Despite searching both the web and youtube for a solution, it remains difficult to find information on colorTransforming multiple movie clips in AS3. I found a video on youtube about colorTransform which i followed steps to create a fully functional colorTransform for a single clip but i would like to use it for multiple clips and be able to change colors for each on a mouse click.
I have included the code below and perhaps someone knows how i can add more movie clips to it. When i copy and change mc1. EventListener code to mc2, i get a duplicate function error which i don't know how to fix.
import flash.geom.ColorTransform;
import flash.geom.ColorTransform;
import flash.events.MouseEvent;
// this here is the little movieclip where the main clip gets its color from,the clip is made up of two movieclips but can also be one movieclip
// instead of brushColor i have used myColor and instead of brush.tip i have used square.
var myColor:ColorTransform=new ColorTransform();
myColor.color=0xffffff; square.transform.colorTransform=myColor
red.addEventListener(MouseEvent.CLICK,onclick);
green.addEventListener(MouseEvent.CLICK,onclick);
blue.addEventListener(MouseEvent.CLICK,onclick);
orange.addEventListener(MouseEvent.CLICK,onclick);
yellow.addEventListener(MouseEvent.CLICK,onclick);
pink.addEventListener(MouseEvent.CLICK,onclick);
function onclick(event:MouseEvent){
if(event.target==red)
{myColor.color=0xff0000}
else if(event.target==green)
{myColor.color=0x99ff33}
else if(event.target==blue)
{myColor.color=0x00ccff}
else if(event.target==orange)
{myColor.color=0xffcc33}
enter code here
else if(event.target==yellow)
{myColor.color=0xffff66}
else if(event.target==pink)
{myColor.color=0xff99ff}
else
{myColor.color=0x666666}
square.transform.colorTransform=myColor
}
mc1.addEventListener(MouseEvent.CLICK, colorChange);
function colorChange(event:MouseEvent)
{
mc1.transform.colorTransform=myColor;
}
// upto here the code works fine but from below i get a duplicate fuction error which i don't know how to fix.
// the idea is to add more movie clips so i can change their colors just like i can do for mc1.
1021: DUPLICATE FUNCTION DEFINITION "ERROR"
mc2.addEventListener(MouseEvent.CLICK, colorChange);
function colorChange(event:MouseEvent)
{
mc2.transform.colorTransform=myColor;
}
Push all movieclips into array and then add eventlistener to all of them like this:
var mcArray:Array=new Array();
mcArray.push(mc1,mc2);
for (var i:int=0;i<mcArray.length;i++)
{
mcArray[i].addEventListener(MouseEvent.CLICK,colorChange);
}
And add only one colorChange function like this:
function colorChange(event:MouseEvent)
{
e.currentTarget.transform.colorTransform=myColor;
}
Related
I have made a simple drag and match game for kids.
I used setchildindex for movie clips to be dragged but when I click next button and go to another frame but movie clips are remaining in the same stage. What should i do?
Here is my code I used: (drag_1, this.numChildren0);.
When I reload it's not working.
drag_1.buttonMode = true;
drag_1.addEventListener(MouseEvent.MOUSE_UP, dropMe_1);
drag_1.addEventListener(MouseEvent.MOUSE_DOWN, dragMe_1);
var back_1X:Number = back_1.x;
var back_1Y:Number = back_1.y;
var hit_2X:Number = hit_2.x;
var hit_2Y:Number = hit_2.y;
function dragMe_1(event:MouseEvent)
{
drag_1.startDrag()
setChildIndex(drag_1, this.numChildren-1);
}
function dropMe_1(event:MouseEvent)
{
drag_1.stopDrag();
if(drag_1.hitTestObject(drop_2))
{
TweenMax.to(drag_1, 0.5, {
x:hit_2X,
y:hit_2Y,
ease:Cubic.easeOut
});
drag_1.mouseEnabled = false;
SoundMixer.stopAll();
}
else
{
TweenMax.to(drag_1, 0.5,
{
x:back_1X,
y:back_1Y,
ease:Bounce.easeOut
});
}
}
You need to remove the MovieClips using removeChild().
Now, why do you need to do that here? Well, this is one of those odd problems you get when you mix the timeline with code. When you place a symbol on the timeline keyframe, the Flash Player will instantiate that symbol when it reaches that frame. After that, any frame on the timeline that updates the symbol (tweens, effects, etc) will do just that, and any frame that lacks the symbol will remove it. However, the Flash Player is very picky about identifying that symbol on each frame of the timeline. When you move it using setChildIndex you are basically breaking the timeline link, and the Flash Player no longer identifies it and removes it based on the keyframes. You'll also find that if you revisit a keyframe that had that symbol, the Flash Player will instantiate a second one regardless if the one you moved is still there. As you can see, it can get pretty messy.
I have a movie clip on my timeline, which I then move on main timeline using classic tween from one side to another. I do not want that mc to loop so once the animation inside it finishes it should stop and all frames should be visible until the tween on main timeline finishes. To stop it from looping I added new keframe with stop(); at the end inside the movie clip. But it doesn't work, the movie clip keeps looping. I have changed the property type on first frame in the main timeline from movieclip to Graphic so that I can preview the movie clip in the timeline. In previous versions of Flash it worked always fine, but in CC the stop(); is ignored.
I know AS won't work with Graphics, but as far as the AS is inside that Graphic that shouldn't matter. Could anyone explain it to me and provide some solution please?
Your animation is happening on the root timeline so you need to put your stop(); on the last keyframe on your main time line. Or create the animation inside your movieclip and put the stop(); on the last keyframe in there instead and put the movieclip on the stage.
Try this code it works 100%
Paste the below code your main time line and called MovieClip_name.stopAllClips();
MovieClip.prototype.stopAllClips = function():void {
var mc:MovieClip = this;
var n:int = mc.numChildren;
mc.stop();
for (var i:int=0; i<n; i++) {
var clip:MovieClip = mc.getChildAt(i) as MovieClip;
if (clip) {
clip.stop();
clip.stopAllClips();
}
} }
My aim is to change the frame rates of my individual (looping) movie clips through clickable controls (slow/med/fast). I've heard it isnt possible to achieve this through as3/flash alone, so I've tried greensock's TweenMax... However I can't seem to figure out how to do this. Is there anyone that could help?
box1.addEventListener(MouseEvent.MOUSE_DOWN, box1down);
function box1down(event:MouseEvent):void {
//FRAMERATE CODE HERE
}
Many thanks!
Here is the API doc for TweenMax: http://www.greensock.com/as/docs/tween/com/greensock/TweenMax.html
If you have multiple movieclips that you are trying to control, you can just create an abstract class with the functionality you want and extend that class. So something like:
public class ControlledMovieClip extends MovieClip {
public function ControlledMovieClip() {
stop();
}
public function animate(frameRateInSeconds:Number):void {
TweenMax.to(this, frameRateInSeconds, { frame: this.totalFrames - 1, repeat: -1, ease: Linear.easeNone });
}
}
Have all your movieclips that are looping extend that class, and then you could call the animate function on the objects in your box1down event handler.
I haven't tested that code so you might need a gotoAndStop(1) at the end of each iteration.
It's possible through Actionscript alone it just requires you to handle the frame progression yourself (instead of using mc.play() you stop the movieclip and call nextFrame() yourself).
Lets say a Movieclip (myMC) has 20 frames of animation. To manually run the animation at normal speed you simply call myMC.nextFrame(); on every frame of your project (using an ENTER_FRAME listener for example).
To have the animation run at half speed you can use a frame count and a frame trigger:
var frameTick = 0;
var frameAnimTrigger = 2;
function Update(e:Event):void
{
frameTick++;
if(frameTick == frameAnimTrigger)
{
myMC.nextFrame();
frameTick = 0;
}
}
Because nextFrame is only called every other frame the animation appears to run at half speed.
I'm starting to use Flash CS6 for the first time to try and make Scaleform UI's for UDK. I'm following this simple tutorial: http://goo.gl/yedMU. I've followed it to the letter but can't seem to get it to work. I even have tried it again in a new project but it ends up with the same error. I've triple checked each name and instance but it just refuses to work. Here is the really simple code of the two frames in the file:
import flash.events.MouseEvent;
import flash.system.fscommand;
import flash.display.MovieClip;
subMenu_btn.addEventListener(MouseEvent.CLICK, subMenu);
exit_btn.addEventListener(MouseEvent.CLICK, exitGame);
var cursor:cursor_mc = new cursor_mc();
addChild(cursor);
cursor.x = mouseX;
cursor.y = mouseY;
cursor.startDrag();
stop();
function subMenu(event:MouseEvent):void
{
gotoAndStop('Sub Menu');
}
function exitGame(event:MouseEvent):void
{
fscommand('ExitGame');
}
and
play_btn.addEventListener(MouseEvent.CLICK, playGame);
back_btn.addEventListener(MouseEvent.CLICK, backBtn);
function playGame(event:MouseEvent):void
{
fscommand('PlayMap');
}
function backBtn(event:MouseEvent):void
{
gotoAndStop('Main Menu');
}
I used the debugger and the code breaks at
exit_btn.addEventListener(MouseEvent.CLICK, exitGame);
Any ideas? The whole thing works until I used the 'Back' button to go back to the first frame, when the 'Exit' button is gone and I get that error. The 'Submenu' button remains however and the menu is still operable.
This is the error using the debugger:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Menu_fla::MainTimeline/frame1()[Menu_fla.MainTimeline::frame1:6]
at flash.display::MovieClip/gotoAndStop()
at Menu_fla::MainTimeline/backBtn()[Menu_fla.MainTimeline::frame2:10]
Okay, so I might have been wrong in what I said in the comments above, the solution is this:
For your first frame's AS3:
import flash.events.MouseEvent;
import flash.system.fscommand;
import flash.display.MovieClip;
var cursor:cursor_mc = new cursor_mc();
subMenu_btn.addEventListener(MouseEvent.CLICK, subMenu);
exit_btn.addEventListener(MouseEvent.CLICK, exitGame);
addChild(cursor);
cursor.x = mouseX;
cursor.y = mouseY;
cursor.startDrag();
Mouse.hide();
stop();
function subMenu(event:MouseEvent):void
{
subMenu_btn.removeEventListener(MouseEvent.CLICK, subMenu);
exit_btn.removeEventListener(MouseEvent.CLICK, exitGame);
removeChild(cursor);
gotoAndStop('Sub Menu');
}
function exitGame(event:MouseEvent):void
{
fscommand('ExitGame');
}
For your second frame's AS3:
play_btn.addEventListener(MouseEvent.CLICK, playGame);
back_btn.addEventListener(MouseEvent.CLICK, backBtn);
cursor = new cursor_mc();
addChild(cursor);
cursor.x = mouseX;
cursor.y = mouseY;
cursor.startDrag();
Mouse.hide();
function playGame(event:MouseEvent):void
{
fscommand('PlayMap');
}
function backBtn(event:MouseEvent):void
{
removeChild(cursor);
gotoAndStop('Main Menu');
}
You were instantiating the cursor each time you hit frame 1, which I believe would create a namespace problem. The solution was to remove the cursor from the stage, and add it back in for each frame. There may be a more elegant solution, but as I never use multiple frames with AS (for this very reason), this is the best I could do. I also hid the mouse cursor to give your cursor_mc more focus.
Let me know if you have any other questions.
Happy coding!
Another solution would be to create a new layer, and put the cursor code on that layer only. That layer would have one keyframe, and extend to cover the entire timeline, so it is always alive.
Or, create a menu movie clip that exists on frame 1. And inside that movie clip, have your different frames for each part of the menu (options, etc.). And the cursor would exist at the same level as the menu movie clip. So it always exists and is only initialized once.
In AS2 there was an event onclipevent(load) that triggered when a movie clip was initialised on the stage. I have searched a lot but the only solution I can find for the same functionality in AS3 is to make a custom class for the movie clip. This is a bit overkill in my case as I only have one line of code to run and I'm trying to avoid lots of extra AS files in my project. I should note that my MovieClips are not dynamically added so events like Event.ADDED_TO_STAGE etc will not work.
Is there really no way to do onclipevent(load) in AS3?
There are no AS2 style clip events in AS3. If you want to avoid making a custom class for your clip, you could put the initialization code in a function and call it immediately when you create the clip, like this:
import flash.display.MovieClip;
function onClipLoad(clip : MovieClip) : void
{
// do onLoadStuff here
clip.x = 100;
clip.y = 10;
}
// call onClipLoad when the clip is created, either in code or via timeline
var myClip : MovieClip = new MyClip();
onClipLoad(myClip);
Even better, you could place this code on frame 1 of your MovieClip's timeline to automatically initialize instances of it:
var initialized : Boolean;
if(!initialized) {
initialized = true;
// do init code here
x = 100;
y = 10;
}