Movieclip depths AS3
Hi
I have a movieclip on the stage called "scroller"
I also have some code which is sucking in external swfs from an array, and displaying and playing them consecutively.
Problem is, the external swfs are covering part of my "scroller" swf, which I don't want to happen.
How do I make the scroller swf stay on top all the time? I've tried playing with layer heights, and child index settings, but I haven't nailed it.
Here's my external swf code - thanks for taking a look - Shaun:
// Array of external clips to use. Variable index refers to next clip to be displayed.
var clips:Array = ["001/.swf", "002.swf"];
var index:int = 0;
// Stuff to load swf files
var thisLoader:Loader = new Loader();
thisLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, doneLoading);
//loader.contentLoaderInfo.addEventListener(Event.COMPLETE, dataOnLoad);
var thisMC:MovieClip = new MovieClip();
stage.addChild(thisMC); // Add empty MC initially so the nextClip function can be generic
// Removes old MC and gets the next one, waiting until when it has initialized beore adding it to the stage
function nextClip():void {
thisLoader.load(new URLRequest(clips[index]));
// Tell AS that the loaded file is a movie clip and add it to the stage.
function doneLoading(e:Event):void {
stage.removeChild(thisMC);
thisMC = MovieClip(thisLoader.content);
thisLoader.unload();
thisMC.addEventListener(Event.ENTER_FRAME, runOnce);
stage.addChild(thisMC);
fscommand("fullscreen", "true");
thisMC.gotoAndPlay(1);
// When thisMC has finished, play the next clip.
function runOnce(e:Event):void {
if (thisMC.currentFrame == thisMC.totalFrames) {
thisMC.removeEventListener(Event.ENTER_FRAME, runOnce);
index = (index + 1)%(clips.length);
nextClip();
// Call the nextClip function initially to get the ball rolling
nextClip();
Hey kglad
But scroller is a movielip I made in the IDE, so there is no loader - it just sits there permanently. The external swf loading code is on the same timeline as what the scroller MC is. Or am I misunderstanding your answer?
Thanks
Shaun
Similar Messages
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LoadMovie- loading an external swf into movieclip in AS3
Im extremely frustrated.........im trying to do something
that was once very simple, which has now become over complicated
unecessecarily.....i want to do a simple loadMovie type action and
load an external clip into a movieclip called ph. my AS2 code would
be:
loadMovie("ExternalMovieClip.swf","ph");
or
on(release) {
loadMovie("ExternalMovieClip.swf","ph");
This no longer works. Can somebody tell me the new code that
i would use with AS3 to do exactly what i just demonstrated? I
honestly dont even want to touch AS3. The only reason i want to use
it is because it makes skinning the components SOOOOOO much easier
than AS2. That is the one and only reason im trying to convert to
AS3. All the new load movie AS3 examples ive seen on google look
like half a page long to do what i used to do in 2 lines. There
must be a simpler and much easier way. I am a designer. It looks to
me like Adobe went back to making flash for programmers only again
leaving us designers out of the mix. Someone please help me, im
desperate. I also have other old code that im sure im going to have
to convert to AS3 for it to still work, and i may eventually need
help with that as well, but ill stick with this loadMovie problem
for now. Any and all help is appreciated. Thankshave a look here:
http://www.smithmediafusion.com/blog/?p=381
use this:
var i =new Loader();
i.load(new URLRequest(”yourSwf.swf”));
myMC.addChild(i)
myMC is the name of your clip on the stage.
Dan Smith > adobe community expert
Flash Helps >
http://www.smithmediafusion.com/blog/?cat=11
http://www.dsmith.tv -
When placing a movieclip with a textfield behind (with lower
depth) another movieclip with a bitmap, the movieclip with the
bitmap should cover the textfiled completely right? Well, it only
covers the textfield 96%, the textfield kind of interferes with the
bitmap, its possible to kind of see the shape of the text through
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When using the "low" quality setting the problem dont happen.
I figure there is a bug in the smooth operation in the rendering
process.
Everything was created dynamicaly with actionscript 2 (flash
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Anybody seem similar problem? Any comments apreciated...
Thanks
Mario(i hope that isn't me being credited with an obviously false statement like, "..keep all my movieclips onto 1 layer/mother mc to speed up the flash display engine".)
anyway, if you want to add something to the top of the displaylist in a parent, use:
parent.addChild(something);
if you want to add something to the bottom of the display list in a parent, use:
parent.addChildAt(something,0);
if you want to add something betwen the top and bottom, you'll need to keep track of your depths or use some other artifice -
Hello again,
Just a quick one. Using AS3, how would I ensure that a movieClip always stays in the centre of the stage on resize?
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Hi,
I am Raj
I just started to learn the AS3. I am very new to flash. My
problem is ...... I created a Movieclip and want to give some
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Actions panel. and not allowing any code to write in actions panel.
But if i write frame actions. It is coming. so, my problem is to
write actions in actions panel for movieclip. Please advice me soon
anyone.
ThanksYou have to add an event listener to the movie clip and place
the actions there.
//Place this code on the first frame of the timeline
movieclip.addEventListener(Event.ENTER_FRAME, frameFunction);
function frameFunction(event:Event){
//Code goes here
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How to add frames to timeline/ movieclip using AS3?
Is it possible to add frames to main timeline or inside a
movieclip by code written in AS3.Yes. Never use frames.
You cannot make a template from a frameset file. The best you
could do
would be to have a separate template for each individual
frame. That would
be unthinkably silly, though.
The decision to use or not use frames should be based on a)
your site's
needs, and b) your willingness to accept the potential
problems that frames
can create for you as developer and maintainer of the site
and for your
visitors as casual users of the site.
I am down on frames because I believe that they create many
more problems
than they solve.
Judging from the posts here, and the kinds of problems that
are described,
the kind of person most likely to elect to use frames is also
the kind of
person most likely ill-prepared fo solve the ensuing problems
when they
arise. If you feel a) that you understand the problems and b)
that you are
prepared to handle them when they occur, and c) that you have
a need to use
frames, then by all means use them.
As far as I know, the most comprehensive discussions of
frames and their
potential problems can be found on these two links -
http://apptools.com/rants/framesevil.php
http://www.tjkdesign.com/articles/frames/
Murray --- ICQ 71997575
Adobe Community Expert
(If you *MUST* email me, don't LAUGH when you do so!)
==================
http://www.projectseven.com/go
- DW FAQs, Tutorials & Resources
http://www.dwfaq.com - DW FAQs,
Tutorials & Resources
==================
"j.carney1987" <[email protected]> wrote in
message
news:fsnm01$d2g$[email protected]..
> When you go to build a template with dreamweaver cs3 it
won't let you add
> any frames. Is there another way with out manually code
it in? -
How to dublicate the movieclip in as3.0
Flash actionscript3.0
How to dublicate the movieclip and attach the movieclip in stage.
Thanks in Advance.Hi,
You can do this in following way :-
http://snipplr.com/view/12768/duplicatemovieclip-replacement/
http://forums.adobe.com/message/2737929#2737929 -
Controlling embedded Movieclips through as3
Hi everyone!
I'm starting to learn actionscript 3 programming and am in the process of trying to create a simple game but am having trouble getting flash to call up various movieclip states.I have a movieclip called "Player" and inside that movieclip, I have Player_Stand,Player_Hit, and Player_Walk...
While I can get the master movieclip to move, I can't get it to play the embedded movieclips when I change states. I tried a more advanced method that did work where you stick all of the animations in one movieclip and then manually tell flash to advance each frame using gotoAndStop in a loop, but it would be easier to just have seperate movieclips that I could just call from a master movieclip file. I've tried various methods to solve this including having all of the movieclips on screen and then changing their visibility but that didn't work either. I'm sure it's something extremely simple that I'm overlooking and if you can point it out to me, I'd be very grateful!
Here's the code, and I'm attaching the fla if anyone wants to look at it. I'm foregoing OOP and classes for the sake of simplicity at the beginning.
http://www.filesonic.com/file/2609121934/FightingGame.zip
package
import flash.display.MovieClip;
import flash.events.Event;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
public class Main extends MovieClip
public var player:Player;
public var rightIsDown:Boolean = false;
public var leftIsDown:Boolean = false;
public var upIsDown:Boolean = false;
public var downIsDown:Boolean = false;
public var dHitIsDown:Boolean = false;
public var wJumpIsDown:Boolean = false;
public var playerSpeed:Number = 2.5;
public function Main()
init();
addEventListener(Event.ENTER_FRAME,GameLoop);
private function GameLoop(event:Event)
controlPlayer();
private function init()
player=new Player();
addChild(player);
player.x = stage.stageWidth / 2 - 150;
player.y = stage.stageHeight / 2 + 150;
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyPressed,false, 0, true);
stage.addEventListener(KeyboardEvent.KEY_UP,keyReleased,false, 0, true);
private function controlPlayer():void
if (leftIsDown)
player.x -= playerSpeed;
player.scaleX=-1;
player.gotoAndPlay(20);
if (rightIsDown)
player.x+=playerSpeed;
player.scaleX=1;
player.gotoAndPlay(20);
if (upIsDown)
player.y-=playerSpeed;
player.gotoAndStop(20);
if (downIsDown)
player.y+=playerSpeed;
player.gotoAndStop(20);
if (! leftIsDown||! rightIsDown||! upIsDown||downIsDown)
player.gotoAndStop(1);
function keyPressed(keyEvent:KeyboardEvent)
if (keyEvent.keyCode==Keyboard.RIGHT)
rightIsDown=true;
if (keyEvent.keyCode==Keyboard.LEFT)
leftIsDown=true;
if (keyEvent.keyCode==Keyboard.UP)
upIsDown=true;
if (keyEvent.keyCode==Keyboard.DOWN)
downIsDown=true;
if (keyEvent.keyCode==68)
dHitIsDown=true;
private function keyReleased(keyEvent:KeyboardEvent)
if (keyEvent.keyCode==Keyboard.RIGHT)
rightIsDown=false;
if (keyEvent.keyCode==Keyboard.LEFT)
leftIsDown=false;
if (keyEvent.keyCode==Keyboard.UP)
upIsDown=false;
if (keyEvent.keyCode==Keyboard.DOWN)
downIsDown=false;
if (keyEvent.keyCode==68)
dHitIsDown=false;Here's just one observation of a situation that you probably don't intend. If any one of the keys is not being pressed, you will be in frame 1. Your only hope of getting to frame 20 is to hold down all the buttons at the same time.
if (! leftIsDown||! rightIsDown||! upIsDown||downIsDown)
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What is mean this words in as3
i am new to as3 please help me about this words and how can i use it
_root
Math.atan2
onEnterFrame
Math.sqrt
and the word " this " in as3
*and what is the difference between this words ?
_x and x
_xmouse and mouseX
_rotation and rotation_root (as2) = MovieClip(root) (as3)
Math.atan2 (as2) = Math.atan2 (as3)
onEnterFrame (as2) = addEventListener(Event.ENTER_FRAME,somefunction);
Math.sqrt (as2) = Math.sqrt (as3)
this (as2) = this (as3)
_x (as2) = x (as3)
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Hello, i'm somewhat decent in flash. I know AS2, i started
learning AS3 today and find it to be more complicated and has so
many extra steps in coding. Number one thing i hate is having to do
all the code on the timeline, it will get so full of code if i have
several buttons/movieclips that need code, no way to do code when
you click on the button/movieclip in AS3 unlike 2.
Would it be dumb for me to continue to use AS2 and learn more
of it, or should i keep trying to learn AS3..... I don't do super
complex stuff, mostly timeline navigation and animations.
I also feel like there is way more room to make errors in 3
because you have to type everything unlike AS2 where i was able to
use the actions frame (use that plus tool that had the drop down
menu).I'm in the same position, just starting to move from
intermediate comfort with AS2 to a fresh beginning with AS3...not
so easy for a guy who has so little logical thinking that I failed
algebra in high school! I too am a bit annoyed by all the extra
steps involved, such as having to add EventListeners for mouse
events, when these really ought to be simplified and there by
default, like in AS2. For example, why can't onMouseDown remain as
a built-in behavior rather than having to take up 2 lines of code
to insert it each and every time now?
On the other hand, I am delighted at the way a lot of the
inconsistencies in AS2 have been gotten rid of. No more having to
remember when to put .x and when ._x, and so on. And now that I'm
finally starting to learn how to use external classes, I see the
beauty in it, and AS3 is custom-made for this. It seems that if you
ever want to really advance in ActionScript programming, you need
to start working with creating your own classes, and as long as
you're going to learn those from scratch, may as well learn it in
AS3.
Putting AS on buttons was outdated practice years ago. It
makes much greater sense to place all script on the timeline, with
comments to separate it. Try programming the simplest game where
objects are moving around and colliding, all controlled by script,
and then a couple coded buttons control them. Bugs are inevitable,
and debugging script when it's partly on the timeline, some is
attached to main movie buttons, and some attached to movie clips
inside movie clips, is a nightmare. Once you do scripting on the
timeline, you'll never want to go back to the crude practice of
attaching script to objects.
Overall, it's a steeper climb than I'd have liked, to upgrade
my knowledge from AS2 to AS3. But ultimately I think it's the best
idea. -
How to Load an external swf using loadmovie in AS3
I need to create a button with script, on rollover load an external swf into movieclip in AS3. This was able to create this in AS2, but I need to create this in AS3
Thanks again Ned.
Kenneth Russell
graphic artist, Sr.
Lockheed Martin - MS2
2323 Eastern Blvd., Baltimore, MD 21220
Phone 410.682.0554 Fax 410.682.0543
From: Ned Murphy <[email protected]>
Reply-To: [email protected]
Date: Thu, 23 Jul 2009 19:08:25 -0600
To: kenneth russell <[email protected]>
Subject: How to Load an external swf using loadmovie in AS3
In AS3 you use the Loader class to load external swf's and image files. You
should be able to find examples both in the Flash help files and these forums
if you search. If you aren't aware of how to code buttons in AS3, that can be
found as well. In AS3, just about any kind of interction involves the use of
event listeners in combination event handler functions... in the case of a
button rollover an example would be...
btnName.addEventListener(MouseEvent.ROLL_OVER, overHandler);
function overHandler(evt:MouseEvent):void {
// your loading code or whatever
> -
New Tween onMotionFinished not working
Hello everyone,
I have :
//-----Class File
import mx.transitions.*;
import mx.transitions.easing.*;
class cTransition {
public function cTransition(){
public function AnimateScreen() {
myINTween = new Tween(arguments[0], "_alpha", None.easeNone, 0, 100, .25, true);
myINTween.onMotionFinished = function() {
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This code is within a class and the problem is that the "myMovieToAnimate" movieClip animates the first time around but when the tween finishes, it does not call the AnimateScreen() function again, why is this.
Any help here would be very much appreciated.
ThanksI have a similar problem in that my function is not being called when onMotionFinished is called. Any ideas on what I am doing wrong??
****************************** MY CLASS ******************************
import fl.transitions.*;
import mx.transitions.Tween;
class skitter.view.MainMenuView extends UIObject {
private var sliderTween
public function MainMenuView(target:MovieClip, depth:Number){
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// Move the Stage
sliderTween = new Tween(sliderStage, "_x", mx.transitions.easing.None.easeInOut, sliderStage._x, newLoc, speed, true);
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case 2:
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newLoc = sliderStage._x - (mItemsArray[0].getWidth() + offset);
// Move the Stage
sliderTween = new Tween(sliderStage, "_x", mx.transitions.easing.None.easeInOut, sliderStage._x, newLoc, speed, true);
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default :
break;
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sliderTween.onMotionFinished = function() {
trace("CALL REDRAW FUNCTION")
Delegate.create(this, redrawMenu( dir ));
//redrawMenu( dir );
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private function redrawMenu( dir:Number ):Void{
trace("\t** REDRAW CALLED");
...code to draw items...
} // END CLASS -
Bonjour à la communauté Adobe et merci pour les
éventuelles réponses que je trouverai grâce à
vous.
Je relance je pense une fois de plus, comme sur de nombreux
forums, le problème du Garbage Collector.
J'ai un MovieClip crée dynamiquement. Ce MovieClip
contient un objet vidéo contrôlé et géré
dynamiquement via une classe (cette partie n'est pas bien
importante je suppose); bref je voudrais pouvoir supprimer
complètement ce clip, mais même après un
"removeChild(clip)" et un "clip = null", j'entend toujours le son
de la vidéo... ce qui me fait dire qu'il est toujours
matériellement présent, mais pourquoi??
mon code :
var mavideo:MovieClip;
mavideo = new monclip();
addChild(mavideo);
removeChild(mavideo);
mavideo = null;
System.gc();//j'ai même essayé de forcer le Garbage
Collector, sans succès.
Voilà donc ma question globale : comment supprimer
complètement un clip en as3?
Sorry for my bad english, but the question is : how to
completely delete a MovieClip using AS3? If I remove a MovieClip
which include a video, with the code below, i don't see the video
anymore but i can hear the sound... Strange, isn't it?Bonjour à la communauté Adobe et merci pour les
éventuelles réponses que je trouverai grâce à
vous.
Je relance je pense une fois de plus, comme sur de nombreux
forums, le problème du Garbage Collector.
J'ai un MovieClip crée dynamiquement. Ce MovieClip
contient un objet vidéo contrôlé et géré
dynamiquement via une classe (cette partie n'est pas bien
importante je suppose); bref je voudrais pouvoir supprimer
complètement ce clip, mais même après un
"removeChild(clip)" et un "clip = null", j'entend toujours le son
de la vidéo... ce qui me fait dire qu'il est toujours
matériellement présent, mais pourquoi??
mon code :
var mavideo:MovieClip;
mavideo = new monclip();
addChild(mavideo);
removeChild(mavideo);
mavideo = null;
System.gc();//j'ai même essayé de forcer le Garbage
Collector, sans succès.
Voilà donc ma question globale : comment supprimer
complètement un clip en as3?
Sorry for my bad english, but the question is : how to
completely delete a MovieClip using AS3? If I remove a MovieClip
which include a video, with the code below, i don't see the video
anymore but i can hear the sound... Strange, isn't it? -
Hi,
Can i load the output of flex in to a movieclip using as3, like swf loading in to a movieclip? Can anybody help me?
Thnks and regards,
SreelashYou could try using SWFLoader, you may just need to import the class in your Flash app first.
http://livedocs.adobe.com/flex/3/html/help.html?content=controls_15.html
If this post answers your question or helps, please mark it as such.
Greg Lafrance - Flex 2 and 3 ACE certified
www.ChikaraDev.com
Flex / AIR Development, Training, and Support Services -
I am currently creating a tile-based map.
Actually, I am trying to use Bitmap class to draw the tiles
to the offscreen buffer. However, it seems that the help document
only described how to load an image from external file but I want
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So my first question is how to load image from Library to
Bitmap class.
After a 30mins on thinking and searching and still don't know
how to do it. I decide to clone the movie clip to first preview the
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My second question is how to clone MovieClip in AS3.give it a class name (which will be a subclass of the
bitmapdata class) and then use the new constructor to create an
instance of it.
you'll need to create a bitmap of your bitmapdata object so
you can add it to the display list.
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