AS3 button = 2 functions a bit complicated
I have swing_mc on the main timeline of an .swf
I need to have swing _mc do two things
1. on rollover to play
2. on click to gotoAndStop ("framename") main timeline
I have an invisible button INSIDE swing_mc on the top layer, this is because the mc is supposed to swing back and forth so the inv btn must be on top of the mc to follow the motion path.
if there is a solution this way that would be fine, if not I was just thinking:
the mc is a picture swinging from side to side, if I put an invisible button on the main timeline over most of the area the button swings over and covers I think that would work, but then I would have to target the swing_mc timeline for it to play correct?
How and which way do I code this?
Thx!
For the first function you should only need...
function swingBtnRoll(event:MouseEvent):void{
swing_mc.play ;
The parent reference could be a problem since there is none except maybe the Stage.
And for the second function, you need to place the frame argument in parentheses
function swingBtnClick(event:MouseEvent):void{
gotoAndStop("swing") ;
You mention something about a button, so I don't know if you want to assign the event listteners to the swing_mc or the button you mention.
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frames in specific scenes. In the following code, if you click on a
button it works fine, but when you attemp to change to a new Scene,
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> Old patterns, old habits...time to change.
Well, not necessarily! The old ways still work. :) Just
configure
your publish settings for AS2 or AS1, and bingo. It all
depends on what
you're trying to accomplish. If your aim is to output to TV,
then by all
means, use scenes! If you're not using code -- or using very
little code --
then it basically doesn't matter what version of ActionScript
you use.
> Now the flash animation drawing tools are so lame it's
just
> embarrassing. It's all about interactivity and coding is
essential.
I can hear that you're frustrated, and it probably helps to
vent (it
often helps me), but for the sake of others who might be
reading this
thread, I'm respectfully asking you for specifics. What new
animation
and/or drawing tools do you mean? How are they embarrasingly
bad?
The 3D and inverse kinematics (IK) tools, new to CS4, are
hardly
something I'd call embarrassing. On the contrary, they're
cool all hell!
True, the 3D tools require the FLA to be configured for AS3,
but no
scripting is required to use 3D or IK (though you *can*
script them if you
want to).
The blend modes and filter effects introduced in Flash 8
were a welcome
edition. They didn't hinder anyone's workflow, as far as I
know. If you
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rendering has been
a joy ... and again, use it or not -- the choice has always
been up to the
designer's whim.
> Ok, scenes are kinda old school. I can see why.
They're only problematic (speaking historically) in cahoots
with
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scenes ;) --
just not in the context of programming. Keep using old school
if that's
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stuff as your
schedule allows.
> Why do anything in the timeline if you can do it in the
code?
I can't tell if you're being sarcastic in this line, but
either which
way, the answer (at least, from my perspective) is a
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timeline when doing so takes the least amount of work; the
reverse holds
true for code. There are plenty of animations --
specifically, character
animations, including lipsynch -- that, for me, are easier to
do by hand, by
direct manipulation of the symbols with my mouse and/or
graphics tablet.
I find it easier to design complex gradients using the
drawing tools. I
often find it easier to design complex tween eases by hand.
When I'm
working on animation, I tend not to code as often; when I'm
building a
Flash-based website, it's likely to be a combination of
timeline techniques
and code; when I'm writing applications, it's obviously a
case of
mostly-code.
> [code gives you] more control. It can be more dynamic
and
> flexable. It is easier to edit. Next I need to do more
external
> .as doc scripting.
Writing custom classes is another layer of technique.
Depending on your
workflow, it may or may not be useful. For what it's worth, I
wrote a
tutorial series for Community MX not so very long ago that
might help
illustrate this point ...
http://www.communitymx.com/abstract.cfm?cid=ECBF0
... the first article is free, and demonstrates a technique
(using code) for
causing letters to wiggle into place. Over the course of
several
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the timeline to
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übercoded in other
respects. I hasten to add, I'm not one who relishes the role
of a "Here,
the first one is free" salesman, so be aware that you can
also read the
remaining articles free if you sign up for a trial
membership, which you can
cancel without obligation in a week's time.
> My working file is now all on a single timeline with no
scenes.
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Under the hood (meaning, in the SWF) all those scenes are
ultimately
converted to one big timeline anyway. Granted, the use of
scenes is a
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deny that
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again ... scenes
have been "broken" in ActionScript for a long time. It looked
like Flash
CS3's AS3 finally resurrected the workflow, and -- for the
time being -- it
looks like CS4 might somehow be missing the mark. If so, as
kglad proposes,
the AS3 gotoAndPlay() issue is a bug in CS4, and we can hope
for a fix from
Adobe.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
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So in AS2 to add button functionality to a movie clip, you'd
type:
myButton_mc.onPress=function(){
gotoAndPlay("something");
How is this accomplished in AS3 WITHOUT using external .as
files, classes, etc?
It seems like all the tutorials/books I read, they want to
create the bible before anything can be done.
If this is the case, why is AS3 better? I understand it
appeals more to hard core programmers of Java, but what about
therun-o-the-mill types who actually like Director's Lingo and can
cope with AS2?
Thanks!Well, one of the big advantages AS3 has is that it`s 10 times
faster than AS2. Then, it`s easyer to learn for beginners, because
everyting is done similarly( you decalre any variable the same way,
every listener etc...) etc... -
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