Overlapping buttons cs3/as3
I've been able to avoid this issue by avoiding overlaps or breaking the top layer down to a bitmap but in this particular design I need to have overlapping buttons.
Previously if I had an MC overlap a button (cs3/as3) the button wouldn't work so in this design I made sure the hit areas weren't overlapping and the buttons do indeed work.
Problem is when you click them, most of the time, there will be what looks like a single frame blink. In recording the issue the blink is the exact size of the full button being pressed.
http://villagegreenstudios.com/view5/
All of the buttons do it, Home, Bio, Demo, Contact. If it doesn't do it at first, keep clicking and they will.
Can anyone help with this issue specifically and/or the issue at large?
Thanks.
Hey Ned. Thanks. Here's a screen grab:
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import fl.controls.Button;
var buttons:Array = new Array();
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I'm baffled to what is going on with it. I've done the same type of popup menu for other projects without this problem. The only difference is that I have a new computer.
Before you do more testing, I'll recreate the popup menu from scratch to see if that makes a difference. The only thing is that I can't recreate the background image.
I'll let you know what happens.
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Does "unlikely" mean "definately not" or "you are not sure" ?
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Ed -
how would I code a play again button using AS3 since you
cannot place the code on the button itself anymore. Would the code
still be gotoAndPlay(1);?
would I need to give the button an instance name and what
would I need to change the code to?
thanks in advance!DPSwebmaster,
> I have given my button an instance name of 'PlayAgain'
and
> placed the AS code on frame 1 of my timeline.
As long as that button (with the instance name PlayAgain)
appears in
frame 1 as well, you should be good.
> PlayAgain.addEventListener(
> MouseEvent.MOUSE_UP,
> function(evt:MouseEvent):void {
> gotoAndPlay(1);
> }
>
There should be a closing parenthesis on that [... this one:
which is basically the other half of the "sandwich" that
begins with
addEventListener( ...]. But other than that, your code looks
fine. Be
advised that you can also use a named function, if you like:
PlayAgain.addEventListener(MouseEvent.MOUSE_UP,
mouseHandler);
function mouseHandler(evt:MouseEvent):void {
gotoAndPlay(1);
Do you see how those are effectively the same thing? The
addEventListener() method accepts two parameters: a) an event
to listen for
and b) a function to perform. In the examples I've shown, one
of them
illustrates an anonymous function; the other illustrates a
named function.
In any event, to make sure your code is responding at all,
it may help
to use a trace() function. This is nothing more than a
mechanism to print
text to the Output panel, but it's great for debugging:
PlayAgain.addEventListener(
MouseEvent.MOUSE_UP,
function(evt:MouseEvent):void {
gotoAndPlay(1);
trace("I've been clicked!");
Try that revision (only one line has changed), and when you
click on the
button, you should see the message "I've been clicked!" in
your Output
panel. If you don't, we'll know that this event listener
isn't getting
assigned properly.
David Stiller
Co-author, ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
"Luck is the residue of good design." -
Buttons in AS3??????
I used to use a script like this in a frame on the timeline
to add functionality to my buttons.
btn_01.onRelease = function(){
_root.targ_Main.loadMovie("oranythingelseineededthebuttontodo");
Now in AS3 I have no clue!!!!!!!!!!
And apparently you have to be some sort of uber programmer
just to read the documentation. Can anyone tell me how to make a
simple button work?leodsmith,
> Now in AS3 I have no clue!!!!!!!!!!
Yes, things have changed, but keep in mind, you don't *have*
to use AS3.
Your publish settings (File > Publish Settings) let you
configure any FLA
for ActionScript 3.0, 2.0, 1.0, and even older versions
(precursors, really)
of the language.
> And apparently you have to be some sort of uber
> programmer just to read the documentation.
I realize it can feel that way, but there's a trick to
figuring out the
documentation, and it call comes down to something called
classes. In a
nutshell, classes are like recipes, or blueprints, for the
objects you now
and use every day in Flash. If you're using a button symbol,
you're
actually dealing with a button object; that is, an instance
of the Button
class in AS2 or the SimpleButton class in AS3. If you're
using a movie
clip, you're dealing with an instance of the MovieClip class,
regardless of
the version of AS. Text fields are defined by the TextField
class. Sounds
are defined by the Sound class, and so on.
ActionScript 3.0 has a larger API (more classes) than
previous versions,
but it's structured the same way. For example, AS3 provides a
set of
companion classes for audio: Sound, SoundChannel,
SoundTransform, and
SoundMixer. AS2 only provides a Sound class. On the face of
it, that may
seem easier because it's less to deal with ... but every coin
has two sides.
In AS2, the concept of a sound channel is present (this is
the thing that
lets you differentiate between different "sound banks"), but
there is no
SoundChannel class. Instead, AS2 associates Sound instances
with a
particular timeline (that is, with a movie clip) ... so even
if AS2 is more
familiar, it isn't always as intuitive as it should be.
Okay, back to classes. So classes define objects, and as a
general
rule, classes are categorized into three headers: Properties,
Methods, and
Events. Sometimes you'll see a few more, but those three are
the main ones.
Properties refer to an object's characteristics (width,
height, number of
letters, volume, etc.). Methods refer to things the object
can do
(gotoAndPlay(), setTextFormat(), attachAudio(), etc.).
Finally, events
refer to things the object can react to (mouse ups, the end
of an audio
file, the passing of a timeline frame, and so on.)
So if you're looking up something about buttons, try the
SimpleButton
class in AS3, or the Button class in AS2 (usually, the class
names are the
same for both versions; this happens to be an oddball). Look
up events, to
see what sort of "can react to" opportunities exist for
buttons, then check
out the sample code. Granted, that may be easier said than
done -- new
stuff is always bewildering until you get familiar with it --
but I hope
that at least helps you get your bearings. Be aware that most
classes
inherit functionality from each other (just like genetics in
humans), so
when you see hyperlinks in the documentatoin for showing
inherited
properties, methods, or events, be sure to click them!
In this case, as NedWebs correctly pointed out, you're going
to use the
addEventListener() method to associate a particular
MouseEvent with a custom
function. In principle, this is the same way it happens in
AS2 (unless
you're attaching code directly, which AS3 doesn't support).
AS2:
btn_01.onRelease = function() {
// something to do
Here, you're using an anonymous function (meaning, the
function isn't
named). You could also do this:
btn_01.onRelease = clickHandler;
function clickHandler() {
// something to do
... which, on a certain level, is pretty much the same thing.
Giving your
function a name is arguably better, becuase if you ever need
to kill that
event handler, you can set it to null:
btn_01.onRelease = null;
... and then, if you ever need to re-enstate that event
handler, you can
simply re-associate it with the same previously named (and
already declared)
function:
btn_01.onRelease = clickHandler;
So in AS3, you're doing the same thing:
btn_01.addEventListener(
MouseEvent.CLICK,
function(evt:MouseEvent) {
// something to do
... or, for more control, use a named function:
btn_01.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent) {
// something to do
See the similarities? In AS3, the event actually sends
itself to the
receiving function, which is where there's a parameter inside
the function
(I used "evt", but you can use whatever variable name makes
sense for you).
This parameter is typed as an instance of the MouseEvent
class because, as
you can imagine, it's an instance of the MouseEvent class.
Like any other
class, MouseEvent has properties (listed in the MouseEvent
class), and one
of those properties lets you refer back to the object that
dispatched the
event in the first place.
It's all in there; you just have to dig a bit and see what
your options
are.
Here are some links that might give you a hand:
Colin Moock
http://www.insideria.com/2008/01/actionscript-30-is-it-hard-or.html
http://www.insideria.com/2008/07/the-charges-against-actionscri.html
One of my blog entries ...
http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3
(written for Flash CS3, but it's about AS3, so it still
applies)
Obviously, these Web references are free, but you might also
get
something out of an AS2-to-AS3 migration book I recently
co-authored for
O'Reilly:
The ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
(only two Amazon reviews so far, but they're both 5 out of
5)
David Stiller
Co-author, Foundation Flash CS4 for Designers
http://tinyurl.com/5j55cv
"Luck is the residue of good design." -
Flash CS3: AS3 - ReferenceError #1065 Variable is not defined
I have developed several actionscript classes. Two of these
classes are associated with MovieClip objects in the library. The
MovieClips have their Linkage Base Classes set to their respective
package and class locations and when I check the Linkage settings
(using the check mark icon) Flash CS3 reports that it can find the
associated classes for both MovieClips.
When I check the syntax of my code there are no problems, and
when I test the Flash movie no Compile Errors are shown. Yet, in
the output window I get the following error:
ReferenceError: Error #1065: Variable class1 is not defined.
ReferenceError: Error #1065: Variable class2 is not defined.
I have placed class1 and class2 in the above error messages
to represent the classes that are associated with the MovieClip.
Am I missing an import command somewhere? I have the base
class path properly set in the preferences of Flash CS3.
Thanks,It appears that this issue was due to some of my classes not
being marked as public. I had been following examples from AS2 that
had the classes marked as dynamic without a private or public
identifier. Apparently, AS3 assumes all unmarked classes are
private. -
NEED HELP WITH BUTTONS IN AS3!!
Hello, I am stumped with an action scripting problem. I'm
trying to create a really basic website in flash using buttons to
jump from scene to scene. Let's say I want to do something as
simple as make scene 1 jump to scene two right? I'll place in my
scene 2 button on my first page:
But instead of the scene changing to the next scene after I
press the button, these errors come up!!
1180: Call to a possibly undefined method on.
1120: Access of undefined property release.
1120: Access of undefined property _root.
I've tried asking in so many different forums, I usually do
pretty good with action scripting for buttons. But this is my first
time doing it with cs3. I'm utterly confused, someone please help!!
Thank you.
The code on this page is the code I was using to try to
change scenes...Oh! and whenever I try to put a code in the actual
button, it won't let me. I just get a message that says something
like "Can't have any actions applied to it".foxxpop,
> But instead of the scene changing to the next scene
> after I press the button, these errors come up!!
>
> 1180: Call to a possibly undefined method on.
> 1120: Access of undefined property release.
> 1120: Access of undefined property _root.
You're using three terms that aren't supported in
ActionScript 3.0: the
on() function, the release parameter to that function, and
_root. In
ActionScript 3.0, you'll have to give your button an instance
name and wire
it up like this:
http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3
In that blog entry, you'll see (with explanation) something
that looks
like this:
myButton.addEventListener(
MouseEvent.CLICK,
function(evt:MouseEvent):void {
trace("I've been clicked!");
Just bear in mind that you can also make that a named
function, like
this:
myButton.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
trace("I've been clicked!");
> I've tried asking in so many different forums, I usually
do
> pretty good with action scripting for buttons. But this
is
> my first time doing it with cs3.
Your issue isn't Flash CS3, it's that your FLA file is
configured for
ActionScript 3.0. If you change that to AS2, you can go right
on using the
same approach you used to -- and you'll be able to attach
code directly to
objects. ;)
David Stiller
Co-author, The ActionScript 3.0 Quick Reference Guide
http://tinyurl.com/2s28a5
"Luck is the residue of good design."
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