I am trying to give my "buttons" a bounce in effect using the tween class. I am also trying to make my code more efficent by using a function to handle this effect for all my buttons.
var MusicClip:MovieClip = new music_mc();
var MoviesClip:MovieClip = new movie_mc();
var GameClip:MovieClip = new game_mc();
MusicClip.y = 63;
MusicClip.x = 577;
MoviesClip.y = 87;
MoviesClip.x = 401;
GameClip.y = 75;
GameClip.x = 151;
addChild(MusicClip);
addChild(MoviesClip);
addChild(GameClip);
This is where I am having a hard time. I thought I had to tween both the
scaleX and scaleY for all three MovieClips, but the button just appears on the
stage and doesn't animate in. Also if I can put this code in a function so I
don't have to write it for every button (and future buttons) that would be great.
var scaleTween:Tween=new Tween(MusicClip,"scaleX",Elastic.easeOut,0,1,1,true);
var scale2Tween:Tween=new Tween(MusicClip,"scaleY",Elastic.easeOut,0,1,1,true);
I am not getting any error but there is no bouncing in effect.
You need to assign listeners to your MovieClips that will perform an action when you do something. You can use a single event handler for all of your MovieClips:
MusicClip.addEventListener(MouseEvent.MOUSE_OVER,bounceButton);
MusicClip.addEventListener(MouseEvent.MOUSE_OVER,bounceButton);
MoviesClip.addEventListener(MouseEvent.MOUSE_OVER,bounceButton);
function bounceButton(event:MouseEvent):void
{
var scaleTween:Tween=new Tween(event.target,"scaleX",Elastic.easeOut,0,1,1,true);
var scale2Tween:Tween=new Tween(event.target,"scaleY",Elastic.easeOut,0,1,1,true);
}
Note that rather than specifying any one MovieClip as the tween target, you are using event.target, which will refer to the MovieClip you have rolled over.
On an unrelated note, it is good practise to start instance names with a lower case letter. This helps to distinguish them from class names which by convention have uppercase letters to start each word:
var myVariable:MyClass;
Related
I'm tring to get the car image to move down the screen on the y Axis and make it a repeat and colide with another object
//creates the new Car
for (var c:int=0; c<8; c++){
var newcar = new car();
newcar.x = 55*c;
newcar.y = 100;
EntityArray.push(newcar);
stage.addChild(newcar);
trace("Car Created"+c)
}
How to make it colide with the following and remove it from screen
//creates the new Frog
for (var f:int=0; f<1; f++){
var newfrog = new frog();
newfrog.x = 210;
newfrog.y = 498;
EntityArray.push(newfrog);
stage.addChild(newfrog);
trace("Frog Created"+f)
}
[image][1][1]: https://i.stack.imgur.com/Ihsfx.png
Though I'm quite pleased to hear that today they still tell you about ActionScript at college, it's a bit hard
to give you advice here since I don't know what they've covered yet.
Generally speaking, you could realize this with a simple game loop, that runs periodically and in it's most simple
form:
checks user input (in your case most likely pressing left/right to move the frog)
update game state (move the cars & the frog ; check for collision)
draw everything to screen
For creating the periodical loop, Flash/ActionScript offers a powerful event called ENTER_FRAME. Once started, it
will fire with the framerate of the movie. So if you set your movie to 60fps, it will execute it's callback function
roughly every 17ms.
I assume your instances of Frog and Car extend Flash's Sprite or MovieClip class - so collision detection is also pretty
easy since you can use the inherited hitTestObject() method.
To make things a bit easier though I'd recommend that you don't put the reference to the frog instance inside the EntityArray.
Better use a global reference. (Also, you don't need a for-loop because there's just one frog)
As another sidenote, it's quite common that classnames start with a capital letter.
private var newfrog:frog; // defines a class variable we can access anywhere inside our class
//Later on instantiate new cars and the frog:
for (var c:int=0; c<8; c++){
var newcar = new car();
newcar.x = 55*c;
newcar.y = 100;
EntityArray.push(newcar);
stage.addChild(newcar);
}
newfrog = new frog();
newfrog.x = 210;
newfrog.y = 498;
stage.addChild(newfrog);
addEventListener(Event.ENTER_FRAME, loop); // register an ENTER_FRAME listener for the main game loop
private function loop(e:Event):void
{
var tempCar:car;
for(var a:int=0;a<EntityArray.length;a++)
{
tempCar=EntityArray[a]; // get a car from the EntityArray
tempCar.y++; // move it down on screen
if(tempCar.y>600) // if it's vertical position is greater than 600...
{
tempCar.y=0; // ...move it back to the top
}
if(newfrog.hitTestObject(tempCar)) // evaluates to true, if a car and the frog's bounding boxes overlap
{
trace("there's a collision!"); // do something
}
}
}
Im a total beginner at using AS3. I want to know is how does one duplicate a symbol and make it appear in the next frame.
example: when the user clicks on the symbol in that frame, the same symbol will appear in the next frame. If it is not possible then how does one move that symbol to the next frame.
Thank You in advance for answering.
You should probably avoid to use timeline keyframe to achieve this kind of thing. However, if you really need to do it this way, here what I would do :
First, make sure the MovieClip you want to clone has ActionScript linkage.
Then:
my_mc.addEventListener(MouseEvent.CLICK,onClick)
function onClick(e:MouseEvent):void{
var m:MovieClip = MovieClip(e.currentTarget);
var c:Class = Object(m).constructor;
var clone:MovieClip = new c() as MovieClip;
gotoAndStop(2);
addChild(clone);
}
This will add the clone to the stage, so if you go back to frame 1, you'll see the clone. There's no way to add an object to a specific timeline frame. If you want to achieve such a thing, you have to target a container on frame 2 and add to clone to the container.
something like this :
function onClick(e:MouseEvent):void{
var m:MovieClip = MovieClip(e.currentTarget);
var c:Class = Object(m).constructor;
var clone:MovieClip = new c() as MovieClip;
gotoAndStop(2);
myContainerOnframe2.addChild(clone);
}
Working a bit with AS3 and hit a wall on how to program through this situation. I have a class which represents a number say 103. I have a movieclip for each digit which I add to a holding movieclip and then add to the stage. I want to enable the ability to single click a digit like the zero in the number 103 and have it react since it is an individual movieclip and at the same time double click the entire number and have that react. Is there a way to cleanly do this wtihout confusing the code below is what I have thus far.
public function test()
{
numberimage = new MovieClip();
var images:Vector.<MovieClip> = generateNumericArray("");
for (var i:int = 0; i < String(value).length; i++) {
var temp:MovieClip = parsevalue(String(value).substr(i,1),images);
temp.x = i*50;
temp.addEventListener(MouseEvent.CLICK,click)
numberimage.addChild(temp);
}
numberimage.addEventListener(MouseEvent.MOUSE_DOWN,drag);
numberimage.addEventListener(MouseEvent.MOUSE_UP,drop);
numberimage.addEventListener(MouseEvent.MOUSE_OVER,doubleClick);
stage.addChild(numberimage);
}
any help on this would be much appreciated
Do, doubleclick on clip : stop listening to main movie, and listen now to sub clips. On click outside the main clip, listen back to the main movie and stop listening to its children.
Not sure if this is 100% what you are looking for: use the following, depending on what you are adding the listener to. You do have to enable double clicking first
numberimage.doubleClickEnabled = true;
numberimage.addEventListener(MouseEvent.DOUBLE_CLICK, click);
I have a movieclip in the library that is added to the stage dynamically in the document class's actionscript. This movieclip contains many many child images that were imported directly from photoshop at their original positions (which must be preserved).
I do not want to manually name every single image instance, as there are dozens upon dozens.
I have already gone through and manually converted the images to symbols, as apparently flash won't recognize the "bitmap" objects as children of a parent movieclip in AS3 (numChildren doesn't see the bitmaps, but it sees the symbols).
I have an array filled with references to the dozens of children, and I loop through it, checking if each one is under the mouse when clicked. However, somehow, it is not detecting when I click over the items unless I manually name the child symbols (I tested by manually naming a few of them -- those ones became click-sensitive.)
I have already done trace() debugging all throughout the code, verifying that my array is full of data, that the data is, in fact, the names of the instances (automatically named, IE instance45, instance46, instance47, etc.), verifying that the function is running on click, verifying that the code works properly if I manually name the symbols.
Can any one see what's going wrong, or what aspect of flash I am failing to understand?
Here is the code:
//check each animal to see if it was clicked on
private function check_animal_hits():void
{
var i:int = 0;
var animal:Object = this.animal_container;
for (i=0; i<animal.mussels.length; i++)
{
if (this.instance_under_cursor(animal.mussels[i].name))
{
var animal_data = new Object();
animal_data.animal = "mussel";
this.send_data(animal_data);
}
}
}
Here is the code for the instance_under_cursor() method:
// Used for finding out if a certain instance is underneath the cursor the instance name is a string
private function instance_under_cursor(instance_name)
{
var i:Number;
var pt:Point = new Point(mouseX,mouseY);
var objects:Array = stage.getObjectsUnderPoint(pt);
var buttons:Array = new Array ;
var o:DisplayObject;
var myMovieClip:MovieClip;
// add items under mouseclick to an array
for (i = 0; i < objects.length; i++)
{
o = objects[i];
while (! o.parent is MovieClip)
{
o = o.parent;
}
myMovieClip = o.parent as MovieClip;
buttons.push(myMovieClip.name);
}
if (buttons.indexOf(instance_name) >= 0)
{
return true;
}
return false;
}
Update:
I believe I have narrowed it down to a problem with getObjectsUnderPoint() not detecting the objects unless they are named manually.
That is the most bizarre way to find objects under mouse pointer... There is a built-in function that does exactly that. But, that aside, you shouldn't probably rely on instance names as they are irrelevant / can be changed / kept solely for historical reasons. The code that makes use of this property is a subject to refactoring.
However, what you have observed might be this: when you put images on the scene in Flash CS, Flash will try to optimize it by reducing them all to a shape with a bitmap fill. Once you convert them to symbols, it won't be able to do it (as it assumes you want to use them later), but it will create Bitmpas instead - Bitmap is not an interactive object - i.e. it doesn't register mouse events - no point in adding it into what's returned from getObjectsUnderPoint(). Obviously, what you want to do, is to make them something interactive - like Sprite for example. Thus, your testing for parent being a MovieClip misses the point - as the parent needs not be MovieClip (could be Sprite or SimpleButton or Loader).
But, if you could explain what did you need the instance_under_cursor function for, there may be a better way to do what it was meant to do.
In my Actionscript program, I draw a polygon using the methods:
this.graphics.moveTo()
and
this.graphics.lineTo()
In the update function of the polygon model I change it a bit, and then draw it all over again. Eventually, every call to the update() function draws the updated polygon and I can see it changes.
On some point of the program, I want to be able to use this polygon as a movieclip, so I
can attach a mask to it - so as the polygon drawn over and over again, I could see a nice
background in the form of that polygon, fills it inside.
Problem is - I do not know how to take this array of points I have, which is my polygon representation, and turn it into a movieclip ( if possible at all... )
If you have any other recommendations how to implement the above, It would be great.
You can just create a new MovieClip and use it's graphics for drawing. So instead of using this.graphics.moveTo / lineTo, try this:
var mc:MovieClip = new MovieClip();
mc.graphics.moveTo(...);
mc.graphics.lineTo(...);
this.addChild(mc);
A convenient way of drawing, if you want to type less, is to do something like this:
var mc:MovieClip = new MovieClip();
with(mc.graphics) {
clear();
lineStyle(...);
moveTo(...);
lineTo(...);
...
ect.
}
this.addChild(mc);
I suggest you take a look at Point class. For example,
var p1:Point = new Point(100,150);
Then you can have an array of points
var arrPoints:Array = new Array(p1,p2,p3);
With a for loop, you can decide if i==0 you use moveTo and for the rest use lineTo. You can have a special condition at the end to close your polygon, i==arrPoints.length-1.
So, basically create a movieclip object, use its graphic property to fill it with the points you defined in your array. As long as your points are in a movieclip, you can mask it. Finally, that "this" notation you used is probably referring to the main movieclip which is the stage.
var mc:MovieClip = new MovieClip();
mc.graphics.moveTo(p1.x,p1.y);
will draw your graphics into your mc.