Dragging the stage newbie question

I'm using Flash CS3 and wish to create a movie where the stage is a certain size but the actual content of the movie extends further than the stage. The user will be able to drag the stage from left to right to show hidden parts of the movie. Similar to the idea of a horizontal scrolling image gallery but without the scrollbar (see attached for example image). Does anyone know how this is done or where I can find a tutorial explaining how to do it?
Cheers

I have done this type of interaction (AS2), not left to right, but up and down, so you will have to make some adjustments.
I placed the large image on the stage converted it to a movieclip and gave it an instance name of mc_portletlist.
I then created a mask for the area I wanted the image to be visible.
This is optional, but I created a popup that tells the user what to do (btn_popup).
I then placed the code below on the actions layer.
The numbers limit the movement of the image, so if you want the user to be able to move the image around without limits, just remove them.
    mc_portletlist.onPress = function()
btn_popup._visible = false;
    btn_popup.onPress = function()
btn_popup._visible = false;
mc_portletlist.onMouseDown = function() {
mc_portletlist.startDrag(false,462,35,462,737);
mc_portletlist.onMouseUp = function() {
mc_portletlist.stopDrag(false);

Similar Messages

  • Dragging the stage newbie question part 2

    Hi guys. I posted a thread on 16th November http://forums.adobe.com/thread/525138 and have created an animation (see attached) where the stage can be dragged from left to right to reveal hidden areas off the edge of the stage. Unfortunately I need to add buttons containing links to websites within the dragable movie symbol and I can't work out how to do it. Any ideas?

    Stealing the code from the old thread, for ease-of-use, here is what you will need to do.  Like the alert button that tells people what to do, you need to add the other links/buttons separately from the draggable clip, and move them with it.  This is fairly simple to do.
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  • Days of the week - Newbie question

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    Message was edited by: Badunit

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  • Newbie: drag n drop - stillDown question

    First of all, this is being done in AS2.
    OK, so I've got a bazillion years of Director experience and my brain tends to think in Lingo so forgive me if I have to describe what I need in some half-assed vernacular.
    I've also got 10+ years in AS but haven't run into this until today, odd as that may sound.
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    I understand that, but it has a "not working" problem. 
    I need to restate the question, though, as there's more to it now than what I described previously.
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    There is a hotspot on stage where these definitions appear if you drag and drop the graphic into it.  But it's more than just that.
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    But wait, there's more.  Once a description has been dropped onto the hotspot, you can remove it by dragging it back out again -- and in that case, it behaves as described above (swapping out the dragged MCs based on mouse position, two different results depending on where we drop).  <<- NOTE: I haven't coded this part yet.  Still trying to get the first part down.
    One further complication: When you rollover a graphic, the cursor changes to an open hand. When you press, it changes to a fist, so that's two more movie clips that have listeners attached to the mouse.
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    fistCursorTracker on via listener
    DescriptionTracker hidden
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         } else {
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    onRelease on graphic means --
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              fistcursor_mc.stopDrag();
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    To summarize: The problem is related to having to track multiple movie clips attached to the mouse on Press, and these movie clips have show/hide and have different behaviors depending on where we are onscreen. The onRelease is not clearing all the behaviors like it's supposed to, even though I've reset all the objects every way I know how.
    /////// CODE SAMPLES
    MOUSE TRACKERS
    Here's how the mouse trackers look.  They all follow the same pattern, just the names of the MCs change.
    //     e.     mouseTrackerOn
                mouseTrackerOn = function () {
                     this.attachMovie("mousetracker", "mousetracker_mc", this.getNextHighestDepth(), {_x:this._xmouse, _y:this._ymouse});
                     var mouseListener:Object = new Object();
                     mouseListener.onMouseMove = function() {
                        mousetracker_mc._x = _xmouse;
                       mousetracker_mc._y = _ymouse;
                        updateAfterEvent();
                Mouse.addListener(mouseListener);
    //     f.     mouseTrackerOff
                mouseTrackerOff = function () {
                     Mouse.removeListener(mouseListener);
                     mousetracker_mc.removeMovieClip();
                     var mouseListener = "";
    As you can see, I both remove the listener and the movie clip and init the object to "", but the objects still won't go away.
    THE ON PRESS FUNCTION
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    doDrag = function (target, desc) {
          // hide mouse
               hideMouse();
          //     hide hand
              handCursorOff();
          //     init mousedragger
              mouseTrackerOn();
         //     show fist
              fistCursorOn();       
              // drag MC around
              mousetracker_mc.startDrag(false);
              target._x = mousetracker_mc._x;
              target._y = mousetracker_mc._y;
              //     onEnterFrame
              // should this perhaps be mousetracker_mc.onEnterframe
              // even though this script is triggered from target onPress?
              target.onEnterFrame = function () {
                      target._x = mousetracker_mc._x;
                      target._y = mousetracker_mc._y;
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              _root.hitme = 1; // used in drop script, instantiated on init
              hideGfx(target); // uses _visible boolean = 0
              descTrackerOff(desc); // get rid of any previous instances
              descTrackerOn(desc);
              showGfx(desc); // make visible
               } else {
               _root.hitme =  0;
              descTrackerOff(desc);
              hideDesc(desc);
              showGfx(target);
              target._x = mousetracker_mc._x;
              target._y = mousetracker_mc._y;
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              mousetracker_mc.stopDrag();
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              fistcursor_mc.stopDrag();
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    the following code ist a very simple animation. I added an object to the stage by dragging it from the library. Then I applied code generated by "Copy motion as AS 3" and the animation works fine.
    However, if i add another object by instating it in AS, add it to the stage by stage.addChild(...), and try to animate it by adding it as a target to the AnimatorFactory nothing happens.(Probably I made a simple newbi mistake.)
    Any ideas how to fix this? Thanks a lot in advance.
    Here is the code:
    import fl.motion.AnimatorFactory;
    import fl.motion.MotionBase;
    import flash.filters.*;
    import flash.geom.Point;
    var __motion_Symbol1_3:MotionBase;
    if(__motion_Symbol1_3 == null) {
        import fl.motion.Motion;
        __motion_Symbol1_3 = new Motion();
        __motion_Symbol1_3.duration = 34;
        // Call overrideTargetTransform to prevent the scale, skew,
        // or rotation values from being made relative to the target
        // object's original transform.
        // __motion_Symbol1_3.overrideTargetTransform();
        // The following calls to addPropertyArray assign data values
        // for each tweened property. There is one value in the Array
        // for every frame in the tween, or fewer if the last value
        // remains the same for the rest of the frames.
        __motion_Symbol1_3.addPropertyArray("x", [0,10.6348,21.2697,31.9045,42.5394,53.1742,63.809,74.4439,85.0787,95.7136,106.348,116.983 ,127.618,138.253,148.888,159.523,170.158,180.792,191.427,202.062,212.697,223.332,233.967,2 44.601,255.236,265.871,276.506,287.141,297.776,308.411,319.045,329.68,340.315,350.95]);
        __motion_Symbol1_3.addPropertyArray("y", [0,-0.151515,-0.30303,-0.454545,-0.60606,-0.757575,-0.90909,-1.06061,-1.21212,-1.36364,-1 .51515,-1.66667,-1.81818,-1.9697,-2.12121,-2.27273,-2.42424,-2.57576,-2.72727,-2.87879,-3. 0303,-3.18182,-3.33333,-3.48485,-3.63636,-3.78788,-3.93939,-4.09091,-4.24242,-4.39394,-4.5 4545,-4.69697,-4.84848,-5]);
        __motion_Symbol1_3.addPropertyArray("scaleX", [1.000000]);
        __motion_Symbol1_3.addPropertyArray("scaleY", [1.000000]);
        __motion_Symbol1_3.addPropertyArray("skewX", [0]);
        __motion_Symbol1_3.addPropertyArray("skewY", [0]);
        __motion_Symbol1_3.addPropertyArray("rotationConcat", [0]);
        __motion_Symbol1_3.addPropertyArray("blendMode", ["normal"]);
        // Create an AnimatorFactory instance, which will manage
        // targets for its corresponding Motion.
        var __animFactory_Symbol1_3:AnimatorFactory = new AnimatorFactory(__motion_Symbol1_3);
        __animFactory_Symbol1_3.transformationPoint = new Point(0.500000, 0.500000);
        // Call the addTarget function on the AnimatorFactory
        // instance to target a DisplayObject with this Motion.
        // The second parameter is the number of times the animation
        // will play - the default value of 0 means it will loop.
        __animFactory_Symbol1_3.addTarget(myClip, 0);
    var myClip1:Symbol1 = new Symbol1();
    stage.addChild(myClip1);
    __animFactory_Symbol1_3.addTarget(myClip1, 0); // NOTHING HAPPENS?

    if you create an animation that you want to apply to mulitple objects in cs4, you can create a motion preset:
    http://www.gotoandlearn.com/play?id=88
    in your coding problem, instead of adding myClip1 to the stage, add it to the main timeline.

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