I have this annoying issue that I hope someone might be able to help me with.
I have a mute button that I created and I have another movieclip inside of that button. All I want it to do is when I toggle the mute the movieclip inside will go to the according frame.
However, every time I try to call the movieclip inside of the button, this error comes up:
Access of possibly undefined property mcMuteToggle through a reference with static type flash.display:SimpleButton.
The instance name for the movieclip within is "mcMuteToggle".
Why not make movieClips that act like buttons?? Since I dont think actual button (simpleButton) types can deal with sub-MovieClips (especially if they too have code). Even if possible don't do it, I can predict a mess whereby Button does things it shouldn't do depending on what code you have in those MClips.
Try an alternate button method, just for a test... You didnt show any test code to work with so I will make assumptions..
1) Make a shape (rectangle?) and convert to MovieClip (or if all coded, then addchild shape to new MovieClip). Let's assume you called it mc_testBtn.
2) Make that MC clickable by coding mc_testBtn.buttonMode = true;
3) Add your mcMuteToggle inside the mc_testBtn
(or by code: mc_testBtn.addChild(mcMuteToggle);
Now you can try something like..
mc_testBtn.addEventListener (MouseEvent.CLICK, toggle_Mute );
function toggle_Mute (evt:MouseEvent) : void
{
if ( whatever condition )
{
mc_testBtn.mcMuteToggle.gotoAndStop(2); //go frame 2
}
else
{
mc_testBtn.mcMuteToggle.gotoAndStop(1); //go frame 1
}
}
This is likely due to strict mode. You can either disable it in the ActionScript settings dialog, access it with a different syntax myButton['mcMuteToggle'], or make a class for the symbol that includes a property mcMuteToggle.
You can also check to make sure the symbol is actually on the stage and that clip is actually in the button:
if('myButton' in root) {
// ...
}
if('mcMuteToggle' in myButton) {
// ...
}
i think u just overwrite that codes. You u can use something like this:
var soundOpen:Boolean = true;
var mySound:Sound = new Sound(new URLRequest("Whatever your sound is"));
var mySc:SoundChannel = new SoundChannel();
var mySt:SoundTransform = new SoundTransform();
mySc = mySound.play();
mcMuteToggle.addEventListener(MouseEvent.CLICK, muteOpenSound);
function muteOpenSound(e:MouseEvent):void
{
if(soundOpen == true)
{
mcMuteToggle.gotoAndStop(2);
/*on frame 2 u need to hold ur soundClose buton so ppl can see :)*/
soundOpen = false;
mySt.volume = 0;
mySc.soundTransfrom = st;
}
else
{
mcMuteToggle.gotoAndStop(1);
soundOpen = true;
mySt.volume = 1;
mySc.soundTransfrom = st;
}
}
This is working for me everytime. Hope u can use it well ;)
Related
so i've been working on this game for a week now and i dont have any coding background at all so im trying to find tutorial here and there.. then i come up with this problem ...
so what i wanna do is move the object (CHARA) to the right when i hit frame 80 inside (CHARA,which is a nested movieClip with 99 frames btw ) then move it back to original position when i hit frame 99...
the problem is anything i do doesn't make my object move at all (movieClip still played btw) what did i do wrong here? did i just put the code at the wrong position ?? (CHAR is moved only if i put the code x= directly inside frame 80 but i try using class here)
here is my code,sorry i know its messy its my first code i try my best here
package {
public class Main extends MovieClip {
public var CHARA:CHAR = new CHAR;//my main char
public var rasen:Rasen_button = new Rasen_button;//the skill button
public var NPCS:NPC = new NPC;// the npc
public function Main() {
var ally:Array = [265,296];//where me and my ally should be
var jutsu:Array = [330,180];// where the buttons should be
var enemy:Array = [450,294];//where the enemies should be
addChild(NPCS);
NPCS.x = enemy[0];
NPCS.y = enemy[1];
NPCS.scaleX *= -1;
addChild(rasen);
rasen.x = jutsu[1];
rasen.y = jutsu[0];
addChild(CHARA);
CHARA.x = ally[0];
CHARA.y = ally[1];
rasen.addEventListener(MouseEvent.CLICK, f2_MouseOverHandler);
function f2_MouseOverHandler(event:MouseEvent):void {
CHARA.gotoAndPlay(46); //here is the problem
if (CHARA.frame == 80)
{
CHARA.x = ally[1]; //just random possition for now
}
}
}
}
}
any suggestions?
Your if statement is inside a click handler (f2_MouseOverHandler), so it only gets executed when a user clicks rasen, not necessarily when the playback reaches frame 80. This is a common beginner mistake related to timing and code execution. The most straight forward solution is to write some code that will execute every frame using an ENTER_FRAME handler:
rasen.addEventListener(MouseEvent.CLICK, f2_MouseOverHandler);
function f2_MouseOverHandler(event:MouseEvent):void {
CHARA.gotoAndPlay(46); //here is the problem
// add an ENTER_FRAME handler to check every frame
CHARA.addEventListener(Event.ENTER_FRAME, chara_EnterFrameHandler)
}
function chara_EnterFrameHandler(event:Event):void {
if (CHARA.currentFrame == 80)
{
CHARA.x = ally[1]; //just random possition for now
// remove the ENTER_FRAME after the condition is met
// so it stops executing each frame
CHARA.removeEventListener(Event.ENTER_FRAME, chara_EnterFrameHandler);
}
}
I am new to the actionscript side of flash,
I am working on a map that has say 20 popups(movieclips) and the countries are the buttons, i have just been informed i need to add 60 more.
Below is an example of the code i have been using
english_movie.visible=french_movie.visible=turkish_movie.visible=false
english_btn.addEventListener(MouseEvent.CLICK, englishButtonClick);
french_btn.addEventListener(MouseEvent.CLICK, frenchButtonClick);
turkish_btn.addEventListener(MouseEvent.CLICK, turkishButtonClick)
function englishButtonClick(event:MouseEvent):void {
english_movie.visible=true;
english_movie.play();
french_movie.visible=turkish_movie.visible=false
}
function frenchButtonClick(event:MouseEvent):void {
french_movie.visible=true;
french_movie.play();
english_movie.visible=turkish_movie.visible=false
}
function turkishButtonClick(event:MouseEvent):void {
turkish_movie.visible=true;
turkish_movie.play();
english_movie.visible=french_movie.visible=false
}
Im thinking there must be an easier way to do this than replicating the code over and over.
Any help would be much appreciated.
Here's how to simplify the whole thing with code: Each btn object is
related to one movie object. This can be achieved with a Dictionary.
var btnToMovieAssociation:Dictionary = new Dictionary();
btnToMovieAssociation[english_btn] = english_movie; // repeat this line for every btn/movie pair
Now you have to generalise your click handler. The key difference
between each function (apart from making one certain movie visible)
is that they all make certain other movies invisible. But actually,
it's sufficient to only make the previously visible movie invisble.
To do this, create a variable that keeps track of the current visible
movie.
var currentMovie:MovieClip = english_movie;
Initialising the variable with english_movie has no effect on the
program. you can pick any other of the movies. It will make things
easier in the following code if this variable is initialised.
Now your function does effectively this:
make movie of clicked button visible
play this movie
make last movie invisible
Here's the cool part. You only add one listener. Look up if something
is in the dictionary for the clicked thing and consider that the
movie you want to show next.
addEventListener(MouseEvent.CLICK, buttonClick);
function buttonClick(event:MouseEvent):void
{
var movie:MovieClip = btnToMovieAssociation[event.target]
if (movie == null)
return; // nothing in the dictionary, it wasn't a button that was clicked.
movie.visible=true;
movie.play();
currentMovie.visible = false;
currentMovie = movie;
}
There are problems with this solution:
You still have to declare every pair, which is still tedious and prone to erro. (you have to type every name twice)
If your buttons are made up of several objects, event.target might point to them instead of the button as a whole. But with only
the btns in the dictionary and not all their individual parts,
nothing would be found in the dictionary. This can be circumvented by
setting mouseChildren = false; on every btn.
i posted this question else where and got this response
var tl:MovieClip=this;
var mc:MovieClip;
var i:int;
var buttonA:Array=[english_btn,french_btn,turkish_btn];
for(i=0;i<buttonA.length;i++){
buttonA[i].addEventListener(MouseEvent.CLICK,buttonF);
tl[buttonA[i].name.split("_")[0]+"_movie"].visible = false;
}
function buttonF(e:MouseEvent):void{
for(i=0;i<buttonA.length;i++){
tl[buttonA[i].name.split("_")[0]+"_movie"].visible = false;
}
tl[e.currentTarget.name.split("_")[0]+"_movie"].visible=true;
}
Which works great.
I have about 50 symbols that I want to make draggable. Nothing fancy, just the ability to click it and drag it to a different location.
I found as3 code for doing so but when I paste it into my file it gives me errors:
**Error** Scene=Scene 1, layer=Units, frame=1:Line 9: The class or interface 'MouseEvent' could not be loaded.
function mouseDownHandler(evt:MouseEvent):void {
That code is:
// Register mouse event functions
fighter_uk.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
fighter_uk.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
fighter_uk.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
fighter_uk.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
// Define a mouse down handler (user is dragging)
function mouseDownHandler(evt:MouseEvent):void {
var object = evt.target;
// we should limit dragging to the area inside the canvas
object.startDrag();
}
function mouseUpHandler(evt:MouseEvent):void {
var obj = evt.target;
obj.stopDrag();
}
I'm using flash pro 8, so I tried finding as2 code but couldn't find it.
Also, is there an 'easy' way to code all 50 objects?
I think you're trying to compile AS3 code with AS2 compiler. Try changing your compilation settings to target AS3.
Also you may need to include the class import at the top of your code:
import flash.events.MouseEvent;
To drag 50 objects, add them all on the same container sprite and add the listener to the container sprite only:
var holder:Sprite = new Sprite();
for ( var i:int = 0, l:int = 50; i < l; i++ ) {
var dragee:YOUR_CUSTOM_OBJECT = new YOUR_CUSTOM_OBJECT();
holder.addChild(dragee);
}
addChild(holder);
holder.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
holder.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
holder.addEventListener(Event.MOUSE_LEAVE, mouseUpHandler);
var currentDragee:YOUR_CUSTOM_OBJECT = null;
function mouseDownHandler(evt:MouseEvent):void {
currentDragee = evt.target as YOUR_CUSTOM_OBJECT;
if ( currentDragee !== null ) {
currentDragee.startDrag();
holder.addChild(currentDragee); // bring current to front position
}
}
function mouseUpHandler(evt:Event):void {
if ( currentDragee !== null ) currentDragee.stopDrag();
currentDragee = null;
}
YOUR_CUSTOM_OBJECT being the object class you need to drag. Hope it helps!
This page seems to have the answers you are looking for (AS2 drag and drop). If you've already seen it, you'll need to explain why it's not good enough for your needs.
If you want to drag/drop multiple instances in AS2, you can still add the code to the movieClip symbol, export it from the library and load the instances up using attachMovie (all 50 of them). If they are all different, then attach the code as necessary to the clips themselves, or to some function elsewhere that will capture all the clicks and decide what was clicked. This is all very doable in AS2.
Remember you can use your onClipEvent(load) function to set up a lot of the initial lifting.
Here's a sample I made in AS2 for making a node tree. It's all draggable (mouse drag) and zoomable (with mouse Wheel). You can add nodes by clicking on the little down arrow in the node box. Each node is listening for the mouse.
You'll want to look at this section for the most part:
// Enable drag on button press
on (press)
{
startDrag(this);
}
// Stop the drag on release of mouse button
on (release)
{
stopDrag();
}
Besides this, I'm not really sure how your setup looks, so I hope this helps get the ball rolling. (Check the link, there's lots of little gems in there).
Flash Professional 8 only supports ActionScript 2 & 1
You can follow this official URL and learn how to do that in ActionScript 2, but I extremely recommend you to work with ActionScript 3.
I've been developing in Flash now for over 15 years, and recently started developing games in Flash Actionscript 3. I am having some difficulties, and need some help. I've spent days trying to find a solution, with no luck.
I have a main SWF, which loads sub SWF animations. One object can have 5 different animations / SWFs associated with it. So lets say I have a chicken, chicken01.swf, chicken02.swf, ...
I assign a MOUSE_DOWN event to the first loaded SWF, then based on the tool used while clicking on the object, it will load the other animations. My problem is that each SWF has empty space around it which becomes clickable. I only need the object clickable, and not the empty space, because some of the objects can overlap each other, which makes it hard to click on the object behind another object.
The Sub SWFs / animations are on a single timeline, and I played with Bitmap Tracing to remove the empty space around the imported PNG objects. This works if I reduce the Stage size to behind the Object, but then screws up the size of the loaded SWF due to the Stage size being smaller than the object. So when I assign a width and height to the object, with a smaller stage, the object is huge. If I constraint the stage size to the size of the object, even as a Traced bitmap image, the stage is still clickable. I tried to assign the MOUSE_DOWN event to the object on the sub SWF, from the Main SWF, but this gives errors.
My goal is to load a sub SWF, assign the MOUSE_DOWN event, and only have the object clickable, and not the Stage, or empty space around the object.
Is this possible? I also played around with creating an invisible button, but this makes it difficult to assign to 300 + objects of different shapes and sizes.
Below is some of the code I'm using.
var loadimage = foreground_list[i].imagelocation + foreground_list[i].image;
var loader:SWFLoader = new SWFLoader(loadimage,{container:tn_mc,x:current_tn_x,y:current_tn_y,name:current_name,alpha:1,width:current_tn_w,height:current_tn_h,rotation:0});
loader.load();
tn_mc.buttonMode = true;
tn_mc.addEventListener( MouseEvent.MOUSE_DOWN, tn_down );
tn_mc.addEventListener( MouseEvent.MOUSE_UP, tn_up );
addChild( tn_mc );
function tn_down(e:MouseEvent):void
{
switch (MovieClip(this.root).PointerTool)
{
case "move" :
stage.addEventListener(MouseEvent.MOUSE_UP, stage_up );
e.target.startDrag();
break;
case "play" :
var loader4:SWFLoader = new SWFLoader(foreground_list.imagelocation + foreground_list.playimage,{container:tn_mc,name:e.target.name,x:foreground_list.setx,y:foreground_list.sety,width:foreground_list.setw,height:foreground_list.seth,rotation:0});
tn_mc.removeChildAt(0);
tn_mc.addEventListener( MouseEvent.MOUSE_DOWN, tn_down );
tn_mc.addEventListener( MouseEvent.MOUSE_UP, tn_up );
loader4.load();
loader4.addEventListener(Event.COMPLETE, completeactionHandler);
break;
default :
//Some other animation
break;
}
}
Create a movieclip - a vector shape inside each swf, that is the same shape as your clickable area. Set the alpha to 0% on the vector's fill color. Give it and instance name of something like activeArea, and assign your event listener to that instead of the outer shell moveiclip.
Another approach that might work is to use hitTestObject() on a MOUSE_DOWN event, which would allow you to choose to ignore the transparency.
EDIT
Hard to tell exactly what you are trying to do without seeing it. I didn't actually compile this so I'm not sure if this will work just the way it is, but in theory it should be close. Its a slightly different approach than you are using. I used Loader() instead of SWFLoader, and cleaned up the idea a little bit. As a side note, you should avoid the use of root in as3.
var _swfLoader:Loader;
var loadimage = foreground_list[i].imagelocation + foreground_list[i].image;
var loader:SWFLoader = new SWFLoader(loadimage,{container:tn_mc,x:current_tn_x,y:current_tn_y,name:current_name,alpha:1,width:current_tn_w,height:current_tn_h,rotation:0});
loader.load();
tn_mc.buttonMode = true;
tn_mc.addEventListener( MouseEvent.MOUSE_DOWN, tn_down );
addChild( tn_mc );
function tn_down(e:MouseEvent):void
{
tn_mc.addEventListener( MouseEvent.MOUSE_UP, tn_up );
switch (MovieClip(this.root).PointerTool)
{
case "move" :
stage.addEventListener(MouseEvent.MOUSE_UP, stage_up );
e.target.startDrag();
break;
case "play" :
_swfLoader = new Loader();
var req:URLRequest = new URLRequest(foreground_list.imagelocation + foreground_list.playimage);
_swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, animationLoaded);
_swfLoader.load(req);
break;
default :
//Some other animation
break;
}
}
function tn_up(e:MouseEvent):void
{
tn_mc.removeEventListener( MouseEvent.MOUSE_UP, tn_up );
}
function animationLoaded(evt:Event):void
{
_swfLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, animationLoaded);
tn_mc.removeChildAt(0);
var loadedSwf = evt.target.content;
loadedSwf.x = foreground_list.setx;
loadedSwf.y = foreground_list.sety;
loadedSwf.width = foreground_list.setw;
loadedSwf.height = foreground_list.seth;
loadedSwf.rotation = 0;
loadedSwf.addEventListener(MouseEvent.MOUSE_DOWN, onAnimationStart);
// might wanna add theses to an array to keep track of them and run clean up later on
// now add to some display list
}
function onAnimationStart(evt:MouseEvent):void
{
loadedSwf.addEventListener(MouseEvent.MOUSE_UP, onAnimationStop);
// play your animation or whatever else
evt.target.play();
}
function onAnimationStop(evt:MouseEvent):void
{
loadedSwf.removeEventListener(MouseEvent.MOUSE_UP, onAnimationStop);
// stop your animation or whatever else
evt.target.stop();
}
I experienced a problem with the name property in as3, I created this "dot" movieclip and I exported to a class,
then I anonymously created a bunch of dots using a loop. I assigned numbers as name to each dots
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
dotContainer.addChild(d]);
}
}
so far so good, I checked that if I trace the name here, I will get the number I want.
However, it's not giving me the numbers if I trace it in other functions.
I added all of my dots to "dotContainer", and if I click on one of the dots, it will call this function
private function callFullSub(e:MouseEvent):void
{
var full_loader:Loader = new Loader();
var temp:XMLList = subImages[sub];
var full_url = temp[e.target.name].#IMG;
full_loader.load(new URLRequest(full_url));
full_loader.contentLoaderInfo.addEventListener(Event.INIT, fullLoaded);
}
e.target.name is suppose to be numbers like 1 or 2, but it's giving me "instance66" "instance70" and I
have no idea why. Because I did the same thing with loaders before and it totally worked.
Any ideas? Thanks.
christine
The e.target returns the inner most object clicked on, this could be a TextField, another MovieClip or posibly a shape (I'm not 100% of the last one) inside the "Dot".
To prevent this you could try to set the mouseChildren property to false on the Dot's when you add them. This should insure that nothing inside the dots can dispatch the click event, and thus the Dot's should do it.
Perhaps you could also in the event handler verify the target type with code like this:
private function callFullSub(e:MouseEvent):void
{
if(!e.target is Dot)
throw new Error("target in callFullSub is not Dot but: " + e.target.toString());
//The rest of you code here
}
The answer is [e.currentTarget.name] I perform this all the time!
Should return "Dot1" "Dot2", etc.
If the value you wish to return is a number or other data type other than a string (name of object) use [e.currentTarget.name.substr(3,1).toString()]
Should return 1, 2, etc.
Navee
I tried to reproduce your problem first with Flex using runtime created movieClips and then with Flash using Dot movieClip symbols exported for ActionScript. Neither application exhibited the problem.
You may already know names like "instance66" "instance70" are default enumerated instance names. So, whatever is dispatching the MouseEvent is NOT the dot instance. Perhaps you are unintentionally assigning callFullSub to the wrong targets, maybe your containers? Try assigning it to dot instance right after you create them, like this:
private function callDots(num:Number):void
{
for (var i = 0; i < subImagesTotal[num]; i++)
{
var d:Dot = new Dot();
d.x = i*23;
d.y = 0;
d.name = i;
d.addEventListener(MouseEvent.CLICK, callFullSub);
dotContainer.addChild(d]);
}
}
Be sure to temporarily comment out your original assignment.
Try this might work,..
d.name = i.toString();
You have not shown enough of your code for me to be able to give you a DEFINATE answer, I will however say this.
//After you create each loader you need to set its mouseEnabled
//property to false if you do not want it to be the target of
//Mouse Events, which may be superseding the actual intended target;
var full_loader:Loader = new Loader();
full_loader.mouseEnabled = false;
//Also you could name the loaders and see if what comes back when you click is the same.
ALSO! Add this to your Mouse Event handler for CLICK or MOUSE_DOWN:
trace(e.target is Loader); //If traces true you have an answer
I believe that the mouse events are being dispatched by the Loaders.
please provide more of your code, the code where the Loader.contentLoaderInfo's COMPLETE handler fires. I assume this is where you adding the loaders to the display list as I cannot see that now.