addChild and removeCurrent child - actionscript-3

I have multiple buttons that load multiple movie clips. My problem is that when one loads it does not go away prevent the others to load when their button is clicked. Here is my code below. Do I need to add and "if" statement? Any help would be greatly appreciated. Thanks.
movieButton.addEventListener(MouseEvent.CLICK, gotoMovie);
webButton.addEventListener(MouseEvent.CLICK, gotoWeb);
mailButton.addEventListener(MouseEvent.CLICK, gotoMail);
function gotoMovie(event:Event):void {
var moviescene:MovieClip = new movie();
stage.addChild(moviescene);
}
function gotoWeb(event:Event):void {
var webscene:MovieClip = new web();
stage.addChild(webscene);
}
function gotoMail(event:Event):void {
var contactscene:MovieClip = new contact();
stage.addChild(contactscene);
}

I'm not entirely sure what you want to achieve, but I guess this should help.
var currentScene:MovieClip; // pointer to scenes
movieButton.addEventListener(MouseEvent.CLICK, gotoMovie);
webButton.addEventListener(MouseEvent.CLICK, gotoWeb);
mailButton.addEventListener(MouseEvent.CLICK, gotoMail);
// function that sets new scenes
function setScene(mc:MovieClip):void {
if(currentScene) stage.removeChild(currentScene);// if a scene is already loaded, remove it
currentScene = mc; // set currentScene to new scene
stage.addChild(currentScene); // add it to stage
}
function gotoMovie(event:MouseEvent):void {
setScene(new movie());
}
function gotoWeb(event:MouseEvent):void {
setScene(new web());
}
function gotoMail(event:MouseEvent):void {
setScene(new contact());
}

Related

How to stop the song from playing in Action Script 3

I am trying to stop the song from playing when user clicks on a button, this is my code :
var mySound:MainSound = new MainSound();
var cmyChannel :SoundChannel;
animation_play.addEventListener(MouseEvent.CLICK, playSound);
function playSound(event:Event) {
mySound.play();
}
animation_stop.addEventListener(MouseEvent.CLICK, stopSound);
function stopSound(event:Event) {
mySound.stop();
}
animation_play.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_3);
function fl_ClickToGoToAndPlayFromFrame_3(event:MouseEvent):void
{
gotoAndPlay(2);
}
when i click on the animation_play object it works perfectly fine, it does as how it should be by playing the sound and starting the animation from the specified frame. however if i click on animation_stop object i get an error
TypeError: Error #1006: stop is not a function.
Anyone know how to go about fixing this ?
You need to set the mySound.play() to the cmyChannel object. Then call stop on cmyChannel. Here is the code:
var mySound:MainSound = new MainSound();
var cmyChannel :SoundChannel;
animation_play.addEventListener(MouseEvent.CLICK, playSound);
function playSound(event:Event) {
cmyChannel = mySound.play();
}
animation_stop.addEventListener(MouseEvent.CLICK, stopSound);
function stopSound(event:Event) {
cmyChannel.stop();
}
animation_play.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_3);
function fl_ClickToGoToAndPlayFromFrame_3(event:MouseEvent):void
{
gotoAndPlay(2);
}
To stop your sound, you have to use a SoundChannel object like this, for example :
function playSound(event:Event): void
{
cmyChannel = mySound.play();
}
and
function stopSound(event:Event): void
{
cmyChannel.stop();
}
Hope that can help.

How to keep volume slider fixed (when re-entering a scene) Flash

So I have a scene which is an options menu; in the scene I have a volume slider; it works fine (I can slide it and the volume would go down/up), but when I leave the scene, it gives me an error (only happens if I play with the slider):
TypeError: Error #1009: Cannot access a property or method of a null object reference.
And it points at:
var myVolume:Number=V_Slider.V_Knob.x/mySliderLength;
and when I re-enter, the volume slider goes back to its original position. I'm very new to Flash and AS3, so any help I can get is very much appreciated.
Here is the code for the volume slider:
var dragging:Boolean=false;
var mySliderLength:uint=240;
var boundingBox:Rectangle=new Rectangle(0,0,mySliderLength,0);
V_Slider.V_Knob.addEventListener(MouseEvent.MOUSE_DOWN, dragKnob);
stage.addEventListener(MouseEvent.MOUSE_UP, releaseKnob);
V_Slider.V_Knob.buttonMode=true;
function dragKnob(myEvent:Event):void {
V_Slider.V_Knob.startDrag(false, boundingBox);
dragging=true;
V_Slider.V_Knob.addEventListener(Event.ENTER_FRAME, adjustVolume);
}
function releaseKnob(myEvent:Event):void {
if (dragging) {
V_Slider.V_Knob.stopDrag();
dragging=false;
}
}
function adjustVolume(myEvent:Event):void {
var myVolume:Number=V_Slider.V_Knob.x/mySliderLength;
var myTransform:SoundTransform=new SoundTransform(myVolume);
if (BGM_SC!=null) {
BGM_SC.soundTransform=myTransform;
}
}
It is a common problem man you can look for that. When u change you scene you need to remove your Events and when you come back to that scene u need to add them again. In this case you u can use this
function workEvents(action:String):void
{
if(action == "add")
{
V_Slider.V_Knob.addEventListener(MouseEvent.MOUSE_DOWN, dragKnob);
stage.addEventListener(MouseEvent.MOUSE_UP, releaseKnob);
}
else
{
V_Slider.V_Knob.removeEventListener(MouseEvent.MOUSE_DOWN, dragKnob);
stage.removeEventListener(MouseEvent.MOUSE_UP, releaseKnob);
}
}
when u use that gotoAndStop/gotoAndPlay(1,"Scene 2");
also use this: workEvents("rm");
this will remove your events and that problem should end :)
I hope it helps :))

Dragging movie clips in Action Script 3

Hi so recently I have been attempting to Drag a movie clip in AS3 but I'm having some trouble picking up with the hit tests anyone got any ideas? Just to clarify, the issue is that when the movieclips hit the drag test object, they're not executing the gotoframe() function.
initDrag() adds action listeners:
MOUSE_DOWN on the object
MOUSE_UP on the stage so it doesn’t matter if you are off the object
endDrag() removes the action listeners; call this (for each object) before you go to another frame
startADrag()create a rectangle within which the object can be dragged (in this case the stage)
call startDrag() on the object
stopADrag() call stopDrag() on the object from currentObject (but only if currentObject is not null).
var currentObject:MovieClip = null;
initDrag(block1);
initDrag(block2);
initDrag(block3);
initDrag(block4);
function initDrag(obj:MovieClip )
{
obj.addEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.addEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function endDrag(obj:MovieClip )
{
obj.removeEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.removeEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function startADrag(e:MouseEvent):void
{
currentObject = (MovieClip)(e.target);
var rect:Rectangle = new Rectangle(0,0,stage.stageWidth - currentObject.width,stage.stageHeight - currentObject.height + 100);
currentObject.startDrag(false,rect);
}
function stopADrag(e:MouseEvent):void
{
if (currentObject != null)
{
currentObject.stopDrag();
}
}
if(block1.hitTestObject(dragtest)){
gotoAndStop("lose");
}
if(block2.hitTestObject(dragtest)){
gotoAndStop(27);
}
if(block3.hitTestObject( dragtest)){
gotoAndStop("lose");
}
if(block4.hitTestObject( dragtest)){
gotoAndStop("lose");
}
thanks for any advice or answers.
The following code should work as expected. The problem is, as i already stated in my comment, that your calls to hitTestObject(obj) only get executed once, at the very beginning of your application. What you need to do though is to check it constantly.
Think about it, if your calls to hitTestObject-calls only get executed once at the beginning, when you didn't even have a chance to drag one of your objects, it will always return false, right? Because your objects are still in their initial position (outside of the dragtest objecti must assume).
With an event listener for Event.ENTER_FRAME you check it once per frame instead. So even if all the results for hitTestObject are false, it will check them all again on the next frame (if you are currently dragging, controlled through a simple boolean called dragging).
var currentObject:MovieClip = null;
var dragging:Boolean = false;
initDrag(block1);
initDrag(block2);
initDrag(block3);
initDrag(block4);
addEventListener(Event.ENTER_FRAME, checkForHit);
function checkForHit(e:Event):void{
if(dragging){
if(block1.hitTestObject(dragtest)){
gotoAndStop("lose");
}
if(block2.hitTestObject(dragtest)){
gotoAndStop(27);
}
if(block3.hitTestObject( dragtest)){
gotoAndStop("lose");
}
if(block4.hitTestObject( dragtest)){
gotoAndStop("lose");
}
}
}
function initDrag(obj:MovieClip )
{
obj.addEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.addEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function endDrag(obj:MovieClip )
{
obj.removeEventListener(MouseEvent.MOUSE_DOWN,startADrag);
stage.removeEventListener(MouseEvent.MOUSE_UP,stopADrag);
}
function startADrag(e:MouseEvent):void
{
currentObject = (MovieClip)(e.target);
var rect:Rectangle = new Rectangle(0,0,stage.stageWidth - currentObject.width,stage.stageHeight - currentObject.height + 100);
currentObject.startDrag(false,rect);
dragging = true;
}
function stopADrag(e:MouseEvent):void
{
if (currentObject != null)
{
currentObject.stopDrag();
dragging = false;
}
}

Actionscript 3 drag and drop on multiple specific targes and change alpa for the dropped objects as well as stack targets

I have been trying to achieve three things in the project without success. I am new at this and have relied on tutorials to get this far. Here we go!!
a. I want to be able to drop label_3 and label_4 on either or targetlabel_3 and targetlabel_4 but not effect the other labels and targets.
b. I want to be able to drop label_2 on top of label_1 once it has been dropped. I am finding that when label_1 has been dropped, it hides the targetlabel_2 and label_2 can't find it's target.
c. I want to change the Alpa of each of labels _1, _2, _3, _4 and _5 to zero when they are dropped on their targets and change the Apha for labels _11, _21, _31, _41 and _51 to 100. (I have changed the Apha to 25 on these for the sake of making it easier for someone to see what I am trying to do).
I have been mucking around for days on this and have hit a brick wall.
Can anyone help please?
import flash.display.DisplayObject;
import flash.geom.Rectangle;
/* Drag and Drop
Makes the specified symbol instance moveable with drag and drop.
*/
var startX:Number;
var startY:Number;
var counter = 0;
var attempts = 0;
var rect:Rectangle;
rect=new Rectangle(100,100,700,500);
correct_txt.text=counter;
attempts_txt.text=attempts;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_2.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_2.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_3.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_3.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_4.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_4.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_5.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_5.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_1.buttonMode = true;
label_2.buttonMode = true;
label_3.buttonMode = true;
label_4.buttonMode = true;
label_5.buttonMode = true;
function Drag(event:MouseEvent):void
{
event.target.startDrag(true,rect);
feedback_txt.text="";
event.target.parent.addChild(event.target);
startX=event.target.x;
startY=event.target.y;
}
function Drop(event:MouseEvent):void
{
event.target.stopDrag();
var myTargetName:String="target" + event.target.name;
var myTarget:DisplayObject=getChildByName(myTargetName);
if (event.target.dropTarget!=null&&event.target.dropTarget.parent==myTarget){
feedback_txt.text="Well done! You have selcted the correct label and placed it in the recommended position on the package.";
feedback_txt.textColor = 0xCC0000
event.target.removeEventListener(MouseEvent.MOUSE_UP,Drop);
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,Drag);
event.target.buttonMode = false;
event.target.x=myTarget.x;
event.target.y=myTarget.y;
counter++;
correct_txt.text=counter;
correct_txt.textColor = 0x0000ff
attempts++;
attempts_txt.text=attempts;
attempts_txt.textColor = 0x0000ff
}else{
feedback_txt.text="Your attempt is not quite correct. You have either selected the incorrect label or placed it in the wrong position. Please try again.";
event.target.x = startX;
event.target.y = startY;
attempts++;
attempts_txt.text = attempts;
}
if (counter==5){
feedback_txt.text="Well done! You have correctly placed all 5 labels";
percentage_txt.text ="Based on your attempts, you have scored "+Math.round ((counter/attempts) *100)+" %";
percentage_txt.textColor = 0x0000ff
}
}
The easiest way to detect when a label is on another label is by using hittest in an enter frame event listener.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
When the hittest is activated, the trace text is shown and the function is called. To change the alphas of the labels, use the function being called by the hittest. For example:
function label_hit()
{
label_1.alpha = 0;
label_2.alpha = 0;
label_3.alpha = 0;
}
If you are trying to have conditions to when things can be dragged, seen, or hit tested, that function is also where you can take care of them. For example, If you don't want a label to be visible until the hittest, you have the alpha set to 0 until the function sets it to 100. If you don't want a label to be drageable until then, you create the listener inside the function instead of earlier.
function label_hit()
{
label_1.alpha = 100;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
}
If you want hittests to occur only after other hittests have already occured, place them in conditions and have the conditions met in the functions.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if(condition)
{
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
function label_hit()
{
var condition = true;
}

as3: Mute button and volume slider on one sound channel

I have truly exhausted all my knowledge on this problem so I hope that my peers will be able to help me?
I am building a audio mixer that has five tracks with a volume slider and mute button per track. The reason for a mute button as opposed to a start/stop button per track is so that all the samples will be in sync regardless of when a sample is introduced.
The app has global start, stop and pause buttons which all function normally but I cannot get the volume slider and mute button to work in tandem on an individual sound channel.
The volume slider and the mute button will both work if I comment out the other function but when both are in play then only the volume slider works.
I'm guessing that there is a conflict because I have two separate variables using the soundTransform object/class but maybe you can shed some light on this conundrum?
Here is my code for one track... Any help appricated.
var mySound1:Sound1 = new Sound1();
var myChannel1:SoundChannel = new SoundChannel();
var volumeAdjust1:SoundTransform = new SoundTransform();
volumeAdjust1.volume = 0;
mute_btn1.stop();
mute_btn1.addEventListener(MouseEvent.CLICK,togglemute_btn1);
var Mute1:Boolean = false;
function togglemute_btn1(event:MouseEvent)
{
if (Mute1)
{
mute_btn1.gotoAndStop(1);
volumeAdjust1.volume = 1;
myChannel1.soundTransform = volumeAdjust1;
Mute1 = false;
}
else
{
mute_btn1.gotoAndStop(2)
volumeAdjust1.volume = 0;
myChannel1.soundTransform = volumeAdjust1;
Mute1 = true;
}
}
/*if the section below is commented out then the mute_btn1 works fine
otherwise the volume slider functions are dominent*/
var dragging1:Boolean = false;
var mySliderLength1:uint = 300;
var boundingBox1:Rectangle = new Rectangle(0,0,0,mySliderLength1);
slider_mc1.knob_mc1.addEventListener(MouseEvent.MOUSE_DOWN, dragKnob1);
stage.addEventListener(MouseEvent.MOUSE_UP, releaseKnob1);
slider_mc1.knob_mc1.buttonMode = true;
function dragKnob1(myEvent:Event):void
{
slider_mc1.knob_mc1.startDrag(false, boundingBox1);
dragging1 = true;
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
}
function releaseKnob1(myEvent:Event):void
{
if (dragging1)
{
slider_mc1.knob_mc1.stopDrag();
dragging1 = false;
}
}
function adjustVolume1(myEvent:Event):void
{
var myVolume1:Number = slider_mc1.knob_mc1.y / mySliderLength1;
var myTransform1:SoundTransform = new SoundTransform(myVolume1);
if (myChannel1!=null)
{
myChannel1.soundTransform = myTransform1;
}
}
You should check your Mute1 variable in that listener of yours, and if muted, then volume=0, otherwise volume is calculated. And indeed, do remove your enter frame listener at the point of stopDrag() call.
function dragKnob1(myEvent:Event):void
{
slider_mc1.knob_mc1.startDrag(false, boundingBox1);
dragging1 = true;
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
}
function releaseKnob1(myEvent:Event):void
{
if (dragging1)
{
slider_mc1.knob_mc1.stopDrag();
dragging1 = false;
slider_mc1.knob_mc1.removeEventListener(Event.ENTER_FRAME, adjustVolume1);
// ^ this line added
}
}
function adjustVolume1(myEvent:Event):void
{
if (Mute1) return;
// ^ and this line added
var myVolume1:Number = slider_mc1.knob_mc1.y / mySliderLength1;
var myTransform1:SoundTransform = new SoundTransform(myVolume1);
if (myChannel1!=null)
{
myChannel1.soundTransform = myTransform1;
}
}
I believe your issue is you keep adding the Enter_Frame listener every time the mouse is clicked but it never gets removed. So even after you let go of the knob the adjustVolume1 function is still getting called (which messes up anything the mute function call is doing on the frame after the mute toggle function is called).
So how I think I would deal with this given the current state is move the Enter_Frame listener addition outside of the dragKnob function and in the adjustVolume1 handler just check if dragging1 is true otherwise just return.
slider_mc1.knob_mc1.addEventListener(Event.ENTER_FRAME, adjustVolume1);
function dragKnob1(myEvent:Event):void
{
...
}
function adjustVolume1(myEvent:Event):void
{
if(!dragging1)
return;
...
}