Subclass of game.layer in MIDP2.0

Im trying to create a class that extends from Layer so that I can add it to a LayerManager and several other reasons. Anyway a search on this forum gave me me no solutiuons. Several other programmers have faced the same problem, all these topcis where posted in 2003 and I was hoping that now 1.5 years layers there is a solution to it.
public class GameLayer extends Layer
      * @param arg0
      * @param arg1
     GameLayer(int arg0, int arg1)
          super(arg0, arg1);
     /** (non-Javadoc)
      * @param arg0
     public void paint(Graphics arg0)
}

hmm i think i know what you mean... i think. here is my code so far but im not seeing anything, do i still have to add the the SkidLayer to the LayerManager!?
public class SkidLayer extends Sprite
     Image m_SkidImage;
      * @param arg0
     public SkidLayer(Image arg0)
          super(arg0);
          m_SkidImage = Image.createImage(2,2);
     public void repaint()
          Graphics g = m_SkidImage.getGraphics();
          g.drawLine(0,0,100,100);
          this.paint(g);
     public void paint()
          repaint();
}

Similar Messages

  • J2ME: subclassing lcdui.game.Layer

    hello,
    am trying to subclass from javax.microedition.lcdui.game.Layer (part of Sun's J2ME distribution), which is an abstract class that has no constructors.
    i get a compiler error saying "cannot resolve symbol: constructor Layer()".
    what am i doing wrong?
    this is my non-working code:
    import javax.microedition.lcdui.game.*;
    public class PlayfieldLayer extends Layer {     
      public void paint(Graphics g) {     }

    Better late than never!
    The problem is that you are implicitely making a call
    to the default constructor Layer() of the super class
    javax.microedition.lcdui.game.Layer which does not exist.
    The Layer class has one constructor Layer(int width, int height)
    but this constructor has the 'package' scope,
    which means it is not visible outside package
    javax.microedition.lcdui.game.
    This is taken from the source code from Sun:
    * Creates a new Layer with the specified dimensions.
    * This constructor is declared package scope to
    * prevent developers from creating Layer subclasses
    * By default, a Layer is visible and its upper-left
    * corner is positioned at (0,0).
    * @param width The width of the layer, in pixels
    * @param height The height of the layer, in pixels
    Layer(int width, int height) {
    setWidthImpl(width);
    setHeightImpl(height);
    The only solution is to extend TiledLayer or Sprite instead.
    It is not a very nice solution because
    these classes were obviously not intended for this.
    This problem is mentionned in the
    Nokia Series 60 Developer Platform 2.0 Specification (p.91):
    " 2.1.16.1 Layer-class subclassing
    The implementation must have only the package-protected constructor:
    Layer(int width, int height)
    This leads to the application not being allowed to create
    new classes that inherit the Layer abstract class.
    This requirement means that the Sprite and TiledLayer classes
    are the only classes that directly inherit the Layer class.
    Any other classes must be inherited from either
    the Sprite or TiledLayer class."
    I tried to add my own Layer extension class in package
    javax.microedition.lcdui.game, but the compiler will not allow this:
    "Cannot create class in system package".
    It was worth a try...
    What has motivated the decision to
    'prevent developers from creating Layer subclasses'?
    I think it is probably a last minute decision
    that is not consistent with the original intended design.
    Why make the Layer abstract class public if it has no
    accessible constructor?

  • Problem with Subclassing

    I made a toolbar and subclassed it in another form but when i close the subclassed form and open it again it gives me error that it cannot find the source object.
    What is the proper way of subclassing and changing source module?
    Thanks

    unless there is at least one public or protected
    constructor in the Layer class definition you will not
    be able to subclass it. Since it is abstract and, I
    presume, is actually usable, then it is possible that
    all the constructors are package scoped so only other
    javax.microedition.lcdui.game classes may subclass
    it.
    i recommend scouring the class javadoc to make sure
    how it is to be used.
    dlgrassedlgrasse,
    Sun's javadoc documentation for the class (sadly not available online) says:
    -----8X----
    javax.microedition.lcdui.game
    Class Layer
    java.lang.Object
    |
    +-javax.microedition.lcdui.game.Layer
    Direct Known Subclasses:
    Sprite, TiledLayer
    public abstract class Layer
    extends Object
    A Layer is an abstract class representing a visual element of a game. Each Layer has position (in terms of the upper-left corner of its visual bounds), width, height, and can be made visible or invisible.
    Layer subclasses must implement a paint(Graphics) method so that they can be rendered.
    -----8X----
    Then follow a bunch of method descriptions etc.
    It might be possible that it is in fact not meant to be subclassed, but then why would they go into detail about how to subclass it?
    Also, the ready-made subclasses (Sprite, TiledLayer) are very specialized and thus not always useful, so it is more or less necessary to subclass from Layer.
    strange huh?

  • Game with layers

    Hi, I'm trying to develop a little game. It's a simple 3/4
    view (top-down view isometric) car game (quite classic I know). But
    what I'm looking for is how to add different layers in my game. I
    mean when the car is under a tree, then the car should disappear
    (now it runs over the tree), same with a tunnel, the car should not
    be seen.
    How to manage this ? I only need 2 layers, the game layer
    (street, grass) and the top layer (trees, tunnels,...)
    Thanks for help.

    Car is on which layer?
    Just shift your layers and check if the car is going under
    the tree...

  • Problem inherit Layer

    Hello, I'm using th eMIDP 2.0 and i'm trying to extends the abstract Layer class.
    This is the code :
    lass
    BGLayer extends Layer{
         private String name;
         BGLayer(){
              name="BackGroundLayer";
         public void paint(Graphics g){
              g.setColor(255,255,255);
              g.drawRoundRect(20,20,200,200,5,5);
         }//end paint
    }//end class
    when i compile all the project, and error occurred :
    BGLayer.java:12: Layer(int,int) in javax.microedition.lcdui.game.Layer cannot be applied to ()
    []      BGLayer(){
    [] ^
    what's the problem? someone can help me?
    thanks

    i got the same problem with you.
    I think the layer constructor Layer(int, int) is set to package-friendly but not protected.

  • Game main loop using Thread. How to ?

    Hello !
    Is anybody know what happened with threads, which was created by MIDLet when MIDLet will be closed ?
    More details: i design a specific game engine for MIDP2.0. In many available resources main game loop implemented through separate Thread, but one thing is just missed - how to correctly stop this thread when player want to exit from game ? Mostly all examples just call notifyDestroyed() and do nothing more. But I think what it is wrong program behaviour. So I have questions to advanced MIDP programmers:
    1) Do we need correctly stop all Threads before call notifyDestroyed() or can just forget about it ? (I think need to stop all threads ...). Maybe some documentation or usefull link is available about this or related problem ?
    Where get documentation about Threads in Java, and how to VM stop thread during garbage collection. As I think exactly GС will destroy MEDLet threads if I don't stop it manually ?

    ... But I think that all created threads should be
    killed in logical right place. For example, if thread
    is using for animation and created in Canvas object,
    this thread should be killed before killing Canvas
    object (for example command "Exit" have been choosen,
    firstly we kill thread, secondly we call destroyApp )
    If midlet uses user interface, I never called
    notifyDestroyed() from my own created thread, because
    application usually should be finished when command is
    choosen or some key pressed.I completely agree with both notes, and even think what I was wrong in general - when decide to use main loop paradigm in PC way (strictly speaking I just copy paradigm from PC project). You give me an good idea - use custom-purpose threads instead general-purpose "main-loop" thread. I just will look on this thread from other point of view and use it only for call update() for my canvas and provide way to handle time-depended actions (say for animation). No anything more. So all I will need - proper synchronization when perform time-depended action.
    So I can stop that thread from destroyApp() when AMS want to destroy my MIDlet, and I can stop that thread from any event-handler in my canvas (in command handler or just key-pressing handler) and then call notifyDestroyed() in order to stop MIDLet manually. So no more calling notifyDestroyed() from any MIDlet-own threads. What you think ?
    Just for intresting - citation from JVM Specification:
    2.16.9 Virtual Machine Exit
    A Java Virtual Machine terminates all its activity and exits when one of two things happens:
    * All the threads that are not daemon threads (�2.17) terminate.
    In CLDC specification no any changes in this paragraph was made, so we can say what if we does not stop all threads which we create in MIDlet the MIDLet execution will be endless ? It is intresting - implementation JVM in real device start JVM for each MIDLet or start JVM once and start MIDlets in this one-session JVM ? In first-case it is possible to just stop JVM (with all threads) and release any resources (looks little dirty, but why not ?) in second-case all "zombie" threads can live endless (until device switch off) and just decrease performance and eat resources ...
    Need more specification ...
    Many thanks to RussianDonz for collaboration.

  • Raytraced reflections not rendering motion blur

    I'm pretty sure I've done comps before where motion blur was rendering in the raytraced reflections, but for this comp it doesn't seem to be working. It might be me that's missed something somewhere but I don't think so.
    Have a look at the front game (layer 23, Game 05) - the game has motion blur but the reflection of it in the floor doesn't. The floor layer has motion blur switched on. The floor has a feathered mask on it but deleting it has no effect. Raytrace settings set to quality 8, tent.
    AE CC 2014, Windows 7, nVidia 780 6GB

    Please file a feature request. We do want to enable this functionality in the future, but it requires a significant amount of work.
    Currently AME can not access Render Settings-level controls in an After Effects comp. As you've found, AME will render your comp as it appears in the comp viewer panel in AE. I have provided a more elaborate answer here:
    http://forums.adobe.com/message/5805782

  • Tiled layer problem in J2me Game

    hi,
    i made a complete map (2d matrix) of a 2d game.
    Then i made a TileLayer class to add this in game.
    then i made another sprite of my game character.
    now i want to check the collision of that sprite with the hurdels which i made in the TileLayer. is their any other way.
    one way is to make saperate sprites of all those hurdles. i don't want this.
    i want my game character to detect all the hurdels in the Tiled layer class.
    hope i have cleared my point.
    please help me
    thanks

    now i want to check the collision of that sprite
    with the hurdels which i made in the TileLayer.Aaqib
    Have you read the javadoc for Sprite?
    public final boolean collidesWith(TiledLayer t,
                                      boolean pixelLevel)Checks for a collision between this Sprite and the specified TiledLayer. If pixel-level detection is used, a collision is detected only if opaque pixels collide. That is, an opaque pixel in the Sprite would have to collide with an opaque pixel in TiledLayer for a collision to be detected. Only those pixels within the Sprite's collision rectangle are checked.
    If pixel-level detection is not used, this method simply checks if the Sprite's collision rectangle intersects with a non-empty cell in the TiledLayer.
    Any transform applied to the Sprite is automatically accounted for.
    The Sprite and the TiledLayer must both be visible in order for a collision to be detected.
    i don think that this question is soo hard.Neither do I, but you have to learn to read the available documentation :-) The javadoc is your friend.
    If you don't have a local copy, it is available on
    http://java.sun.com/javame/reference/apis/jsr118/
    Regards, Darryl
    edit You may need to add one more TiledLayer so that only the hurdles are on the TiledLayer you use for detecting collisions.
    Message was edited by:
    Darryl.Burke

  • Chess game variant - help using JLayeredPane and the drag layer.

    Hi there!
    I'm making a game based on chess, but with slightly different rules. The code at the bottom of this thread...
    http://forum.java.sun.com/thread.jspa?forumID=57&threadID=518707
    ... forms the basis of the game board, and this is how I have implemented the dragging and dropping of pieces. My game, however is slightly different as there is a single neutral piece (the ball), which players can manipulate by moving one of their pieces to the square containing the ball, then moving the ball to another location.
    When a player clicks and drags a piece to the ball square, then releases, I want to attach the 'ball' JLabel to the mouse so that the player can move it around the board WITHOUT holding down the mouse button. Then, when the player clicks again the ball is moved to the new square.
    The only problem I have is attaching the 'ball' to the mouse so I can move it around (without the user having to hold the mouse button down). I thought about tried using the drag layer, but I couldn't quite get that working. I also thought about using the mouseMoved(MouseEvent e) and mouseClicked(MouseEvent e) methods.
    I'm pretty new to this coding stuff, so any suggestions would be great.
    Thanks!

    Using the drag layer isn't going to work unless you are using an honest to goodness component for the ball. Your other option might be to try to use the glasspane, which is a pain in the neck, or a floating window component.
    In any case,I built the code below for dragging Windows around in a frame. You're free to use it but please site me in your school or business work
    package tjacobs.ui;
    import java.awt.*;
    import java.awt.event.*;
    public abstract class WindowUtilities {
    public static Point getBottomRightOfScreen(Component c) {
         Dimension scr_size = Toolkit.getDefaultToolkit().getScreenSize();
         Dimension c_size = c.getSize();
         return new Point(scr_size.width - c_size.width, scr_size.height - c_size.height);
         public static class Draggable extends MouseAdapter implements MouseMotionListener {
    Point mLastPoint;
    Window mWindow;
    public Draggable(Window w) {
    w.addMouseMotionListener(this);
    w.addMouseListener(this);
    mWindow = w;
    public void mousePressed(MouseEvent me) {
    mLastPoint = me.getPoint();
    public void mouseReleased(MouseEvent me) {
    mLastPoint = null;
    public void mouseMoved(MouseEvent me) {}
    public void mouseDragged(MouseEvent me) {
    int x, y;
    if (mLastPoint != null) {
    x = mWindow.getX() + (me.getX() - (int)mLastPoint.getX());
    y = mWindow.getY() + (me.getY() - (int)mLastPoint.getY());
    mWindow.setLocation(x, y);
    }

  • NSView subclass and mouse clicks

    I wrote a relatively simple program. It's got a single visual component on the window, an NSView subclass with drawing delegated out to another class called Arrow. Anyway, it uses a timer to trigger calls to drawRect which in turn "animates" a layer. I have a 100x100 layer and a velocity & position which get updated each time through depending on how much "real" time has passed. As the layer bounces around the screen, the animation seems smooth and everything looks good. If I start clicking in the window, however, things get wonky. The animation stutters (probably expected) and the position sometimes gets set back to the origin (0,0, bottom left corner of screen). I wonder if there's something I can do to stop mouse clicks from affecting the view, I have no set up anything to use the mouse clicks AT ALL so I don't really know how they can affect anything in the code I wrote. If this isn't enough info to answer the question, I'll post the xcode project.

    The end result is going to be a very simple 2d game with maybe 8-10 things on the screen moving around at any one time. My next step is to try out openGL but using these CALayers seemed a lot simpler. However, since you say any event will block, I expect that will happen to opengl as well. I'll dig some more in the examples. It seems I followed the pattern from the crash landing demo (although I'm doing it on the mac itself, not iphone/simulator) to set up the rendering.
    When you suggest using core animation, are you talking about just telling it the start/end position and the speed, and letting it handle everything in between? I don't think that will work for my case because eventually I will have to handle mouse/keyboard events to alter the movement in real-time. Am I missing something?
    Thanks again for your help.

  • Problem with Preloader in my Flash AS2 Game

    I have been using this tutorial to make a preloader:
    http://www.republicofcode.com/tutori.../preloader_bc/
    I have run into one problem though.
    When I simulate the download, it just shows the background color of the game while it loads, and when it finished loading, it shows the loading screen fully loaded. I have followed the tutorial exactly, except added my file names into the AS2 code.
    Here is the ActionScript in Frame 1 I have for the preloader:
    if (_root.getBytesTotal() != _root.getBytesLoaded()){
    stopAndGoto(1);
    preloaderBar._xscale=(_root.getBytesLoaded()/_root.getBytesTotal())*100;
    loaderTxt.text=Math.round((_root.getBytesLoaded()/_root.getBytesTotal())*100)+"%";
    Any hints or answers to what i'm doing wrong?
    Thanks, MrA615.

    Your description of what you've done and the code you show does not match what the tutorial says to do and what code to use... (there is no stopAndGoTo() function in Flash).
    Right-click the second frame on the upper layer labeled Actions and select Actions. Copy and paste the code below to make our preloader functional.
    if (_root.getBytesTotal() != _root.getBytesLoaded()){
    gotoAndPlay(1);
    bar_mc._xscale=(_root.getBytesLoaded()/_root.getBytesTotal())*100;
    loader_txt.text=Math.round((_root.getBytesLoaded()/_root.getBytesTotal())*100)+"%";

  • Mapping/invoking key codes in a GameCanvas's main game loop.

    I'm trying to bind some diagonal sprite movement methods to the keypad. I already know that I have to map out the diagonals to key codes since key states only look out for key presses in the upper half of the phone (d-pad, soft buttons, etc...). Problem is, how do I invoke them in the main game loop since a key state can be encapsulated in a method and piped through the loop? What makes this even worst is a bug that my phone maker's game API (Siemens Game API for MIDP 1.0, which is their own implementation of the MIDP 2.0 Game API) has, in which if I override the keyPressed, keyReleased, or keyRepeated methods, it will always set my key states to zero, thus I can't move the sprite at all. Also, it seems that my phone's emulator automatically maps key states to 2, 4, 6, and 8, so my only concern is how do I map the diagonal methods into 1, 3, 7, and 9, as well as invoking them in the main game loop? Enclosed is the example code that I've been working on as well as the link to a thread in the Siemens (now Benq Mobile) developer's forum about the bug's discovery:
    http://agathonisi.erlm.siemens.de:8080/jive3/thread.jspa?forumID=6&threadID=15784&messageID=57992#57992
    the code:
    import com.siemens.mp.color_game.*;
    import javax.microedition.lcdui.*;
    public class ExampleGameCanvas extends GameCanvas implements Runnable {
    private boolean isPlay; // Game Loop runs when isPlay is true
    private long delay; // To give thread consistency
    private int currentX, currentY; // To hold current position of the 'X'
    private int width; // To hold screen width
    private int height; // To hold screen height
    // Sprites to be used
    private GreenThing playerSprite;
    private Sprite backgroundSprite;
    // Layer Manager
    private LayerManager layerManager;
    // Constructor and initialization
    public ExampleGameCanvas() throws Exception {
    super(true);
    width = getWidth();
    height = getHeight();
    currentX = width / 2;
    currentY = height / 2;
    delay = 20;
    // Load Images to Sprites
    Image playerImage = Image.createImage("/transparent.PNG");
    playerSprite = new GreenThing (playerImage,32,32,width,height);
    playerSprite.startPosition();
    Image backgroundImage = Image.createImage("/background2.PNG");
    backgroundSprite = new Sprite(backgroundImage);
    layerManager = new LayerManager();
    layerManager.append(playerSprite);
    layerManager.append(backgroundSprite);
    // Automatically start thread for game loop
    public void start() {
    isPlay = true;
    Thread t = new Thread(this);
    t.start();
    public void stop() { isPlay = false; }
    // Main Game Loop
    public void run() {
    Graphics g = getGraphics();
    while (isPlay == true) {
    input();
    drawScreen(g);
    try { Thread.sleep(delay); }
    catch (InterruptedException ie) {}
    //diagonalInput(diagonalGameAction);
    // Method to Handle User Inputs
    private void input() {
    int keyStates = getKeyStates();
    //playerSprite.setFrame(0);
    // Left
    if ((keyStates & LEFT_PRESSED) != 0) {
    playerSprite.moveLeft();
    // Right
    if ((keyStates & RIGHT_PRESSED) !=0 ) {
    playerSprite.moveRight();
    // Up
    if ((keyStates & UP_PRESSED) != 0) {
    playerSprite.moveUp();
    // Down
    if ((keyStates & DOWN_PRESSED) !=0) {
    playerSprite.moveDown();
    /*private void diagonalInput(int gameAction){
    //Up-left
    if (gameAction==KEY_NUM1){
    playerSprite.moveUpLeft();
    //Up-Right
    if (gameAction==KEY_NUM3){
    playerSprite.moveUpRight();
    //Down-Left
    if (gameAction==KEY_NUM7){
    playerSprite.moveDownLeft();
    //Down-Right
    if (gameAction==KEY_NUM9){
    playerSprite.moveDownRight();
    /*protected void keyPressed(int keyCode){
    int diagonalGameAction = getGameAction(keyCode);
    switch (diagonalGameAction)
    case GameCanvas.KEY_NUM1:
    if ((diagonalGameAction & KEY_NUM1) !=0)
    playerSprite.moveUpLeft();
    break;
    case GameCanvas.KEY_NUM3:
    if ((diagonalGameAction & KEY_NUM3) !=0)
    playerSprite.moveUpRight();
    break;
    case GameCanvas.KEY_NUM7:
    if ((diagonalGameAction & KEY_NUM7) !=0)
    playerSprite.moveDownLeft();
    break;
    case GameCanvas.KEY_NUM9:
    if ((diagonalGameAction & KEY_NUM9) !=0)
    playerSprite.moveDownRight();
    break;
    repaint();
    // Method to Display Graphics
    private void drawScreen(Graphics g) {
    //g.setColor(0x00C000);
    g.setColor(0xffffff);
    g.fillRect(0, 0, getWidth(), getHeight());
    g.setColor(0x0000ff);
    // updating player sprite position
    //playerSprite.setPosition(currentX,currentY);
    // display all layers
    //layerManager.paint(g,0,0);
    layerManager.setViewWindow(0,0,101,80);
    layerManager.paint(g,0,0);
    flushGraphics();
    }EDIT: Also enclosed is a thread over in J2ME.org in which another user reports of the same flaw.
    http://www.j2me.org/yabbse/index.php?board=12;action=display;threadid=5068

    Okay...you lost me...I thought that's what I was doing?
    If you mean try hitTestPoint ala this:
    wally2.addEventListener(Event.ENTER_FRAME, letsSee);
    function letsSee(event:Event)
              // create a for loop to test each array item hitting wally...
              for (var i:Number=0; i<iceiceArray.length; i++)
                   // if you don't hit platform...
              if (wally2.hitTestPoint(iceiceArray[i].x, iceiceArray[i].y, false)) {
              wally2.y -= 5;}
                          return;
    That's not working either.

  • How to return a profile in Game Center. where you want to enter the old nikneim?

    How to return a profile in Game Center. where you want to enter the old nikneim?

    It's not actually round.  It is slight flattened vertically.
    Anyway...
    I have an Action that places guides at 50% (50pc) vertically and horizontally to give me the exact center of an image file, or you place them manually with View > New Guide.
    After doing that I would place the circular select from that center point using Shift and Alt (Opt) and get it more or less where I wanted it.  Then change the selection into a work path.
    You can use Free Transform to reshape and position that work path by selecting it in the Paths panel.
    Then place your text, and if you still need to fine tune, use Free Transform again, but on the Type layer.
    You could also use Free Transform to reshape the BG graphic to make it round.

  • Flash as2 game animation, problem.

    hello i am making a flash animation game but i have a problem, i have my guy running and everything its all gifs, so when he stops its a gif its not one picture its 4 of em (gif) which i made them all compressed into a gif and added to my library then added that to my flash made it work blah blah blah-
    well my problem is when my guy runs left he turn right after i let go of the key i no whats it is doing it using my 1 animation i have in their for standing  i to add my other animation which he standing left basically he runs left after i press left then i let go he turns right, i need to know how to make it so either when i let go of the (LEFT) key it uses my animation ('still2') which is him facing left which i need i have him running right and he stays right after so thats good, or if u know if theres a way i can make the code say like after i let go of like left it uses gotoAndStop('still2') then for running right it uses gotoAndStop('still') so he dosent turn around after i let go of left! well i hope u can find out, and its all animated, so dont just make it so it dosent stop using the animation of left or right, cause then hes running in place for enternity thanks heres my code.
          var rollSpeed = Number=14;
         ichigo_mc.onEnterFrame = function() {
          if (Key.isDown(Key.RIGHT)) {
           this._x += rollSpeed;
           this.gotoAndStop("right");
          } else if (Key.isDown(Key.LEFT)) {
           this._x -= rollSpeed;
           this.gotoAndStop("left");
          } else {
           this.gotoAndStop("still");

    no its actually not a school project just i want to know how to make a game, and i dont know really anything about flash, but i have in my picture of my guy another layer so theres each indivudual layer like i have in my pic of my guy the still still2 running animation 1 n 2 and both my attack things, if you would to see my project so far ask me and i send the file and it should show my guy and his animations...
    heres my code so far.. idk y but i like putting at the end
       var rollSpeed = Number=14;
         var facingRight = true;
         ichigo_mc.onEnterFrame = function() {
          if (Key.isDown(Key.RIGHT)) {
           this._x += rollSpeed;
           this.gotoAndStop("right");
           facingRight = true;
          } else if (Key.isDown(Key.LEFT)) {
           this._x -= rollSpeed;
           this.gotoAndStop("left");
           facingRight = false;
       } else if (Key.isDown(Key.SPACE)) {
        this.gotoAndStop("atack2");
          } else {
           if (facingRight) {
             this.gotoAndStop("still");
           } else {
             this.gotoAndStop("still2");

  • How to create a map that is larger than the game in width and height?

    hi,
    i wounder how i can create a map(not the design) that is larger than the game in width and height, part of it will appear in the main page and anther part you can move to it after you press the arrow symbol, but the map is just one image so i want put it in line and out line the game page, and the out line part includes buttons and symbols the player can use, but it will be in line and the other part will be out line when you press the left arrow or the down arrow, how i can do that?
    and is that possible to animate it so when the player press the arrow, will give it action to start the animation in one sec, i know how to animate it if that possible but i don't know which code i will use for the mouse click with the arrow symbol, and how to use the same code in the same symbol to start anther animation depending on which part of the map is on?

    I don't know a lot about mask and masked layers and how to work with the normal layers beside i will use some 3D graphics but not in the background, i will explain all this to you to be more clearly.
    first i am using action script 3.0
    close ex,
    you have 2d map"image"  900*300 pixel.
    this image contains some 2d symbols when you click will go to anther normal map (anther normal layer) so they must appear.
    your game 320*320 px, and the place the map will show on 300*300, and there's basics objects will be in most pages including the page that show the map so i don't know a lot about how this will work with mask layers.
    so you can only see the left side of the map image and what it contains, while there's two arrows one to the left and one to the right there's three cases here,
    first when it show the left side(start from x:0 to x:300), the left arrow will not active when you press and the right arrow will start an animation that make the map image move to the mid side in one sec when you press.
    in mid side (start from x:301 to x:600) the same left arrow will active when you press to send you back to the left side while the same right arrow will be active to send you not to the mid side but to the right side,
    when moved to the right side the same left arrow will be active to send you to the mid and the right will not active when you press and depending on that,
    first how to make the large image appear with the three sides in the same place without effecting the other objects "like disappearing them" ?
    and the codes i need in the same left or right arrow symbol to make different actions with the same symbol when clicked depending on which part of the map is on.

Maybe you are looking for

  • IPod problem with Adobe Photo Downloader

    Question;  When I connect my iPod to my computer do download photos I get:  Fatal Error, Adobe Photo Downloader has encountered a problem and needs to close.  Code c0000005  Address 7c910a19.  Initially it did work, but no longer does.  Changes are o

  • Usage of Blob type.

    Does anyone can help me with usage of Blob type? I'm working with C# with Oracle.DataAccess.Lite.dll, and I need to save an image to the database. Thanks.

  • Can't download updates from either Software Update or Apple Downloads

    The update (whether of iTunes 8.2, Security Update 2009-002, or QuickTime) appears to be downloading completely but then I get a red exclamation mark, an "unspecified error" message, and a failure to install. I've run Disk Repair from Install disk, w

  • Can't emty trash, fseventsd-uuid & 00000000000##a##

    Hi guys! I have this really weird problem with my trash bin that started yesterday. Last night when I was trying to empty my trash bin I couldn't. It was weird so I restarted machine and thought of it as a bug. What I did realize after restarting it

  • Filling in calendar details automatically

    When a user signs up via the 'sign me up' utility, they still have to configure their details for the calendar portlet to work properly. Is there any way that the details of the calendar server, username and password can be automatically filled in?