Instantiating Objects from the library from within the movie clip
Ive been Instantiating Library object from linked external
action script files and it works fine.
var PPEbtn1 = new btnPPE;
but when i try to do it from within the main swfs timeline it
fails to work and i recieve an error if anyone could please help it
would be most apreciated. thanks
You need to get the application domain of the external swf
and use its getDefinition method. Cast the result to a Class and
then you can instantiate the symbol.
Here's some example code where "library" is an externally
loaded swf:
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Hi All,
I have a Loader called profileContentLoader that I create in AS3 on the main timeline, I would like to check the bytesLoaded of profileContentLoader from within a movieclip thats in another movieclip....
I tried:
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but that doesn't work....
Thanks for any helpThe Loader class uses a LoaderInfo class object to do its loading event informational bidding. Look into the contentLoaderInfo property of the Loader class and then followup looking at the LoaderInfo class to see what you can make use of from it.
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Hi
Hope someone can help with this.
I have a simple horizontal scrolling gallery of 24 thumbnails
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infoGraphicDisparity.addEventListener(MouseEvent.CLICK, fl_ClickToGoToScene);
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Going Back to the main frame, from inside a movie clip time line.
In flash CS5 I want to go back to the main time line, from inside a movie clip button, so when i click the the movie clip it goes to another frame on the main time line..
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Daniel Derrickyour can use _root to reference the main timeline from anywhere though that can lead to problems if your swf is loaded by another swf. because of that eventuality, it would be better to use a relative path back to the main timeline.
so, from a movieclip's timeline (when the movieclip is on the main timeline), you can use _parent to reference the main timeline.
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Hello,
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i want to referance objects in the level above the movie clip that i have the AS in. what i mean is that i have a movie clip on the stage, and that movie clip has some actionscript in it, and that AS needs to refer to an object on the main stage, how would i do that? i have tried parent and stage 1, but neither seem to work
ok, so let's say that i have a MC on the stage, then inside that MC, there's a frame, with some code attached to it. i want to referance another MC on the main stage, can u give me some example code on how to do that please, thanks
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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)
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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. -
Stopping audio of netstream from outside a movie clip
I have a netstream from media server defined within a movie
clip symbol which is playing an audio. I need to stop this audio
from outside the movie clip symbol when a button is pressed.
I have tried to close the movie clip, but the audio keeps on
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Any idea on how this can be done?
Thanks in advanceFound to be an issue with 2 buttons with same name.
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How can I make the Instance name the same as the name of the Movie clip in an animation.
Hi, I am an animator for a small game project and I have this really big problem. Even though I used flash for animation for a long time I am a newbie when it comes to something technical. I just received a request to make every movie clip that I use to have a consistent <Instance name> in every frame of the animation. Only if they told me this earlier... Is there an easier way to make the <Instance name> the same as the name of the Movie clip used other than manually entering it. I have 16 characters with 12 body parts with 20 animations each with about 6-7 frames for each body part it will take me months and nightmares evey night to enter everything by hand. Please help me keep my sanity!
I'm not sure if I explain correctly, so here is a picture:
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Next/previous inside the movie Clip.
Hi,
I try to made Next/previous inside the movie Clip.But When I try to this next previous animation inside movie clip but not working.
I have attached both sample files.
The files are on following link:
http://www.4shared.com/file/125612766/28c58a99/fla.htmlyour code was _root.gotoAndStop(contor+1); but your root level only had 1 frame. I took out the "_root." and it worked fine. Here is the working file.
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Is there a way to fast forward the movie clip, so it shows as fast forward.
Is there a way to fast forward the movie clip, so it shows as fast forward in the final clip, please help. (iMovie 08')
In iMovie 08 - the answer is no. It does not have the video fx that were in iMovie 06. You can get iMovie 06 as a free download, if you already have iLife '08. Then you have access to a much better programme for doing the editing tasks you want.
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How do i reference a movie clip instance name from inside child movie clips.
I have a label I am referencing form a movie clip inside the movie clip which contains the "label_2."
Here is the code I used:
MovieClip(parent.parent).gotoAndPlay("return_2");
Now I need to reference a instance name of a movie clip in side the same scene.
What would the code be?You should probably start by reading the docs and/or google:
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/events/Event.html
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9 b90204-7fca.html
http://www.google.com/search?hl=en&q=AS3+events
Once you got the basics down, look into creating/using your own custom events:
http://www.google.com/search?hl=en&q=AS3++custom+events
http://www.adobe.com/devnet/actionscript/articles/event_handling_as3.html
Event dispatching and event handling is one of the most important things about ActionScript. The sooner you get into them, the better. -
As 2.0 class objects- how to swap depths of a movie clip
How do you bring an object to the top? if it's just a movie
clip, I could do a swapdepths, but if it's a movieclip that's part
of an AS 2.0 object, how do you swap depths of the whole object?
I create 2 objects (same class) which each have a movieclip
within them. The movie clip is created on a unique level with
getNextHighestDepth().
I have a button which tries to swapDepths of the 2 objects,
but I can't get it to work. Can anyone help?
here's the detail:
1. create a symbol in the library called "someShape_mc" and
put some shape in it - a circle, a square, whatever - this symbol
is exported for action script, and has an AS 2.0 Class of
"ClassObject" ( I also put a dynamic text field in the shape to
display the current depth - it's called "depth_txt")
2. create a button called "swap_btn" on the stage.
Frame 1 has the following actionscript:
var BottomObject:ClassObject = new ClassObject(this,100,150);
var topObject:ClassObject = new ClassObject(this,110,160);
// for the button add this:
Swap_btn.onRelease=function() {
// try it with the full path:
_root.BottomObject.__LocalMovieClip.swapDepths(_root.topObject.__LocalMovieClip);
// try it with with just the objects:
BottomObject.__LocalMovieClip.swapDepths(topObject.__LocalMovieClip);
// try it with the object as a movieclip
BottomObject.swapDepths(topObject);
trace("Did it Swap?");
// try it with a method in the class....
BottomObject.swapIt(topObject.__LocalMovieClip);
BottomObject.swapIt(topObject);
trace("nope... no swapping going on...");
================================
here's the AS file: "ClassObject.as"
class ClassObject extends MovieClip{
var __LocalMovieClip;
var __Depth;
function ClassObject(passedIn_mc:MovieClip,x:Number,y:Number)
__Depth = passedIn_mc.getNextHighestDepth();
__LocalMovieClip =
passedIn_mc.attachMovie("someShape_mc","__LocalMovieClip",__Depth);
trace("made a shape at " + __Depth);
__LocalMovieClip._x = x;
__LocalMovieClip._y = y;
__LocalMovieClip.depth_txt.text = __Depth;
public function swapIt(targetMc) {
__LocalMovieClip.swapDepths(targetMc);
__LocalMovieClip.depth_txt.text =
__LocalMovieClip.getDepth(); // no difference.
trace("Tried to swap from within the class...");
========================
so- the goal is to bring the "bottom" Class object on top of
the "top" object. The button tries various methods of swapping the
depths of the movie clips - but there is not one that works. What
am I missing?
tia
ferdThank you for your response - and here I have included the
code I reworked to show how it works, and doesn't work. you're
right about not needing the extra containers, but this example is
part of a bigger thing...
I'm confused - it works ONLY if I attach the movie outside
the class, even though the "attachment" occurs, I'm thinking, at
the same scope level, that is, _root.holder_mc, in both examples.
it seems that the advantage of having a class is defeated
since I have to do the extra coding for each object that will be
created. It's like the class can only have a reference to the
movieclip outside itself, and not have a clip INSIDE that is fully
functioning. am I right about this? Is there someplace good I can
learn more about class objects and movieclip usage?
also, my class object IS a movieclip, but " this.getDepth() "
is meaningless inside the class object. hmmm...
This one works..... attaching the movies at the root level
(to a holder_mc)
// Frame 1
tmp1 =
holder_mc.attachMovie("someShape_mc","tmp1",holder_mc.getNextHighestDepth());
var BottomObject:ClassObject3 = new
ClassObject3(tmp1,100,150);
tmp2 =
holder_mc.attachMovie("someShape_mc","tmp2",holder_mc.getNextHighestDepth());
var topObject:ClassObject3 = new ClassObject3(tmp2,110,160);
// for the button add this:
Swap_btn.onRelease=function() {
BottomObject.swapIt(topObject);
trace("clicked button");
// ClassObject3.as
class ClassObject3 extends MovieClip{
var __LocalMovieClip:MovieClip;
function
ClassObject3(passedInMovieClip:MovieClip,x:Number,y:Number) {
trace(" this class object is at ["+this.getDepth()+"]");
__LocalMovieClip = passedInMovieClip;
__LocalMovieClip._x = x;
__LocalMovieClip._y = y;
public function swapIt(targetMc:MovieClip):Void {
trace("do the swap in the class");
trace("===========================");
trace("target type :" + typeof(targetMc));
trace("__LocalMovieClip type :" + typeof(__LocalMovieClip));
__LocalMovieClip.swapDepths(targetMc.__LocalMovieClip);
This one does NOT work..... attaching the movies within the
class object...
// Frame 1
var BottomObject:ClassObject2 = new
ClassObject2(holder_mc,100,150);
var topObject:ClassObject2 = new
ClassObject2(holder_mc,110,160);
// for the button add this:
Swap_btn.onRelease=function() {
BottomObject.swapIt(topObject);
trace("clicked button");
// ClassObject2.as
class ClassObject2 extends MovieClip{
var __LocalMovieClip:MovieClip;
function
ClassObject2(passedInMovieClip:MovieClip,x:Number,y:Number) {
__LocalMovieClip =
passedInMovieClip.attachMovie("someShape_mc","stuff1",passedInMovieClip.getNextHighestDep th());
__LocalMovieClip._x = x;
__LocalMovieClip._y = y;
public function swapIt(targetMc:MovieClip):Void {
trace("do the swap in the class");
trace("===========================");
trace("target type :" + typeof(targetMc));
trace("__LocalMovieClip type :" + typeof(__LocalMovieClip));
__LocalMovieClip.swapDepths(targetMc.__LocalMovieClip); -
Button within a movie clip not working
Hiya,
I have a movie clip within my swf website that is basically
an icon that you roll over to produce the menu. The movie clip has
coding inside it to produce the rollover effect. This is as
follows:
stop();
this.onEnterFrame = function(){
if(rewind == true){
prevFrame();
this.onRollOver = function(){
rewind = false;
play();
this.onRollOut = function(){
rewind = true;
Whilst this coding works fine for this movie clip, for some
reason the buttons within the movie clip that appear as you
rollover them will not work when pressed. I am trying to get them
to navigate the main timeline, i.e. coding as follows:
on (release) {
_parent.gotoAndPlay("home")
_parent should be correct, I've tried it without and with
_parent._parent however still it has no effect. From what I can see
everything should be working fine.
Is there some reason why buttons will not work within this
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Thanks for your help.you can't assign mouse handlers to a parent movieclip and
expect a child movieclip to respond to mouse events: the parent
will intercept those events.
to remedy, either assign all your mouse handlers on the child
generation movieclips or use a hitTest() for one of the
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