Horizontal Scrolls on the  main Stage

Hi
I am putting 11 movies containing 11 flv files on my main
stage. All those movies have onMouse over and click events attached
with them. As those movies are not going to fit on the main stage
so when i am running the flash file, it is just displaying 5 of the
11 movies and rest are being cut. Is there any way that I can code
so that I will get the horizontal scrolls automatically if the
movies are not going to fit on the screen? I am new to the 'stage'
and AS3 concepts . Please help me out.
All I need is to put 11 movies on the main stage with the
horizontal scrolls.
Thanks in advance for your help
regards
Anuj

you can check a similar thread involving a scrolling
movieclip:
http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?forumid=15&catid=665&threadid =1324923&enterthread=y

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    http://forums.adobe.com/thread/863566
    http://forums.adobe.com/thread/864262
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    package{
    import flash.display.MovieClip;
    import flash.events.MouseEvent;
    import flash.events.Event;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    public class admin1 extends MovieClip
    var moves:Boolean;
    var points:Number;
    var SCREAMING:screaming
    var SOUNDCHANNEL:SoundChannel
    var vx:Number;
    var EATING:eating;
    var CHIDORI:chidori
    var WIND:wind;
    public function admin1(){
      addEventListener(Event.ADDED_TO_STAGE,onAddedToStage)
      public function onAddedToStage(event:Event):void
       stop()
       if (currentFrame ==20)
       gotoAndStop(1)
       WIND = new wind;
       SOUNDCHANNEL = WIND.play(0,1000)
       CHIDORI = new chidori
       EATING = new eating
       SCREAMING = new screaming
        SOUNDCHANNEL = new SoundChannel
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       burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .5;
       fireball1.alpha = .5;
       points=0;
       hero1.stop();
       quizz.stop();
       animal1.stop();
       evil1.stop();
       addEventListener(Event.ENTER_FRAME, onEnterFrame);
       fireball1..addEventListener(MouseEvent.CLICK, onfireball1);
       burger1.addEventListener(MouseEvent.CLICK, onburger1);
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       b2.visible = false
       b3.visible = false
       c1.visible = false
       c2.visible = false
       c3.visible = false
       d1.visible = false
       d2.visible = false
       d3.visible = false
       e1.visible = false
       e2.visible = false
       e3.visible = false
       f1.visible = false
       f2.visible = false
       f3.visible = false
       a1.addEventListener(MouseEvent.CLICK, onmouseclicka1);
       a2.addEventListener(MouseEvent.CLICK, onmouseclicka2);
       a3.addEventListener(MouseEvent.CLICK, onmouseclicka3);
       b1.addEventListener(MouseEvent.CLICK, onmouseclickb1);
       b2.addEventListener(MouseEvent.CLICK, onmouseclickb2);
       b3.addEventListener(MouseEvent.CLICK, onmouseclickb3);
       c1.addEventListener(MouseEvent.CLICK, onmouseclickc1);
           c2.addEventListener(MouseEvent.CLICK, onmouseclickc2);
           c3.addEventListener(MouseEvent.CLICK, onmouseclickc3);
           d1.addEventListener(MouseEvent.CLICK, onmouseclickd1);
           d2.addEventListener(MouseEvent.CLICK, onmouseclickd2);
           d3.addEventListener(MouseEvent.CLICK, onmouseclickd3);
           e1.addEventListener(MouseEvent.CLICK, onmouseclicke1);
           e2.addEventListener(MouseEvent.CLICK, onmouseclicke2);
           e3.addEventListener(MouseEvent.CLICK, onmouseclicke3);
           f1.addEventListener(MouseEvent.CLICK, onmouseclickf1);
       f2.addEventListener(MouseEvent.CLICK, onmouseclickf2);
       f3.addEventListener(MouseEvent.CLICK, onmouseclickf3);
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       removeEventListener(Event.REMOVED_FROM_STAGE, onRemovedFromStage);
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    removeChild(b3)
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       c3.visible = true
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    points++
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       fireball1.alpha = 1;
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       fireball1.alpha = .3;
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    points = 0;
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    removeChild(b2)
    removeChild(b3)
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       c2.visible = true
       c3.visible = true
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       fireball1.alpha = .3;
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       c3.visible = true
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    removeChild(c3)
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       d3.visible = true
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    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(4);
    animal1.gotoAndStop(4);
    removeChild(c1)
    removeChild(c2)
    removeChild(c3)
    d1.visible = true
       d2.visible = true
       d3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickc3 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;
    quizz.gotoAndStop(4);
    animal1.gotoAndStop(4);
    removeChild(c1)
    removeChild(c2)
    removeChild(c3)
    d1.visible = true
       d2.visible = true
       d3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    }public function onmouseclickd1 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    else if (points==1){
    fireball1.alpha = .3;
    fireball1.enabled = false;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(5);
    animal1.gotoAndStop(5);
    removeChild(d1)
    removeChild(d2)
    removeChild(d3)
    e1.visible = true
       e2.visible = true
       e3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickd2 (event:MouseEvent):void
    points++
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(5);
    animal1.gotoAndStop(5);
    removeChild(d1)
    removeChild(d2)
    removeChild(d3)
    e1.visible = true
       e2.visible = true
       e3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickd3 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;
    quizz.gotoAndStop(5);
    animal1.gotoAndStop(5);
    removeChild(d1)
    removeChild(d2)
    removeChild(d3)
    e1.visible = true
       e2.visible = true
       e3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    }public function onmouseclicke1 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    else if (points==1){
    fireball1.alpha = .3;
    fireball1.enabled = false;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(6);
    animal1.gotoAndStop(6);
    removeChild(e1)
    removeChild(e2)
    removeChild(e3)
    f1.visible = true
       f2.visible = true
       f3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclicke2 (event:MouseEvent):void
    points++
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(6);
    animal1.gotoAndStop(6);
    removeChild(e1)
    removeChild(e2)
    removeChild(e3)
    f1.visible = true
       f2.visible = true
       f3.visible = true
       herobar.width -= 20;
       SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclicke3 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;
    quizz.gotoAndStop(6);
    animal1.gotoAndStop(6);
    removeChild(e1)
    removeChild(e2)
    removeChild(e3)
    herobar.width -= 20;
    SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickf1 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    else if (points==1){
    fireball1.alpha = .3;
    fireball1.enabled = false;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(7);
    animal1.gotoAndStop(7);
    removeChild(f1)
    removeChild(f2)
    removeChild(f3)
    herobar.width -= 20;
    SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickf2 (event:MouseEvent):void
    points++
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";}
    if (points< 0){
    points = 0;
    trace(points)
    quizz.gotoAndStop(7);
    animal1.gotoAndStop(7);
    removeChild(f1)
    removeChild(f2)
    removeChild(f3)
    herobar.width -= 20;
    SOUNDCHANNEL = CHIDORI.play();
    public function onmouseclickf3 (event:MouseEvent):void
    points--
    if (points == 1 ){
      burger1.enabled = true;
    burger1.alpha = 1;
    if ( points == 2 || points == 3 || points == 4 || points == 5 || points == 6){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;
    quizz.gotoAndStop(7);
    animal1.gotoAndStop(7);
    removeChild(f1)
    removeChild(f2)
    removeChild(f3)
    herobar.width -= 20;
    SOUNDCHANNEL = CHIDORI.play();
    public function onfireball1(event:MouseEvent):void{
    if ( points >= 2 ){
    points -= 2
    evilbar.width -=40
    SOUNDCHANNEL = SCREAMING.play();
    parent.gotoAndPlay(39)
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;
    public function onburger1(event:MouseEvent):void{
    if (points == 1 ){
    burger1.alpha = .3;
    fireball1.alpha = .3;
    burger1.enabled = false;
    fireball1.enabled = false;
    herobar.width +=20
    SOUNDCHANNEL = EATING.play()
    points--
    if ( points >=  2 ){
    burger1.enabled = true;
       fireball1.enabled = true;
       burger1.alpha = 1;
       fireball1.alpha = 1;
       herobar.width +=20
       points--
       SOUNDCHANNEL = EATING.play()
    else if (points==0){
    burger1.enabled = false;
       fireball1.enabled = false;
       burger1.alpha = .3;
       fireball1.alpha = .3;
    if (herobar.width >= 80){
    herobar.width = 80}
    score.text = String(points);
    if (score.text < "0" ){
    score.text = "0";
    if (points< 0){
    points = 0;

  • Targeting A MovieClip on the main Stage....Scope Issue

    main stage------>MC1------>MC2
    on MC2's timeline I want to target objects on the main stage. Not sure on how to write that without using root. I've been trying deviations of
    MovieClip(parent).MovieClip(parent).mcName.
    Thanks

    Why can't you just use root?
    And you can just put your code in the main timeline as suggested - just dispatch an event when you want your code to run and listen for it.
    So, in your clip, on whatever frame do something like:
    dispatchEvent(new Event("runMyAnim"));
    And in the main timeline:
    someClip.someClip.addEventListener("runMyAnim", runIt, false, 0, true);
    function runIt(e:Event){
         //your code goes here

  • Making the main stage timeline play in reverse.

    Hey all thanks for looking. I figured out how to do this with movie clips but I can't seem to get it right with the main stage. Can anyone tell me a simple methood of telling the stage to continue playing in reverse, after a button is clicked, until it reaches a keyframe that will tell it to stop? I'm trying to make it so buttons will tell the stage to play a transition from beginning to end and then have it play in reverse when the "back" button is pressed. I'm currently searching online to find an answer but I haven't had any luck yet. Thanks for the help!

    KgIad -- tried to use this code but I am getting
    TypeError: Error #2007: Parameter listener must be non-null.
    Which appears to be caused by the changeTimelineF not being recognized. If I create it as
    private function changeTimelineF(e:Event) {
    if(startFrame<endFrame){
                e.currentTarget.mc.nextFrame();
            } else {
                e.currentTarget.mc.prevFrame();
            if(e.currentTarget.mc.currentFrame==e.currentTarget.endFrame){
                e.currentTarget.removeEventListener(Event.ENTER_FRAME,changeTimelineF);
    Then it is recognized--but the variables (e.g. startFrame and endFrame) are no longer valid.
    What am I missing?
    Thanks
    Mike

  • Bug fix requires switching touch events from symbols/classes to the main stage?

    Also posted in Mobile Development, I'm still not sure which forum I should be in.
    For previous threads:
    http://forums.adobe.com/thread/864057
    http://forums.adobe.com/thread/863566
    http://forums.adobe.com/thread/864262
    http://forums.adobe.com/thread/863597
    Bug ID #2940816
    I  have an app that wasn't compiling correctly. I sent the bug to Adobe  who responded with a workaround. However, I can't figure out how to make  their stated workaround work in my code.
    I have puzzle  pieces on the stage. Each is assigned to a separate class. Inside the  class I have touch events defining multiple touch events for each piece.
    I  have another spot on the stage where, when it is touched, a puzzle  piece appears. These are also each linked to a separate class. Inside  this class I also have touch events defining multiple touch events for  each piece.
    Though it works fine on my computer, it wasn't  working on an iPad. Adobe said that I needed to switch the touch events  so that they were assigned to the main stage instead of to each  individual object.
    However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
    This is the code in the class for each piece that is created when you touch the stage:
            public function GeoPiece(): void {
                if (PuzzleGlobals.currentLevel == "Name") {
                    this.gotoAndStop("wholeName");
                else if (PuzzleGlobals.currentLevel == "Abbrev") {
                    this.gotoAndStop("abbrev");
                else if (PuzzleGlobals.currentLevel == "Shape") {
                    this.gotoAndStop("shape");
                this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
            public function geoPieceBegin (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = true;
                e.target.startTouchDrag(e.touchPointID, false);
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
                e.target.interactionBegin();
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev );
                PuzzleGlobals.currentPiece = e.target.abbrev;
            public function geoPieceEnd (e:TouchEvent): void {
                PuzzleGlobals.pieceActive = false;
                if (currentObjOver.isLocked == true) {
                    currentObjOver.gotoAndStop ("Lock");
                else {
                    currentObjOver.gotoAndStop ("Out");
                MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.c hosenPuzzle);
                e.target.stopTouchDrag(e.touchPointID);
                if (this.dropTarget.parent is GeoPuzzle) {
                    if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
                        PuzzleGlobals.statesCompletedUSA++;
                        GeoPuzzle(this.dropTarget.parent).isLocked = true;
                        GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
                        e.target.parent.removeChild(DisplayObject(e.target));
                    else {
                        //play BOOP sound indicated wrong drop;
                if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
                    //play fireworks game
                else {
                    //do nothing
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
            public function interactionBegin () {
                 if (this.dropTarget != null && this.dropTarget.parent is  GeoPuzzle) { //check to make sure it's over a puzzle piece
                    currentObjOver = GeoPuzzle(this.dropTarget.parent);
                    currentObjOver.gotoAndStop("Over");
                if (lastObjOver != currentObjOver) {
                    if (lastObjOver.isLocked == true) {
                        lastObjOver.gotoAndStop("Lock");
                    else {
                        lastObjOver.gotoAndStop("Out");
                    lastObjOver = currentObjOver;
    This is the code in the class for each piece that's already on the stage:
            public function GeoPuzzle(): void {
                if (this.isLocked == true) {
                    this.gotoAndStop ("Lock");
                if (PuzzleGlobals.pieceActive == true) {
                    this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
            public function geoPuzzleBegin (e:TouchEvent): void {
                e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
                e.target.gotoAndStop("Over");
                MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
            public function geoPuzzleEnd (e:TouchEvent): void {
                if (e.target.isLocked == false) {
                    e.target.gotoAndStop("Off");
                else if (e.target.isLocked == true) {
                    e.target.gotoAndStop("Lock");
                MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPu zzle);
                e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
    You  can see that each piece (whether it's already locked on the stage or  movable) reacts differently to different touch events. However, this is  the code that Adobe gave me as a workaround:
    this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
    this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
    var beginCount:uint=0;
    var moveCount:uint=0;
    var endCount:uint=0;
    function onTouchEvent(event:TouchEvent):void{
         switch (event.type){
              case TouchEvent.TOUCH_BEGIN:
               &nbs p;           &n bsp; trace("BEGIN")
               &nbs p;           &n bsp; beginCount++;
               &nbs p;           &n bsp; square.x = event.stageX;
               &nbs p;           &n bsp; square.y = event.stageY;
               &nbs p;           &n bsp; square.startTouchDrag(event.touchPointID, false);
               &nbs p;           &n bsp; break;
              case TouchEvent.TOUCH_MOVE:
               &nbs p;           &n bsp; trace("MOVE")
               &nbs p;           &n bsp; moveCount++;
               &nbs p;           &n bsp; break;
              case TouchEvent.TOUCH_END:
               &nbs p;           &n bsp; trace("END")
               &nbs p;           &n bsp; endCount++;
               &nbs p;           &n bsp; square.stopTouchDrag(event.touchPointID);
               &nbs p;           &n bsp; break;
         trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
    //     countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
    This  doesn't make any sense to me because it seems that it would only work  if touching the stage had to react in just a single way. I have multiple  pieces that need to each react differently.
    1. The pieces that are locked to the stage need to highlight when touched and display their name.
    2.  These pieces also need to keep themselves highlighted and their names  displayed when the touch is dragged off of them instead of just removed.
    3.  Each piece needs to be created when touching the Puzzle Piece button  the stage. As these pieces are dragged, they need to highlight the  pieces underneath them and unhighlight them when they are dragged off.  They also need to display their own names, and lock into place when they  are dragged over the correct piece.
    My questions are:
    1. Why don't touch events work in the compiler?
    2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
    Thanks so much!
    Amber

    Sure!
    I haven't changed much. I've been playing around and I think I know where the problem is coming from now. I just can't figure out how to fix it.
    This it the only code I've modified:
            public function interactionBegin () {
                trace ("Current: " + currentObjOver);
                trace ("Last: " + lastObjOver);
                if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
                    currentObjOver = GeoPuzzle(this.dropTarget.parent); //make "currentObjOver" assigned to the puzzle piece the finger is currently touching
                    currentObjOver.gotoAndStop("Over"); //highlight the current piece
                    if (currentObjOver != lastObjOver) { //if your finger moves and you're now touching a different state
                        if (lastObjOver != null && lastObjOver.isLocked == true) { //if the previous state you were touching has been solved
                            lastObjOver.gotoAndStop("Lock"); //lock this state into place
                        else if (lastObjOver != null && lastObjOver.isLocked == false) { //if the previous state you were touching wasn't solved
                            lastObjOver.gotoAndStop("Off"); //unhighlight that state
                        lastObjOver = currentObjOver; //assign the current state to be the last state you were touching
    lastObjOver and currentObjOver are always assigned the same object. I can't figure out why, I've run it line by line but I can't figure out where I'm going wrong.

  • How do I return playback to the main stage timeline from a symbol?

    In trying to learn Edge, is there a way to return playback (play from) once an animation is complete within a symbol?
    For instance, I have the main timeline that shows a symbol animation on creationcomplete, but when the animation is finished in the symbol and I hide the symbol, the main timeline is no longer playing. What would I need to do to return playback control to resume playback of the main timeline? I have a label I would like to play from on the main timeline, but I have not found a way to call the main timeline from within the symbol.
    This was something common in Flash.
    Thanks for your help!

    Hi escargo,
    Say we use two symbols object1 and object2.
    The main timeline has an interpolation on object2 from label “mainAnim“. Its autoplay property is set to false : the playhead stops at 0 ms.
    A third symbol nested contains the interpolation on object1. Its autoplay property is set to true, so it plays directly.
    At the end of this transition, there is a trigger (pseudo-track just below the timeline)
    sym = the current symbol nested
    sym.getComposition().getStage() = the main timeline (in Edge the stage is a symbol)
    sym.getComposition().getStage().play(‘mainAnim’); = play the main timeline from the given label.
    You can download the example here : https://app.box.com/s/6svvskydh952dfxbr3xb
    Gil
    PS : threads with examples for neigboring problems
    http://forums.adobe.com/message/5410456#5410456
    http://forums.adobe.com/message/5192205#5192205

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    My demanding users are at it again. Although I am learning alot but lest I digress;-) Lets say I have a tableview with 72 columns that is one month for each year spanning over 6 years. No biggie but instead of the horizontal scroll starting at the left most point I would like start the scroll in the middle (say at column 36 or something) of the tableview. So if my tableview starts at 03/2002 in column 1 and goes to 03/2008 in column 72 I want the horizontal scroll to start at 03/2005(current month)in column 36 each time the table is rendered. I am using MVC and the tableview iterator(which I love).
    I was hopeing that I could find something similar to a dropdown i.e. pre-populate a selected value and the dropdown starts at that selection not the top most one. Any one have any ideas where I could begin? I have searched this forum for 'horizontal' and 'scrolling' but no hits.
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