I have a MovieClip called navbar and it has buttons over it. How do I connect the buttons to the MovieClip so that when the MovieClip is moved the buttons move with it? I have been able to make the navbar draggable but the buttons aren't dragged with it.
I have tried the following:
navbar.addChild(button1);
This just made the button disappear.
Your approach is correct: adding the buttons as children to the MovieClip will allow them all to be moved as one item.
The button disappearing could be any number of reasons, for instance x and y now relative to new parent (i.e. setting button y to 600 is now 600 pixels down from the navbar, not from the stage or old parent).
Try commenting out any properties you have set on the button and see if that resolves the issue, from there you can determine which property is causing the button to disappear.
So you should basically just have something like this:
var button1:Button = new Button();
navbar.addChild(button1);
If even with that minimal code doesn't result in the button displaying on the navbar, you'll need to post more code so that we can see where the problem is occurring.
you can calculate distance from Movieclip's X,Y to buttons and you can write a code like this:
var diff1:int = navbar.x - example_button1.x;
stage.addEventListener(Event.ENTER_FRAME, function(event:Event):void{
example_button1.x=navbar.x-diff1;
});
you can duplicate example_buttons and diff variables.
or you can startDrag() sametime with same event listener,
navbar.addEventListener(someEvent.some, function(event:someEvent):void{
MovieClip(root).navbar.startDrag();
MovieClip(root).example_button1.startDrag();
});
MovieClip(root) allows you to effect main stage. With this property you can effect an object from inside of navbar for example.
As you supposed, if you want the navbar and the buttons to act like a unique element you need to put buttons inside the navbar and not just over it.
The reason the button is disappearing is due to the fact that it has been put on the stage in Designer so, when you add it to navbar, you have it into two different display stacks, and that's not allowed.
You should put buttons inside the navbar in Designer, or export them for AS and then instance them dynamically, as follow:
var btn:Button1 = new Button1()
navbar.addChild(btn)
Class name Button1 is assigned in the MovieClip properties window of the Library, under Export for ActionScript.
Related
I inherited Sprite and I want to put inside TableView but when I add inherited Sprite to scene table is not visible but all others sprites added to inherited sprite are visible ( I checked it creates cells, position and z index are set right, when I add TableView directly to Scene it is visible).
I'm able to add a TableView to a Sprite in Cocos2d-x v3.6, but it's a little hard to say exactly why yours isn't showing up. Here are some things to check:
Have you added the TableView as a child to the Sprite via addChild?
When you add the TableView to the Sprite, is your DataSource set properly? (This seems to be the case given your question).
Are there positioning issues when you add it to the Sprite due to the anchor position(s) of your Sprite and it's parent(s)? It could be the TableView with incorrect positioning, or it could be the TableViewCells themselves. Remember that when you add a child to some Node, its anchor point is Vec2(0.5, 0.5).
You're not forced to override cocos2d::Size cellSizeForTable(cocos2d::extension::TableView *table), and if you don't have cell heights, the cells might not show up.
Try "dumbing down" any logistics you have and follow the code in TableViewTestScene.cpp, which is part of the cpp-tests. (cocos-directory/tests/cpp-tests/Classes/ExtensionsTest/TableViewTest)
Last resort: Try doing something silly like giving your table and cells a large height and width of 500-1000 pixels each. Give them an absolute position somewhere in your Sprite. Give each of them a Label that says "Hello, World!" and see if they show up.
It might be helpful to see your applicable code, too.
A very late edit: I realized today that it seems as though Layer objects (and thus TableViews) always have an Anchor Point of Vec2::ANCHOR_BOTTOM_LEFT. Could this be your issue?
So I have a button called manpb. When I click manpb, I want a menu to appear. The menu is a picture, but I can convert it into an object if this helps.
The best I can do is: Make a second frame with the menu, and insert the code inside the man_pb function:
gotoAndStop(2);
My problem is that I want the menu to appear on the same frame; then the menu will have buttons of his own. Any idea what to type inside the function below?
manpb.addEventListener(MouseEvent.CLICK, man_pb);
function man_pb(event:MouseEvent):void{
}
A big thank you!
The most intuitive solution might be to have your menu inside a MovieClip on the same frame. The menu buttons can also be placed within that menu MovieClip.
Simply convert your menu picture to a MovieClip (right-click, convert to MovieClip). Make sure that you select the MovieClip, and in the Properties panel give it an Instance Name, like menuMC or anything you want.
There are then a couple ways that you could handle making the menu appear only when you click the button.
1- Set the MovieClip's opacity to 0 by default, and then include this in your button function:
menuMC.alpha = 1;
thereby changing the MovieClip to fully opaque.
2- Make the MovieClip comprised of two frames, one empty frame that has a stop(); action, and one frame that contains your menu image and buttons. Then the button code would be:
menuMC.gotoAndStop(2);
3- Load the MovieClip dynamically from your library. See this for more information. edit: This is the approach that #DodgerThud is referring too, and is the more advanced but more comprehensive approach.
Use your Menu as an Object and add it to the MovieClip you want.
var menu:Menu = new Menu();//This is your Menu Symbol in your Library, you need to create one before you can use it
var manpb;//you could do the same thing for button, so you only need one symbol that has uses different labels
manpb.addEventListener(MouseEvent.CLICK, man_pb);
function man_pb(event:MouseEvent):void{
if(contains(menu)){//checking if "menu" already exists
removeChild(menu);//remove it from the displaylist
}else{
addChild(menu);//add it to the displaylist
}
}
In the Listener function you check if your current MovieClip (this should NOT be Button) already has a child that is menu. If it does, it removes the menu, otherwise, it will add the menu.
Don't forget to export your Menu for ActionScript.
I have a navigation and inside the navigation movie clip, I have buttons and I put this code in my of my button frames
aboutbtn.addEventListener(MouseEvent.CLICK,goAbout);
function goAbout(e:MouseEvent){
this.gotoAndPlay('245');
}
But this didnt work and when I click my button it does nothing, is there something wrong with my code?
this.gotoAndPlay('245');
'245' is a string and gotoAndPlay interprets as a frame label. Remove the quotes, passing an integer, to go to the frame 245.
aboutbtn.addEventListener(MouseEvent.CLICK,goAbout);
function goAbout(e:MouseEvent){
this.gotoAndPlay(245);
}
If that still doesn't work, make sure this refers to the movieclip you want to change the frame. For example, if this code is in the document class, referring to the root instance, this will change the stage's frame.
If you want to change the button frame (only makes sense if it's a SimpleButton instance), change this to aboutbtn, for example.
If it's anything else, you'll to give us more context, it could be a load of other things (different stage? is there a frame 245? is the button mouse enabled? is there any invisible buttons on top of the object?).
Edit:
After clarification: if you want to change the frame of the object above nav, its parent, use:
aboutbtn.addEventListener(MouseEvent.CLICK,goAbout);
function goAbout(e:MouseEvent){
MovieClip(parent).gotoAndPlay(245);
}
I have a bit of a problem. I want to create something like this but vertical instead of horizontal.
I also want to control the slider by clicking on up/down buttons instead of scrolling.
Reference: http://active.tutsplus.com/tutorials/effects/create-a-responsive-xml-image-scroller-in-actionscript-3-0/
Now i have a container mc that holds all my thumbs and a mask that masks that container. I also have my buttons that gonna
trigger this scroll up/scroll down function.
I have sort of no idea at all of how to write the function for that. I have made the container tween up and down but i need a limit
for that so it want tween to far and go out of bounds.
Any suggestions?
First, to prevent the mask from moving with the content, make sure it's sitting on the same level as your content.
For example:
myContainer ¬
- contentBox
- maskShape
And contentBox.mask = maskShape.
For the scrolling, it's just a matter of increasing or decreasing the position of your contentBox with every click of your navigation buttons.
In the case of the down button, on your event listener you'd do something like...
contentBox.y = contentBox.y + 25;
Of course we want this to smoothly slide over, so in the case of TweenLite...
TweenLite.to(contentBox, 0.5, {y:contentBox.y + 25});
The "up" button is simply the reverse of this.
Hi im trying to add some buttons or sprites on each of TileList items, i even made my own ImageCell class and inject some code that adds sprite on each image but it is not clickable - all clicks are reffering to "object MyImageCell" not that specific sprite, is there a solution for this or any other way for adding some content on TileList items?
I think you have the some problem as I met.In your MyImageCell class add this property:this.mouseChildren = true;
Hope this can help.