Actionscript 3 menu with active state - actionscript-3

Ive got a simple menu that upon hover of each item, plays a movie clip, then on mouse_out it plays the movie clip in reverse. What I'm trying to do is to have a third state (active) that is shown upon clicking. I'm thinking I need to do something along the lines of:
When clicked, gotoAndStop(5) //Five being the location of my active frame
Also remove the event listener that triggers the function to play the movie in reverse.
Then when another menu item is clicked, re-add the event listener to the previous menu item so it's not stuck 'active'
I can't quite figure out how to do this though. My code is as follows:
// IMPORTS
import fl.transitions.*;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.external.ExternalInterface;
// EVENT LISTENERS
//arrow
mcArrow.addEventListener(MouseEvent.MOUSE_OVER,mover);
mcArrow.addEventListener(MouseEvent.MOUSE_OUT,mout);
//dots
mcDots.addEventListener(MouseEvent.MOUSE_OVER,mover);
mcDots.addEventListener(MouseEvent.MOUSE_OUT,mout);
//music
mcMusic.addEventListener(MouseEvent.MOUSE_OVER,mover);
mcMusic.addEventListener(MouseEvent.MOUSE_OUT,mout);
//home
mcHome.addEventListener(MouseEvent.MOUSE_OVER,mover);
mcHome.addEventListener(MouseEvent.MOUSE_OUT,mout);
//padlock
mcPadlock.addEventListener(MouseEvent.MOUSE_OVER,mover);
mcPadlock.addEventListener(MouseEvent.MOUSE_OUT,mout);
// FUNCTIONS
function mover(e:MouseEvent):void {
stopPlayReverse(e.currentTarget as MovieClip);
e.currentTarget.play();
//var fadeIn:Tween = new Tween(mcToolTip, "alpha", Strong.easeOut, 0, 1, 0.5, true);
}
function mout(e:MouseEvent):void {
var mc:MovieClip = e.currentTarget as MovieClip;
if (mc !== null) {
mc.addEventListener(Event.ENTER_FRAME, playReverse, false, 0, true);
}
//var fadeOut:Tween = new Tween(mcToolTip, "alpha", Strong.easeOut, 1, 0, 0.5, true);
}
function playReverse(e:Event):void {
var mc:MovieClip = e.currentTarget as MovieClip;
if (mc.currentFrame == 1) {
stopPlayReverse(mc);
} else {
mc.prevFrame();
}
}
function stopPlayReverse(mc:MovieClip):void {
if ((mc!==null) && mc.hasEventListener(Event.ENTER_FRAME)) {
mc.removeEventListener(Event.ENTER_FRAME, playReverse);
}
}

First I would create a MenuItem class that sets up the event listeners and methods for the menu items. In the MenuItem class, create an 'isActive' property of type Boolean that keeps track of the current state of the menu item. Here's a quick mock-up of that class:
package {
import flash.display.MovieClip;
import flash.events.*;
public class MenuItem extends MovieClip {
public var isOver:Boolean = false;
public var isActive:Boolean = false;
public static var CLICK:String = 'menu_item_click';
public function MenuItem() {
addEventListener(MouseEvent.MOUSE_OVER, mover);
addEventListener(MouseEvent.MOUSE_OUT, mout);
addEventListener(MouseEvent.CLICK, mclick);
addEventListener(Event.ENTER_FRAME, onFrame);
}
private function mover(e:MouseEvent):void {
isOver = true;
}
private function mout(e:MouseEvent):void {
isOver = false;
}
private function mclick(e:MouseEvent):void {
isActive = true;
goToAndStop(5); // go to active frame
}
private function onFrame(e:Event):void {
if (isActive) return; // don't do anything if this menu item is active
if (isOver) { // if the mouse is over the menu item
if (currentFrame >= 4) { // make sure we don't go to frame 5, the active frame
nextFrame();
}
} else {
prevFrame(); // or play in reverse. If at frame 1, prevFrame() won't do anything
}
}
}
}
The ENTER_FRAME listener will run continuously and perform actions based on the isActive and isOver states. This eliminates the need for removing listeners and creating additional methods for playReverse and stopPlayReverse.
Second, I would put all of the menu items in container class called MenuContainer. The easiest way to do this would be to create an empty movie clip in Flash, then drag all of your menu items into it. Export the container for Actionscript with the Class value of MenuContainer. Here is a mock-up of the MenuContainer class:
package {
import flash.display.MovieClip;
import flash.events.*;
public class MenuContainer extends MovieClip {
public function MenuContainer() {
addEventListener(MenuItem.CLICK, onMenuItemClick);
}
private function onMenuItemClick(e:MouseEvent):void {
var clickedMenuItem:MenuItem = MenuItem(e.target); // the clicked menu item
for (var i:int = 0; i < this.numChildren; i++) { // loop through the menu items
var menuItem:MenuItem = MenuItem(this.getChildAt(i)); // get the loop menu item
if (menuItem != clickedMenuItem) { // if the loop menu item is not the clicked menu item
menuItem.isActive = false; // then isActive is false
}
}
}
}
}

Another option, following your code, would be to have an auxiliary variable that indicates which menu item is currently active, so we can deactivate it once we click on another item... that means each of your menu items would execute this function on click:
private var activeMenuItem:MenuItem; //your auxiliary variable
private function onClick(e:MouseEvent):void {
if(activeMenuItem) {
//if there is an active menu item re-enable it
activeMenuItem.gotoAndStop(1);
activeMenuItem.mouseEnabled=true;
}
//set the active menu item to the clicked one
activeMenuItem=e.currentTarget;
//and set its state to active and mouse disabled
activeMenuItem.gotoAndStop(5);
activeMenuItem.mouseEnabled=false;
}

Related

Flash CS4 How do you set variable to the Object Dragging Collison?

I am doing a game for my computer science class and I am working on inventory, dragging an item into it. I do not know how to set the item as whatever the user clicked to drag.
At the moment I hard coded it to the item they are dragging, but in the future I want more items, so a variable set to the item they are dragging would make it work perfectly, but I don't know what it's called to do that.
Here is my code for inventory item dragging
function dragItem (event:MouseEvent):void
{
knife_loot.startDrag();
}
function dropItem (event:MouseEvent):void
{
knife_loot.stopDrag();
if ((knife_loot.hitTestObject(inv_game)) && (inv_game.visible == true))
{
trace("Item dropped in inventory")
trace("")
knife_loot.x = 80
knife_loot.y = 120
}
}
// end of dragging and dropping items
You can start with:
// List the items you want to drag.
var aList:Array = [knife_loot, spoon_loot, fork_loot];
// InteractiveObject is superclass for SimpleButton, Sprite and MovieClip.
// If you're sure what they all are then just use their class instead.
for each (var anItem:InteractiveObject in aList)
{
// Subscribe them all for dragging.
anItem.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
}
public var draggedItem:InteractiveObject;
function onDrag(e:MouseEvent):void
{
// Use e.currentTarget because original MouseEvent e.target
// could be something from deep inside of top object e.currentTarget.
draggedItem = e.currentTarget as InteractiveObject;
draggedItem.startDrag();
// Let's hook drop events.
stage.addEventListener(Event.MOUSE_LEAVE, onDrop);
stage.addEventListener(MouseEvent.MOUSE_UP, onDrop);
}
function onDrop(e:Event):void
{
// Unhook drop events.
stage.removeEventListener(Event.MOUSE_LEAVE, onDrop);
stage.removeEventListener(MouseEvent.MOUSE_UP, onDrop);
// Drop the item.
draggedItem.stopDrag();
if ((draggedItem.hitTestObject(inv_game)) && (inv_game.visible == true))
{
trace("Item", draggedItem.name, "was dropped to inventory.");
trace("");
draggedItem.x = 80;
draggedItem.y = 120;
}
// Forget the item.
draggedItem = null;
}

AS3 - Buttons do not work upon reentering frame

I've set up three buttons in the first frame which are supposed to switch frames. When the program first runs, there are no errors, and i can click any of the buttons and end up where I want. However, when going back to the first frame, the buttons no longer work. The stage listener still works though. I added the "Clicked" output to check if the function was called, which it wasn't. I know I disable the buttons in the code, but only after that button is clicked, and the task is done. I should mention I don't have the code on the timeline, but on a separate document. Here is my code:
package{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.SimpleButton;
public class DocumentClass extends MovieClip
{
public var matteOppgave:Boolean = false;
public var engelskOppgave:Boolean = false;
public var flaggOppgave:Boolean = false;
public function DocumentClass()
{
stop();
btnBok.addEventListener(MouseEvent.CLICK, matte);
btnFlagg.addEventListener(MouseEvent.CLICK, flagg);
btnPc.addEventListener(MouseEvent.CLICK, engelsk);
stage.addEventListener(Event.ENTER_FRAME, sjekk);
btnBok.enabled = true;
btnPc.enabled = true;
btnFlagg.enabled = true;
function matte(evt:MouseEvent)
{
gotoAndStop(2);
frame2();
trace("Clicked");
}
function engelsk(evt:MouseEvent)
{
gotoAndStop(3);
frame3();
trace("Clicked");
}
function flagg(evt:MouseEvent)
{
gotoAndStop(4);
frame4();
trace("Clicked");
}
function sjekk(evt:Event)
{
if(matteOppgave == true && engelskOppgave == true && flaggOppgave == true)
{
gotoAndStop(5);
}
if(matteOppgave == true)
{
btnBok.alpha = 0.5;
btnBok.enabled = false;
låsEin.alpha = 0;
}
if(engelskOppgave == true)
{
btnPc.alpha = 0.5;
btnPc.enabled = false;
låsTo.alpha = 0;
}
if(flaggOppgave == true)
{
btnFlagg.alpha = 0.5;
btnFlagg.enabled = false;
låsTre.alpha = 0;
}
}
}
I got it working from a solution posted on another forum. I made the five frames i had into movieclips, and changed back and forth using addChild() and removeChild().

How to make a movie clip visible if only five movie clips (not more) are clicked

I have 25 movie clips on stage and they all can be clicked and colored. I want a movie clip named text_mc to became visible if only 5 specific buttons from those are clicked and colored - not more. If the user choose more than those five movie clips (even thought that 5 movie clips are included) then the movie clip named text_mc should stay invisible. I can' t do the last part: if more than those 5 specific movie clips are clicked then the text_mc should stay invisible. Can you please help me? This is my code
stop();
import flash.display.MovieClip;
var sximata:MovieClip = square1;
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.geom.ColorTransform;
text_mc.visible=false;
square1.addEventListener(MouseEvent.CLICK, onsquare1);
function onsquare1(e:MouseEvent):void {
sximata = square1;
}
square2.addEventListener(MouseEvent.CLICK, onsquare2);
function onsquare2(e:MouseEvent):void {
sximata = square2;
}
square3.addEventListener(MouseEvent.CLICK, onsquare3);
function onsquare3(e:MouseEvent):void {
sximata = square3;
}
square4.addEventListener(MouseEvent.CLICK, onsquare4);
function onsquare4(e:MouseEvent):void {
sximata = square4;
}
square5.addEventListener(MouseEvent.CLICK, onsquare5);
function onsquare5(e:MouseEvent):void {
sximata = square5;
}
square6.addEventListener(MouseEvent.CLICK, onsquare6);
function onsquare6(e:MouseEvent):void {
sximata = square6;
}
square7.addEventListener(MouseEvent.CLICK, onsquare7);
function onsquare7(e:MouseEvent):void {
sximata = square7;
}
square8.addEventListener(MouseEvent.CLICK, onsquare8);
function onsquare8(e:MouseEvent):void {
sximata = square8;
square8Clicked = true;
checkButtons();
}
square9.addEventListener(MouseEvent.CLICK, onsquare9);
function onsquare9(e:MouseEvent):void {
sximata = square9;
square9Clicked = true;
checkButtons();
}
square10.addEventListener(MouseEvent.CLICK, onsquare10);
function onsquare10(e:MouseEvent):void {
sximata = square10;
square10Clicked = true;
checkButtons();
}
square11.addEventListener(MouseEvent.CLICK, onsquare11);
function onsquare11(e:MouseEvent):void {
sximata = square11;
}
square12.addEventListener(MouseEvent.CLICK, onsquare12);
function onsquare12(e:MouseEvent):void {
sximata = square12;
}
square13.addEventListener(MouseEvent.CLICK, onsquare13);
function onsquare13(e:MouseEvent):void {
sximata = square13;
square13Clicked = true;
checkButtons();
}
square14.addEventListener(MouseEvent.CLICK, onsquare14);
function onsquare14(e:MouseEvent):void {
sximata = square14;
square14Clicked = true;
checkButtons();
}
square15.addEventListener(MouseEvent.CLICK, onsquare15);
function onsquare15(e:MouseEvent):void {
sximata = square15;
}
square16.addEventListener(MouseEvent.CLICK, onsquare16);
function onsquare16(e:MouseEvent):void {
sximata = square16;
}
square17.addEventListener(MouseEvent.CLICK, onsquare17);
function onsquare17(e:MouseEvent):void {
sximata = square17;
}
square18.addEventListener(MouseEvent.CLICK, onsquare18);
function onsquare18(e:MouseEvent):void {
sximata = square18;
}
square19.addEventListener(MouseEvent.CLICK, onsquare19);
function onsquare19(e:MouseEvent):void {
sximata = square19;
}
square20.addEventListener(MouseEvent.CLICK, onsquare20);
function onsquare20(e:MouseEvent):void {
sximata = square20;
}
square21.addEventListener(MouseEvent.CLICK, onsquare21);
function onsquare21(e:MouseEvent):void {
sximata = square21;
}
square22.addEventListener(MouseEvent.CLICK, onsquare22);
function onsquare22(e:MouseEvent):void {
sximata = square22;
}
square23.addEventListener(MouseEvent.CLICK, onsquare23);
function onsquare23(e:MouseEvent):void {
sximata = square23;
}
square24.addEventListener(MouseEvent.CLICK, onsquare24);
function onsquare24(e:MouseEvent):void {
sximata = square24;
}
square25.addEventListener(MouseEvent.CLICK, onsquare25);
function onsquare25(e:MouseEvent):void {
sximata = square25;
}
var myColorTransform:ColorTransform=transform.colorTransform;
red_btn.addEventListener(MouseEvent.CLICK, changeColour);
function changeColour(event:MouseEvent):void {
myColorTransform.color=0xBD8D46;
sximata.transform.colorTransform=myColorTransform;
}
resetButton.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler);
function fl_MouseClickHandler(event:MouseEvent):void
{
gotoAndPlay(1);
}
var square8Clicked:Boolean = false;
var square9Clicked:Boolean = false;
var square10Clicked:Boolean = false;
var square13Clicked:Boolean = false;
var square14Clicked:Boolean = false;
function checkButtons():void
{
if(square8Clicked && square9Clicked && square10Clicked && square13Clicked && square14Clicked)
{
text_mc.visible = true;
}
}
You could add a boolean variable to each of the other functions that turns to true if any of the other squares are clicked. For example:
var isClicked:Boolean = false;
square1.addEventListener(MouseEvent.CLICK, onsquare1);
function onsquare1(e:MouseEvent):void {
sximata = square1;
isClicked = true;
}
And then in your check buttons function, check to see if "isClicked" is still false:
function checkButtons():void
{
if(!isClicked && square8Clicked && square9Clicked && square10Clicked && square13Clicked && square14Clicked)
{
text_mc.visible = true;
}
}
My solution is below. It's based on counting the number of clicks received by each type of MovieClip the user can click on.The relevant parts of the code would be in the onClick() and checkClickCounts() methods.
First, you'll see that in the buildMCs() method I simply create a bunch of MovieClips and place them on the stage in a grid. I've made it so that the "specific" MCs that you mention are the first items on each row of the grid. To each of these "specific" MCs, I've added a property: isSpecial:Boolean and set it to true. Later, when a MC is clicked, the OnClick() method will check to see if the MC was special or not, and will increment the relevant click count property. Then, checkClickCounts() is called. If 5 good clicks and 0 bad clicks are counted up, then we let the user know. This is where you'd display your textfield. (In my case, I just draw a big red rectangle on the screen.
Another suggestion I demo here is to avoid repeating your mouse click code. If you look in the constructor, you'll see that I used this line:
this.addEventListener(MouseEvent.CLICK, onClick);
This tells the main stage sprite to listen to all mouse clicks, even the ones that happen to MovieClips inside of it. In the onClick() method I check to see if the item clicked - the target of the event - was a MovieClip. If it was, then I do the additional checking to see if the MC clicked was one that I wanted. By doing this, I was able to write the code for handling the mouse clicks once, and now if I need to change something, I only have to do it one time, rather than 25 times. Saves me time, but also makes the code less error-prone because I'm less likely to miss something if there's a change that needs to be made.
package
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
public class Clicky extends Sprite
{
public function Clicky()
{
this.buildMCs();
this.addEventListener(MouseEvent.CLICK, onClick);
}
private function buildMCs ():void
{
var rows:int = 5;
var cols:int = 5;
var boxSize:int = 10;
for (var r:int = 0; r < rows; r++)
{
for (var c:int = 0; c < cols; c++)
{
var newMC:MovieClip = new MovieClip();
newMC.graphics.lineStyle(0, 0x00ff00);
// want to mark the "specific" movieclips
if (c == 0)
{
newMC.graphics.beginFill(0x0000ff);
// just something that makes this MC unique... ideally
// this would be not a MovieClip, but a class that defines
// actual properties worth checking for
newMC.isSpecial = true;
}
else
{
newMC.graphics.beginFill(0x00ff00);
}
newMC.graphics.drawRect(0, 0, boxSize, boxSize);
this.addChild(newMC);
newMC.x = (c * boxSize);
newMC.y = (r * boxSize);
}
}
}
private function onClick (e:MouseEvent):void
{
if (e.target is MovieClip)
{
var mc:MovieClip = e.target as MovieClip;
mc.alpha = .25;
// disable the clicking for the clicked item
mc.mouseEnabled = false;
if (mc.isSpecial)
{
_specialClicks++;
}
else
{
_badClicks++;
}
this.checkClickCounts();
}
}
private var _specialClicks:int = 0;
private var _badClicks:int = 0;
private function checkClickCounts ():void
{
if (_specialClicks == 5 && _badClicks == 0)
{
// do your thing - show the text_mc, play a sound, award a prize, etc.
this.graphics.beginFill(0xff0000);
this.graphics.drawRect(0, 0, 1000, 1000);
}
}
}
}

Add an array of Movie Clips to a filter ActionScript 3

i stored 8 mc's in an array an i put them on the stage.
now I want to apply to these mc's a blur effect.
My problem is that i don't know how to apply for every mc the blur effect by clicking on it.
So for example I have all the mc's on the stage and if I click on one of them the clicked one should have the blur effect and so on.
How to apply the filter to the mc's?
Thank you for you time
You can loop through the mc's array and add event listeners on each of them:
var mcArrayLength:int = mcArray.length();
for (var i:int = 0; i < mcArrayLength; i++) {
var mc:MovieClip = mcArray[i] as MovieClip;
mc.addEventListener(MouseEvent.CLICK, onMcClick);
}
and the event handler:
function onMcClick(e:MouseEvent):void
{
var clickedMc:MovieClip = e.currentTarget as MovieClip;
clickedMc.filters = [myBlurFilter];
}
of course, if you wanted to have only one blurred mc at a time, you should keep a reference to it and remove blur once another mc is clicked:
var currentlyClickedMc:MovieClip;
function onMcClick(e:MouseEvent):void
{
var clickedMc:MovieClip = e.currentTarget as MovieClip;
clickedMc.filters = [myBlurFilter];
if (currentlyClickedMc) currentlyClickedMc.filters = [];
currentlyClickedMc = clickedMc;
}
something like this (untested) should work:
package
{
//Imports
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
//Class
public function ClickToBlur
{
//Variables
private var clickableObjects:Array;
//Constructor
public function ClickToBlur(clickableObjects:Array)
{
this.clickableObjects = clickableObjects;
init();
}
//Initialize
private function init():void
{
for each (var object:Object in clickableObjects)
{
object.addEventListener(MouseEvent.CLICK, clickMouseEventHandler);
}
}
//Click Mouse Event Handler
private function clickMouseEventHandler(evt:MouseEvent):void
{
if (evt.currentTarget.filters == [])
{
evt.currentTarget.filters = [new BlurFilter()];
}
else
{
evt.currentTarget.filters = [];
}
}
//Dispose
public function dispose():void
{
for each (var object:Object in clickableObjects)
{
object.removeEventListener(MouseEvent.CLICK, clickMouseEventHandler);
}
}
}
}
just pass your array to a new instance of the class
var ctb:Object = new ClickToBlur(myArrayOfObjects);
and clean up when your done:
ctb.dispose();
since they're all Movie Clips, you should use a Vector instead of an Array.

Resolving a 1069 error between a child object and a parent function

I've shortened the code samples below so that it's more readable. Here's the rub:I create a whole bunch of MovieClips containing the letters a-z. These MovieClips are children of a parent MovieClip called "levelTwo", where levelTwo is a kind of a logic manager for the level.
When they're clicked, they send off some data to levelTwo for evaluation (It's Hangman). Problem is that on click I get a 1069 error. It WAS a 1061 error until I added the event.target.parent bit in LetterButton.
Here's the relevant code:
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
public class LetterButton extends MovieClip {
var buttonText:String;
public function LetterButton(lText:String,objX:int,objY:int)
{
trace ("Creating new button");
x = objX;
y = objY;
buttonText = lText;
letterText.text = buttonText;
this.stop();
addEventListener(MouseEvent.MOUSE_OVER,onMouseOver);
addEventListener(MouseEvent.MOUSE_OUT,onMouseOut);
this.addEventListener(MouseEvent.CLICK,onMouseClick);
}
private function onMouseOver(event:Event):void
{
gotoAndStop(2);
letterText.text = buttonText;
//trace ("You're over me and my text is " + buttonText);
}
private function onMouseOut(event:Event):void
{
gotoAndStop(1);
letterText.text = buttonText;
//trace ("You're out of me and my text is " + buttonText);
}
private function onMouseClick(event:Event):void
{
trace ("I am clicked and I am " + buttonText);
event.target.parent.checkGuess(buttonText);
}
}
}
And the relevant bit from levelTwo:
public function checkGuess(guess:String):void
{ //Check to see if the guess matches the string
trace ("Guess: "+guess);
for(var i:int=0;i<answer.length;i++)
{
if(guess == answer.charAt(i))
{
censoredAnswer[i] = guess;
trace ("Got one right");
answerField.text = answerRedisplay(); //Do it now or it won't update for the check
}
}
if (answerField.text == answer)
{
setWin();
}
}
I see no magic here. You subscribe to LetterButton instance, so you get event.target reference pointing to it.
I think a better approach would be to subscribe to parent clip, that contains all the LetterButton instances. MouseEvent.CLICK is a bubbling event, so you will get your handler triggered on parent every time something is clicked inside it.
See the sample code.
// inside level two class
addEventListener(MouseEvent.CLICK,onMouseClick);
private function onMouseClick(event:MouseEvent):void
{
var target:LetterButton = event.target as LetterButton;
if (target == null) {
return;
}
// here we know, that some LetterButton instance was clicked
// and target var holds it's reference
// either make buttonText public, or create a getter/accessor
// var text:String = target.buttonText;
var text:String = target.getButtonTextSomehow();
checkGuess(text);
}