forum. I certainly should be as I'm a 'total tard' when it comes to Actionscript - I've only recently taken the plunge Here's my question - I am using the code below to change the colour of a movie clip and it works fine for a single movie clip:
Movie 3_mc is inside the timeline of 2_mc which is inside the timeline of 1_mc.1_mc has an integer variable called var1.I need to change the value of var1 by a mouse event for which the listener is on the timeline of 3_mc.I know that I can change the value of a variable of the parent movieclip (in this case 2_mc) from an event in 3_mc by using;
I've created a button in Flash, and inside that I have a TextField and a MovieClip, both with instance names set. They cover all 4 frames of the button, with no keyframes.I found I couldn't access the objects using the instance names I'd set, so I used this piece of code to see what's going on:
var obj:DisplayObject = this.m_graphics.btnChange.upState; for ( var i:int = 0; i < obj.numChildren; i++ ) {
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I am trying to make a game where I am going to have different "Tiles" for each type of terrain. in my code I am calling on "Tile_GOLD" like this for a hit test:
[Code]...
and so my problem is that Multiple instance names don't really work, so I tried exporting for actionscript and that didn't really help either. So is there a way that I can call the tile in the characters code or is there a way that I can determine the hittest in the tile? Not necessarily for all of them to go to the next frame but to maybe have them make the character not be able to move. Also if anyone could give me a hittest code for making a mc not be able to go through an object
On my stage I have about 10 different objects that are all copies of the same MC symbol in my library. I gave them all instance names: block1, block2, ... block10. In the code for my Document class, I wrote: Code: for (var i:int = 0; i < numChildren; i++) { trace(getChildAt(i).name) }
The first time I ran my code, my trace looked like: Code: block1 block2 ... block10 Later, I changed around the z-axis for a few of these objects on my stage (Ctrl + SHIFT + DOWN/ UP)
Then I ran my code again, and I got: Code: block1 block2 instance 16 instance 17 ... etc Why does affecting the z-axis of these objects affect their dynamic names?
I placed a movie clip instance inside a button, and I want this movie clip to play when the button is released. I'm using this code on the frame containing the button:
function playMovie(event:MouseEvent) { this.theButton.theMC.gotoAndPlay(3);
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 have three buttons, btn_1,btn_2,btn_3, and two movie clips, image_1,image_2. The names listed btn_1,btn_2,btn_3, image_1,image_2. are all instance names. All buttons and movie clips are on their own layer in a single frame on the main time line. the movie clips have a stop action on the first and last frame, with a frame label, on the first frame in the sub time line. For image_1 the frame label is image_1_1 and for image_2 the frame label is image_2_1.
I would like btn_1 and btn_2 to control the movie clips, image_1,image_2. Either button should be able to close the other buttons movie clip and play it's own movie clip. Also i am trying to make the movie clips themselves have the ability to be closed by clicking on the movie clip image area that is playing. Both movie clips when not playing hide behind the appropriate button with an alfa of 0.
When playing they expand to the middle of the window and are at 100% alfa, using a tween. The third button, btn_3 should only be visible when one or the other movie clisp are playing. btn_3 dose nothing else but this for now. As of now, my movies continuously loop and btn_3 is always visible. I can't seem to figure this out. my code for this action is:
So I have been attempting to build a banner, where 3 clips auto-rotate to left, with two arrows that can move it left and right. How should I build this? I obviously want to load three clips and position them 300 pixels apart... but what logic should I use to basically add the last/first clip either 300, or -300 pixels? I have tried using if conditional statements checking for x position and based on that add a clip, but that seems like its lacking alot of functionality, here is my code thus far...
I have a button which appears on multiple frames. I want to define an action on the button rather than each instance. Is there any way that I can do this in CS5?
I have 2 instances of a button wich is red and has a white label I have to edit the buttons so one button is red, and the other is green I was doing this, but when applied Also the title of label goes green instead of being white...
I'm trying to get a button that I made, which is in a different movie clip, to change the video in the video list.[code]The button instance name is "v1btn" and it's in the movieclip instance name "menuBtn"
Currently i am experiencing a problem with pulling Movie Clips from a Library and Tweening it (adding) it to the stage at runtime and then quickly removing it (addChild()) and removeChild(); I have 6 Library items, which i am interested in using.
car_mc1 car_mc2 car_mc3[code].....
My Question:
1) The name is not genereted through the addChild metho, is there an temp Add solution or something that would add on the Fly?
2)The object when working as a single object, gets Tweened out to -200, i just want it to Tween out and get Removed form the stage?
3) The Movie Clip remains on the screen while another instance is brought on when using static naming convetion (this is just to say that i have tested it),I only want the object to be available for the Tween, nothing else