Buttons and drawing api behind a movie clip
Hi... I have a Drawing application. the tools window is a
draggable movieclip.
The problem is when I drag the movieclip over the scratch
pad, It draws where I move the movie clip to!!!
Another thing that happens is when I have a button beneath
the same movieclip... If the movieclip is over the button and I
click in the region where the button is located, the button is
activated!!!
Sorry for my bad English!!!
And Thank you!
whichever you add to the display list most recently will appear on top. so you can always use:
for(var i:int=0;i<bombs.length;i++){
bombs[i].parent.addChild(bombs[i]);
alternatively, you can add objects to depth 0 that you want to appear below everything else in the display list:
for(var i:int=0;i<enemies.length;i++){
enemies[i].addChildAt(enemies[i],0);
but you would find it easier (and better coding) to add a parent of your bombs and parent of your enemies to the depths you want. then just add the bombs to their parent and enemies to their parent and all your depth problems will resolve.
Similar Messages
-
Stopping and Playing a series of movie clips
I am looking to make a showreel of a series of movie clips that reside on a single frame each in the main timeline.
I have been searching google and Adobe forums for a solution with Action Script 3 but have yet to find one that works as described. I feel as though the scripts I am finding are partial and not complete examples because the script fails due to functions/variables/events/etc being duplicated or not found/referenced.
What I need to happen is:
movieClipA plays
when movieClipA finishes
goto MovieClipB
movieClipB plays
when movieClipA finishes
goto MovieClipC
movieClipC plays
when movieClipC finishes
goto MovieClipA (I am having most trouble with the loop back)
Most of the time when the script works in the various ways I have scripted it, it will either flicker between the frames or play the first one then loops the seconds one or play both but not loop back. And sometimes (when I have used an event listener) it crashes the preview probably due to an infinate loop in the syntax I guess.
It would be very helpful if you could break up the code into where each script is required to be keyed.
Any help would be greatly appreciated!Figures.. I just found the post on the forums that answered my question.
I have on the last frame of each MC - MovieClip(parent).nextFrame();
Then in the main timeline I have - stop();
I then have a frame after the last MC which says gotoAndPlay(1);
This works
If you would still like to show me another solution, atleast then I know two ways how to do the same thing -
Adding a Picture behind a movie clip??
Ok I am shooting a movie. I want to have my cat walking through a city like he's larger than the city. Is there a way to replace the background I'm shooting with to a background of a city skyline? Is this possible to do in iMovie??
Drewzer,
It is.
But you'd need a third party plugin, such as this one:
http://www.stupendous-software.com/Stupendous/MasksCompositing/Pages/BlueScreenS mooth.html
The other thing you'd need to do is shoot your cat in front of a blue screen.
Matt -
Advanced Button with Movie Clip and Fading
Problem: I'm trying to create a bottun that when you roll
over it it plays a movie clip and also fades in and out on roll
out. It is similiar to the three main navigating buttons on the
following site.
http://www.fjcruiser.ca/
the buttons with the compasses that appear are the ones I am
talking about.
I already know how to make buttons, I just can't figure out
the actionscripting to load the movie and also fade in and fade out
according to roll over and roll out.
Please help. Thank everyone.Amazingly, I actually know exactly how to do this. And it
only requires about 4 lines of code in the _root layer and on the
button.
Instead of having the rollover load an external movie, you
want the have the rollover execute an on(enterFrame) function that
tells each newly entered frame of your movie to check to make sure
the mouse is still on the button, and if not, send the movie
playhead backwards.
So, put that sampleMovie right on the stage with the button.
Then write the code in the _root so that says: as long as the mouse
is over the button, the movie will advance to nextFrame(). When it
gets to the next frame, again the code checks to see if the mouse
is on the button, if so, the movie is instruct to go one more next
frame (which is tweening the fade, right?) again, over and over
until the stop() at the last frame. But, if while while entering a
frame, the code finds that the mouse is no longer over the button,
it does the same thing but this time instructs prevFrame(), and so
on, going prevFrame (backwards, in other words) as long as the
mouse is not on the button.
The result of the above is a gradual fade in and out,
depending on whether the mouse is hovering. This, as opposed to an
abrupt disappearing graphic on(rollOut).
Click the below link for the .fla that demonstrates this
technique (which, by the way, I learned from Joshua Davis'
excellent book, "flash to the core". Check it out at Amazon, or
wherever. Lots of cool tricks).
click here for
fade_Movie example -
Clicking buttons behind loaded movie
Hi,
I'm new to flash so please bare with me. I'm loading an
external swf file into a movie clip and that's working just fine.
The problem is, while the movie clip is loaded, I'm still able to
click on buttons that are "behind" the movie clip. Pushing these
hidden buttons without even knowing it is obviously not a good
thing. Does anyone have any suggestions?
Thanks,
JoshWell the stuff "behind" is an interactive workstation thing
and has lots of nested movie clips, symbols, buttons, etc. with
many interactive objects and possible states; iterating through all
of them to disable and then renable once the "front" movie is done
would be nearly impossible. Is there not some way to prevent
clicking through the "front" movie? -
How do I make all buttons on stage unclickable, while a certain movie clip is visible?
Hi,
I have a button on stage which opens a popup (movie clip is popup + several other buttons). The movie clip and the buttons on it take up most of the stage.
The problem is that the buttons which are on the stage, and are behind the movie clip, remain clickable (you can click through the movie clip!). How may I disable this?
Basically, I need to make it that you cannot click through the movie clip.
Thanks in advance!
PS I am using CS5 and AS2.One way would be to make the movieclip clickable. That would make it block the other objects behind it...
mc.onRelease = function(){ }
mc.useHandCursor = false; // to hide the hand cursor
Another way would be to disable the buttons while the movieclip is present...
btn.enabled = false;
Another way would be to build conditional code into the button clicking code to not work if the movieclip is visible.
btn.onRelease = function(){
if(!mc._visible){
// okay to do stuff -
Animated drop down buttons not working in movie clip
Hi,
I am working on this site: (AS2)
http://www.steamandclean.com/Index_w_1.html
I have two types of drop down menu. One under Commercial and one under Technical
The buttons are movie clips. The drop downs are also movie clips that start in frame 2 and are triggered on rollover.
The child buttons are buttons living on the drop down movie clips. They are set to getURL
As you see they are not willing to neither link to any url or will they run their move clip animation. One is a button and one is a movie clip.
The left movie clip has a mask, but it makes no difference if I remove the mask . It also has a emboss filter and no difference is I take that away either.
All of it is in one flash movie right now, but I will be splitting it up in a master navigation movie and individual swf's soon.
Right now I have the main movie, then the button MC then the dropdown MC and in the drop down MC I have placed either a animated (button) MC or a button. So it nested in nested in.......
In both cases I scripting the child buttons like this:
on (rollOver) {
gotoAndPlay(2);
on (rollOut) {
gotoAndPlay(6);
on (release) {
getURL("http://steamandclean.com");
I have also tried to use
_parent.getURL and _root.getURL in stead of just get URL, but it does not work.
The drop down buttons seem to be buried. In the left side the whole drop down panel seems to act like a link?
What am I doing wrong?
Can you help?
ggaardeHi Ned
Thank you for your reply again.
I figured it out.
Your reply prompted me to have my main button on rollover to go to a frame number on the main time line and then move the content of the drop down movie clip to that frame.
The drop down panel now work and the child buttons animation now work as well. I just had to find a way to make the drop down panel disappear on rollout. Since I could not script the actual drop down panel I created three skinny invisible buttons and placed them on the right, left and button of the drop down panel. I scripted them to go back to frame 1 on both rollover and rollout. Done.
See the result there:
http://www.steamandclean.com/Index_w_1.html
(Left side only)
Thank you for your help.
ggaarde -
Can't get Simple button to Load Movie Clip
Hi I've looked around for the answer to my question on this
forum
but havent found it so here it goes. I am working on this
company's
Flash site that was built by an outside studio. I am using
CS3.
The url to the site is
http://www.bubbakeg.com.
(this link will take you to the main page click the shadow
graphic
on the left under Bubba and this will take you to the site I
am speaking
of. The site is basically 5 different pages or movie clip.
What I am
trying to do is basically change the "Spring Break" middle
graphic
(which is a Movie Clip) on the HOME page and add a simple
button
that will direct the user to a new page. When I replaced the
graphic
with a new Movie clip there was no problem but I have added
a
button to load a new page (movie clip) and nothing happens.
This
button is in the movie clip of the new graphic which is
called up
when the page loads. If i take this button and just put it
on the
Main Stage in Scene 1 by itself it works and loads the page
(movie clip). It does not however when it is embeded in the
Movie
Clip. The Flash site is basically 5 different Movie Clips
loaded into
an "Empty Clip". This empty clip has a timeline with each of
the
clips labeled and with their respective sized placeholders.
And
when you click on either the links on the Nav bar or the
graphic
for each page it loads that movie clip on the main page. It
seems
like the button only wants to work on the main timeline. I
have
even replaced the code for the "Contact" button with the code
for the new button and it worked (opening new page). Here is
the
code for the new button that does not work:
on (release) {
_root.contentHolder.myHeight = 307;
_root.contentHolder.newLoc = 9;
heightAnimation();
I know the location and height from the above code are
referring to the placement and sizing of each movie clip
in the "Empty Clip". As i said before this heightAnimation
and the resizing of the new clip works fine when the
button resides in Scene 1 on the Main Timeline but not
within the new movie clip (graphic Ive created.)
I will upload the main chunk of the code that resides
in Scene 1 on the first frame of the "Actions" layer.
If anyone has any ideas I would appreciate it very much!
Please let me know if I can provide anymore info.
Thanks!
Gregchange:
function newLayerBT_CLICK(MouseEvent):void{
to:
function newLayerBT_CLICK(e:MouseEvent):void{ -
Attempt to move main timeline from inside a movie clip breaks menu buttons.
I am attempting to have the main timeline move from a stopped position over a movie clip to frame 1, where my start menu is.
The code I'm using does move the timeline but in doing so it somehow breaks the 4 buttons I have in frame 1.
My code in the movie clip:
stop()
function replayMovie(event:MouseEvent):void
MovieClip(parent).gotoAndStop(1);
Menu.addEventListener(MouseEvent.CLICK, replayMovie);
My code in frame 1 of the main timeline:
stop();
function bo(event:MouseEvent):void
gotoAndPlay(21)
SoundMixer.stopAll()
espesp.addEventListener(MouseEvent.CLICK, bo);
function ho(event:MouseEvent):void
gotoAndPlay(31)
SoundMixer.stopAll()
espeng.addEventListener(MouseEvent.CLICK, ho);
function yo(event:MouseEvent):void
gotoAndPlay(41)
SoundMixer.stopAll()
engesp.addEventListener(MouseEvent.CLICK, yo);
function go(event:MouseEvent):void
gotoAndPlay(51)
SoundMixer.stopAll()
engeng.addEventListener(MouseEvent.CLICK, go);
The error output when I use my Menu button at the end of the movie clip.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at SSubjunctiveProjNewgrounds_fla::MainTimeline/frame1()
at flash.display::MovieClip/gotoAndStop()
at SSubjunctiveProjNewgrounds_fla::Esp_5/replayMovie()
Any help would be greatly appreciated.For the sake of space, I'll leave out all the package declarations and class declarations and just talk about the functions.
First, the Game class, it has two functions. The first one is the constructor function and it launches at the beginning of the game: First the Game function:
public function Game():void
//Game code goes here
}//Game
We want to listen for someone to click the mouse on the MenuPage, so lets create a new MenuPage and add a listener to the button contiained within it.
public function Game():void
menuPage = new MenuPage;
menuPage.startButton.addEventListener(MouseEvent.CLICK, startGame);
addChild(menuPage);
}//Game
You will notice that before I declared a variable var menuPage:MenuPage, but that's all I did was declare it. I didn't really make a new instance of it, I just set aside space for it. In the first line within the Game function, I'm actually turning that variable into a new instance of a MenuPage.
We don't have a picture of this imaginary menuPage instance, but lets' assume that in our MenuPage MovieClip in the library, we created a SimpleButton called startButton. Here, I'm adding an EventListener that patiently waits for someone to click that button. Once we receive that event, Flash is told to call the startGame function.
As you get better at this, you'll get into custom events, and the eventListener for the button will exist in the MenuPage class file, or even in another class file that you create just for the button. Something like StartButton.as But for now, we can do it as above.
Now the startGame function:
public function startGame(evt:MouseEvent):void
//Remove the start Page
//Add the zombie
//Add the gun
}//startGame
And we'll replace those comments with real code. It follows along with what we just did above.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
And we also want to clean up some by removing the menuPage, and throwing out the eventListener.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
menuPage.startButton.removeEventListener(MouseEvent.Click,startGame);
removeChild(menuPage);
}//startGame
Now our Game class is complete.
The Zombie Class
public function zombieWalk(evt:Event):void
this.addEventListener(Event.ENTER_FRAME,zombieWalk);
this.x = this.x + 10;
}//zombieWalk
Notice we've added a function to the Zombie Class.
The first function adds an EventListener to the zombie. We can use the word this and actionScript knows we're talking about the zombie that the class is written for. This listener fires off every frame. If our FLA file is set to 12fps, then 12 times every second it will call on the zombieWalk function.
The zombie walk function moves the zombie 10 pixels to the right every time the function is called.
On a more advanced level, you'll want to add animation in the MovieClip to move the zombie legs. You'll also want to use Timer events to space out how often the funtion fires and not ENTER_FRAME events. And you'll want to use a static constant to establish how far the zombie moves. We have it now set to 10 pixels, but that can get irritating if we want to change that value later. But again, baby steps.
And finally, the Gun class
public function Gun():void
this.addEventListener(MouseEvent.CLICK, fireGun);
}//function
public function fireGun(evt:MouseEvent):void
this.gotoAndPlay(2);
}//fireGun
First we add an EventListener for when someone clicks on the gun. Once this happens, the listener calls on the fireGun function.
The fireGun function takes advantage of the frames within the Gun MovieClip. Say we have three frames in the Gun MovieClip. The first is just a picture of the gun. The second is the gun with a flash coming out of the nozzle. And the third is the gun at rest again. The line this.gotoAndPlay(2) sends the gun to the second frame with the flash graphic.
For this to work, each frame in the Gun MovieClip has to have some stop and play commands.
But.. you said no code on our timeline!! Liar!
I know. This is the exception. You will need basic stop() commands and gotoAndPlay commands to loop animations. Any MovieClip that has more than one frame will need something to control it.
So our Gun MovieCLip has the following:
Frame 1: stop();
Frame 2: no actionScript... and I mean nothing, not even the words, "no actionScript"
Frame 3: gotoAndStop(1);
This will loop the gun to the beginning and wait for the next time the user clicks the gun.
Advanced features of the Gun class might include a Bullet.as sub-class that creates a bullet MovieClip to fly across the screen. Sound to play when the shooting takes place. Object collision detection to see if the bullet hits the target. And a means by which a custom event will tell the Game.as class that a zombie has been hit and it should be removed from the stage.
As you go down the rabbit hole of ActionScript 3, you will find yourself at a point where it's just a matter of getting the syntax right for all the built in functions and classes. Arrays, Loaders, casting variable types.. all that stuff will come.
I hope this has been helfpul. It's been on my to-do list for a long time. When I first started out, no one could provide me with basic answers for how all these classes and whatnot worked. After teaching myself AS3 for 2 years and reading a gabillion books, I think I've gotten to a point where I'm pretty comfortable with it all. -
Access Button contained in a movie clip
This is for beginners or those not familiar or having
diffculty with getting embedded buttons to work.
This is a how to on using actionscript in your main time line
that listens for events for button(s) located inside of a
movieclip.
I spent hours trying to figure out why I could not access my
button that was inside of a movie clip from the main ROOT or
_level0 of my scene. When I placed the AS inside the movieclip that
the button was inside of, the button worked but when I put the same
code, no changes, on the main timeline nothing happened.
myMovie_mc.myButton_btn.onRelease = function() {
trace("The Button Works!");
Your can also use onPress, onRollOver or any of the button
actions you would if you created the AS on the button itself.
myMovie_mc.myButton_btn.onRelease = function() {
function() part of the code can also be function():Void
First you tell flash where the button is located. Starting
from the main timeline you start with the name of the movie. This
is where I had trouble and why my buttons did not work. This part
of the code is the INSTANCE name NOT the label you named the movie
that displays in the library.
CREATE AN INSTANCE NAME on the movie clip. Select the movie,
in the properties bar you will see a field where you place the
instance name. I always end the name with _mc, or _btn to tell me
that it is a movie or a button so when I go back through the AS I
know what that object is that is being referenced.
myMovie_mc <-- This is the INSTANCE NAME of the movie clip
myButton_btn <-- This is the name of the button INSTANCE
NAME that resides inside the myMovie_mc movie clip
onRelease <-- This is the event listened for, it could
also be onPress, onRollOver or any other button events
= function() <-- This is needed and tells flash that this
code is treated as a function so that when the event happens, in
this case onRelease, the code inside the { } is executed. This
could also be = function():Void
All the parts before the set to symbol or the = sign needs to
be seperated with a period, though NOT between the event listened
for and the set to symbol or = sign.
myMovie_mc.myButton_btn.onRelease = function():Void
Put your code here that you want performed when button is
Released...
The reason my code didn't work was because I did not give an
instance name to the movie clip. You must give instance names to
ANYTHING you call within AS code. Including buttons, MC's, symbols
etc... or else nothing will happen.
Now, if you are having same problem I had, the AS worked on
the same time line level as the button was on but NOT when placed
in parent or main time line, you now know how to fix it.
This works in AS2, Flash8 and Flash9. I don't have AS3 yet
but the code should work in AS3 also.
Hope this helps someone, I searched for this info in the
forums and could NOT find it. I stumbled upon my error after many
hours of trial and error. So next time if I have this problem
again, a forum search will bring this post up in the results. LOL
Thanks.Nice post. One small addition to this is that you can also
just specify a function name instead of using "=function() {".
For example:
myMovie_mc.myButton_btn.onRelease = myFunction;
function myFunction():Void
Put your code here that you want performed when button is
Released...
This could be used in a couple of ways. First, the way you
mentioned in your post. Second, you can use this method to have the
program simulate a button press (even if the user does not click on
the button). Since the function will execute even if you just call
it like: myFunction();
Just my 2 cents.
Tim -
A really annoying problem with a button/movie clip
I am having a problem with a button! its driving me insane
because i managed to do it last week, but that was by chance and
now i can't remember how i did it!
I can get the button (i'm using gelright from the common
libraries panel) and convert it to a movie clip(by pressing F8) and
even attach a behaviour but when i play the movie it doen't work!
when i move the curser over the button it changes into a hand, but
will not act like a button, even though i have set the behaviour to
'on release, go to and play keyframe 2'.
Please help me, for the sake of my laptop goin through the
wall!virgosam20 wrote:
> first, i found the button i wanted in the common
libraries (gelright) and
> added it to the stage. I resized it and converted it
into a symbol as a movie
> clip. Then it got added to my library.
> Then i deleted it from the stage and replaced it with
the movie cip version i
> had just converted it to. so now i have the same object
on the stage, but now
> its a movie clip and not a button.
ok - you are running yourself around in circles - why did you
delete it to the stage only to add it
again? once you converted it to a movie clip, you had what
you wanted on the stage - but then you
deleted it and dragged another instance of the same symbol
back onto the stage - there's no reason
to do that.
> Then i double clicked on it to bring up the movie clip
timeline, but instead
> of saying 'top, down, over, hit' (or whatever it says),
it jsut said 'layer 1'
> (but this was not my original stage as i have a number
of layers on that one).
Right - this is expected because yoyu are now inside the
movie clip timeline - not the button timeline.
> When i double clicked on it again, it brought up the
right headings (top, down,
> over, etc),
Right - because by double clicking the button symbol you were
then brought to "edit mode" for the
button symbol.
but there were about 5 layers that showed the different
layers for
> the original button.
Huh? What "5 layers"? What do you mean "original" button -
per your description there has only ever
been 1 button you have been working with.
> I think i have to add the button to each of the
headings, bt there is no room,
Lost you completely now - what do you mean add the button to
each heading? I have no clue what you mean.
> as when i did it before, there was only one layer for it
and i had to insert
> the key frames myself.
Still losing you here.
> I then added a behaviour to it using the Behaviours
pannel, (selected
> movieclip, then 'go to and play....') and it appears in
the behaviours pannel.
> But when i got to Play Movie, although the curser
changes into a hand, the
> button does not work.
That's because you are applying a behavior for a button to a
movie clip instead.
I think you went wrong when you converted the button to a
movie clip - i have no idea why you did
that or why to think your button needs to be in a movie clip.
>
> Hope that can help you with what i've done and you can
tell me where i've gone
> wrong.
>
I just think you don't understand how timelines, symbols or
buttons work yet in flash.
1. drag a button to the stage.
2. select it and open the Behaviors panel (dont double click
it to edit it).
3. add your actions.
4. test movie.
(no need for a movie clip here.
-chris -
Drawing order of curve behind loaded movie
Hi,
I'm having an issue with the draw order of curve that's drawn
using Actionscript. In terms of the order of execution of the
function call, I have a SWF loaded first using the loadMovie
function. Then I call the curveTo function with certain parameters
to try to draw a curve on top of the loaded movie. However, the
strange behavior is that the line is hidden behind the movie clip.
I've used swapDepths, but it wasn't working for me. Also tried
using the createEmptyMovieClip function with a depth number
assigned, but didn't do the trick. Any suggestion?1. there's no reason for an onEnterFrame loop.
2. there's no reason to use any setInterval() functions in the code you showed.
3. you should be using the same function to load your swfs. if some logic is needed to position, for example, the different swfs in different locations, the logic should be in that function.
ie, you should be using something like:
_level0 swf:
function nextMov(){
loadF(MovieList[movieQNum]);
movieQNum=(movieQNum+1)%MovieList.length;
function loadF(swf:String){
dep = getNextHighestDepth();
currLo.removeMovieClip();
currLo = createEmptyMovieClip("currLo"+dep, dep);
loadMovie(moviename, currLo);
//move the loaded movie behind movie frame
BlackMovieFrame.swapDepths(currLo);
function endSession(mc:MovieClip){
mc.removeMovieClip();
nextMove();
// in the loaded swfs:
var tl:MovieClip=this;
btnArrow.onPress = function() {
_root.endSession(tl); -
Help with assignment- buttons that control movie clips
I am pretty new to flash and my professor gave us an assignment with little help or tutorials.
He wants us to create a SWF that features a house and it's front yard and two buttons.
One button that says Sunrise, and one that says Sunset.
When I push the sunrise button, the sun needs to rise above the house and stay there. When I push the Sunset button, it needs to set- and then a ufo needs to land on the lawn.
So i think I have a pretty good grasp on the assignment, but the actionscript is throwing me off. How can I make buttons that will control the sun movie clip to rise- stay above the house, and then set? The ufo is a whole new matter. The sunset button should make the sun lower and then a ufo land on the lawn.
Please help explain/link me to the proper tutorials. One thing that i'm worried about is that the sun will rise- and then stay above the house even if i click the sunset button.
Your help is greatly appreciated.Well i can think of a few ways to do this.
Depending on what you have been taught so far you should be able to do this if you know how to make a button, a movie clip, and the basic script for the timeline. ie. play,stop, gotoandplay etc.
I understand you have been set a task and you want the answer straight away. But i doubt he would have given you anything you couldn't handle. Also I learnt more from trial and error and searching the net than from most of my teachers at coll and uni, It's frustrating i know, but the buzz you get when you finally crack it is amazing. Stick in there!
That being said i remember the panic I suffered and like to help so here's a thought:
You could just have the 2 buttons play a basic movie clip. The sky could rotate one way to make the sun rise and add a "stop" in the actions to make it stay there, and to the left to sunset with both images together but not being shown all the time by using a mask. You could even add in the ufo to the clip but this would only work if you added an extra part to the movie so that when the ufo has landed it flys out again and then begins to rotate the sun and moon again. ( buttons would be dissabled during the play modes to avoid chaos) This is just a quick thought. I'm sure there are several ways of doing this depending on how fancy it needs to be.
If your teacher really has given you no notes on buttons,movieclips and actionscript i would sujest Adobe TV. Nice videos that explain step by step. OR try downloading a tutorial file with buttons and movie clips and look at the coding they use in the file. Thats how i have learnt most of it since finishing Uni.
Good Luck
Cobie -
How to add a code so my drag and drop movie clip will not stick once it is dragged to final place o
Hello all and kglad, I have to use the old drag and drop code on my movie clips, but the problem is when I drag the movieclip to the area on my .swf file once i release it, it sticks to the hand mover.
I am encloseing the action script I am using could someone or kglad tell me what is missing from the code so that once it is released it will not stick, see code below
circle.onPress = function(){
startDrag(this);
circle.onRelease = function(){
stopDrag();
I am desparate for help on this must get project ready for this afternoon
Seal55there's nothing wrong with that code but it would be better to use:
circle.onPress = function(){
this.startDrag();
circle.onRelease = function(){
this.stopDrag();
but that won't solve your problem. there must be something else going on like a depth issue. you may need to use swapDepths() to bring your circle under the mouse when releasing. -
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