buttons inside video clips
I created a button and placed within a clip. I added the script (as2) the button below however when I test the movie, the button does not work.
on (release) {}
tellTarget (_root) {}
Stop ("226");
}
}
The button is located in clip "page1".
Page 1 is on frame 120
I don't know that I have not included.
Tracey
You may be having a problem because tellTArget is supposed to get a string argument, and maybe because you are citing the frame number which must be given not (unless it's an image tag). Since you are using AS2, try using...
on (release) {}
_root.gotoAndStop (226);
}
Tags: Adobe Animate
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Trying to create a button inside a clip that will return to scene 1
I am trying to create a button inside a clip that will go back to scene 1.
Here is my code
Stop();
sback1_btn.addEventListener (MouseEvent.Click, Film1);
function film1(event:MouseEvent):void {}
gotoAndStop ("shorts");
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I get access of undefined property error.
Can anyone help?
Thank you.
Try
sback1_btn.addEventListener (MouseEvent.Click, Film1);
function film1(event:MouseEvent):void {}
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}
or
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function film1(event:MouseEvent):void {}
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}
The problem is the path
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Buttons and video Clips (in and out)
I'm working on my own website for my graphic design work and I use flash for the introductory movie, you can either ignore or after a time, will send you directly to the home page.
On this introduction movie (which animatedface_mc sick call) I put two other clips with flashing eyes (left and right). The eyes would be constantly flashing, this page is in progress. That we work.
On the side are buttons of the names of celebrities and once clicked on adding video clips to the main animatedface_mc. For example if I clicked on the monroe_mc, it adds this famous Marilyn Monroe mole (using the mask or opacity, depending on the function of the face) on the animatedface_mc. If I clicked on tyson_mc, he adds his face tattoo. I used the following code to it:
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I tried the following, but it doesn't seem to work: tyson_mc.enabled = false;
Thanks in advance for the help.
You need not have a frame on the main timeline 2 If you have any framework 1 now. You can use tyson_mc.visible = true; When it is click on the button of tyson as if it was previously invisible, it becomes visible again.
That would be the basic series of commands by clicking a button that is capable of producing...
function resetMCs() {/ / shared by all buttons}
monroe_mc.gotoAndStop (1); or monroe_mc.visible = false;
tyson_mc.gotoAndStop (1); or tyson_mc.visible = false;
}
monroe_btn.addEventListener (MouseEvent.CLICK, monroeshow);
function monroeshow (event: MouseEvent) {}resetMCs();
monroe_mc. Visible = true;
monroe_mc. Play(); See the comments below
}tyson_btn.addEventListener (MouseEvent.CLICK, tysonshow);
function tysonshow (event: MouseEvent) {}resetMCs();
tyson_mc. Visible = true;
tyson_mc. Play(); See the comments below}
If mole and tatoo movies don't really animate at all and tell them to play fair, then you could end up with several images for them and only control their visibility instead of telling them to play.
-
I have a number of buttons in a single clip. If I type this code in the movieclip, where there are the buttons it should work?
Pic2.onRelease = function() {}
photo_mc.loadPhoto (image [2]);
picture_num();
}
He has not worked for me, don't know if the clip is preventing to be clickable, but the roller on the effect of the buttons works.first of all, I would place the code in frame 1 of your document and from there is much easiert to target any nested object, for example. I have a movieclip with 5 buttons, movieclip is called "myMC" and buttons are called "myBut1" at 5. I have them would target the root of this way.
myMC.myBut1.onRelease = function...
myMC.myBut2.onRelease = function...I don't think there should be a problem with the buttons inside movieclips, but I normally always use movieclips as buttons and not the native flash button object.
-
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on (release) {}
gotoAndPlay ("scenename", "#labelname");
}
When the button is tested by itself, the code works, but when the button is placed in the clip that it doesn't work anymore - is there a way to make the buttons work to in the clip?
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Yes, to return to a level, you can use this...
on (release) {}
_parent.gotoAndPlay ("BlahBlahBlah")
}_parent. you will do as many levels as you want to go and _root. you will need to return to the main timeline.
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Expedition of archive external inside video clip, is outside the room
Neste caso, não quero criar um clipe apartir of Código film. o movie clip, ja is no palco.
o traco that appears not inferiro canto da tela indica o maintains external, mas como referencia traco esta o no centro land.
an e o quadro cinza referencia.
Code:
Stop();
alvo1.loadMovie ("conforto.swf");o clipe esta instaciado como "alvo1" movie
Estou ultilizando o 2.0 action script.
___________________________________________________________________________________
__________________________________________________________________________________
In this case I won't create a clip to apartir of the code. video clip already exists in the palco. the trace that appears in it I sing inferiro of screen shows archive external, but as a reference track is central archives. the reference is the gray image.
Stop (); alvo1.loadMovie ("conforto.swf"); Movie clip this instaciado as "alvo1".
I'm ultilizando action script 2.0 reference is the gray image.
OK, nesse caso EU creio that o problema seja com o conteudo dentro movieClip while still... tried Québec o ponto referencia MC again, mudando a bolinha lugar branca outra vez e veja is no land final ele muda also. Deveria mudar or voce pode estar doing something wrong then.
MAS dificil porque sei bit of AS3 help e e great nada of AS2.
Talvez seja você try best no forum of AS2, apesar of ter muita gente aqui hear or bike AS2.
Abraço.
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CODE ON THE TIMELINE OF THE HAND
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goLongI_bnt.mouseEnabled = true;
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Name the clip and disables the buttons.
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In my button symbols, I have my different States.
In my video, I placed the button symbols, created animations, and in the last frame on each button, I have a goto action script and read the label for specific image.
In my scene, I placed the clip.
What I am doing wrong?Richie - you totally rock! Thank you very much!
Just in case anyone has the same problem, I've done here is the answer that Richie gave me...
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Hello-
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Thank you - Ben L
If the button is in part 2, then the event listener so that it must be well on frame 2... or you could make the button visible/invisible betrween frames 1 and 2).
But if you want to head back to your original approach...
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If this code is on the timeline that holds navMenu, then you must include it in the path to target the navMenuClose...
navMenu.navMenuClose.addEventListener (MouseEvent.CLICK, closeNavMenu);
And do not use Event: MouseEvent in the argument of the function... 'Event' itself is a class name. Use lowercase letters for variables... event: MouseEvent, or evt:MouseEvent
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I was wondering if it is possible to use variables such as Int stored inside or with a clip?
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access a button inside a movieclip
Hey...
IM pretty new to Flash, I have a problem that took hours, only not to get sorted, so I'll try my luck here...
I basically made a substitution menu that is nested within a movieclip. the movieclip is placed on 1 st. on the main Timeline frame and I want the buttons inside the clip to the user of a different image on the main timeline, but no matter what I do, it's just does not...
Here are some of it solutions I've tried to do:
function work1(e:Event)
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//parent(gotoAndStop ("work1"))
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Of course, LOL and thanks, glad that I can help you.
for future things, (which didn't need to wait for a rendering as this project), if you want to get specific with your listeners (instead of a listener to the stage), you can add the following:
var buttons: Array = new Array (btn1_name, btn2_name, btn3_name);
for each {(var btn in buttons)
btn.addEventListener (MouseEvent.CLICK, clickHandler);
}
That will restrict the event to those buttons... but use your button names in the table of course.
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Hey all. I change all my files in AS 3.0 because of a few new elements, I would like to use in flash CS4.
Here: http://www.iaw-atlanta.com/IvyLeague1-13-09.html I have the bottom navigation menu with 4 buttons. When the buttons are speckled on they go up and when they are mottled the film plays in reverse so they go down. Essentially in the clip, I stopped him, and the next frame gotoAndStop when the button is wriggle on and then have a script of saying things reverse when wriggle on. I know how to do this in AS 2.0, but how can I translate the script to 3.0?DjPhantasy5,
> Ok thanks, I'll see what he also has to say as well.
In fact, NedWebs pretty much nailed. :) The approach you have taken
is an interesting question, because it evolves all the way back to Flash Player 5.
has not yet supported the MovieClip.onEnterFrame event. Without
event, you need something like your "controller" - a separate symbol
a loop of timeline - to run the code that depends on the loops of the frame.Available from Flash Player 6, this event allows you to
consolidate your code a bit by putting everything in a unique setting and avoiding
the additional movie clip symbol. This does not mean that your approach is wrong, by
any stretching. In fact, it's good to know your options, because if you always
need to publish for Flash Player 5, you had probably better to use the installation program
you took.I'll demonstrate onEnterFrame in just a bit, in case you want to take a
Watch this.> There is no mention of _root in AS3, but you can use a
> MovieClip (this.parent) (which replaces what _parent)
(> used to do) to find something outside the immediate
> movieclip.The term "parent" in this context, is technically a property of the
The class MovieClip, which means all the clips in AS3 have access to the
feature 'parent', which points to the timeline that contains the video
in question. Buttons have also a property 'parent '. In AS2,
property has done exactly the same thing, only it was preceded by an underscore.In fact, the proposed codification of the NedWebs works the same in your existin file.
Instead:Your existing code...
If {(_root.animation._currentframe>1)}
_root. Animation.prevFrame ();
this.gotoAndPlay (2)
}If (_root.animation._currentframe<=1)>=1)>
this.gotoAndStop (1);
}... you can use this:
Alternative code...
If {(_parent.animation._currentframe>1)}
_parent. Animation.prevFrame ();
gotoAndPlay (2)
}If (_parent.animation._currentframe<=1)>=1)>
gotoAndStop (1);
}... because this range - in other words, from this point of view - this
MovieClip._parent property points to the same scenario as _root done.
That changes, of course, based on how deeply nested the current scope are.
The word 'this' in the code above is optional, because Flash understand
What place you are in. From the point of view of the present code, _parent is
interpreted as referring to chronology parent of the current, just as scope
gotoAndPlay() is interpreted to the timeline of the current scope.
You might precede either of those of 'this' or not.Many people will say that _root is probably best to avoid, only because
It's a slippery slope. It does not always refer to the main timeline you
think he does, according to whether or not your file SWF is loaded in another
SWF when running. Meanwhile, _parent * always * refers to the immediately
relative chronology.Then, when you look at this way, this perfectly valid AS2:
If {(_parent.animation._currentframe>1)}
... is not very different at all from its counterpart of the AS3:
If (MovieClip (parent).animation.currentFrame > 1) {}
It would be nicer if you need convert the parent as a reference
Movie clip here, but if you haven't, AS3 do not realize that the scope in
This is a clip.> You can string them along like...
> MovieClip (this.parent.parent)Exactly.
> Your _currentframe in becomes the controller
> currentFrame. That's all. The rest of what I have
> saw will fly as is.Not quite. AS3 does not support on() or onClipEvent(), functions
you will not be able to reach your management code for the button. Instead,.
you will have to put in a keyframe - you can also do with AS2. There
a good idea, anyway, because it allows to put all your code in a
place, making it easier to find.Here's a quick word on the direct attachment:
http://www.quip.net/blog/2006/Flash/museum-pieces-on-and-onClipEvent
To convert your existing AS3 FLA structure, you could, for example.
follow these steps:animation.buttonMode = true;
animation.addEventListener (MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener (MouseEvent.ROLL_OVER, overHandler);function outHandler(evt:MouseEvent):void {}
controller.gotoAndPlay (2);
};
function overHandler(evt:MouseEvent):void {}
controller.gotoAndPlay (4);
};That supports the code on (rollout) and executed in your current
Version. The first line (buttonMode) is necessary because I got rid of
the symbol button and, instead, handlers directly associated with
your movie clip. (Video clips manage events of type button, too, if you)
do not need the button.) In AS3, event handling is very simple:
you are referencing the object (here, animation), invoke its hereditary
addEventListener() method, then passes two parameters: a) the event to
Listening and (b) the function to execute when the event occurs.You can see that noted above. In AS2, there are several ways
to handle events, including one () /onClipEvent (), so it is harder to know when
to use what approach. For the buttons and video clips, the principle works the
same I just showed, but the syntax is different.Let's take a look to reduce all this code using the
onEnterFrame event. First of all, check out this AS2 version:animation.onRollOut = outHandler;
animation.onRollOver = overHandler;function outHandler (): Void {}
this.onEnterFrame = reversePlay;
};
function overHandler (): Void {}
this.onEnterFrame = null;
This.Play ();
};
function reversePlay (): Void {}
this.prevFrame ();
};This code would appear in box 1. You don't need the controller
video clip. The movie clip contains more an orb button, because
We use the animation itself as the 'button '. (You can still see what)
a feature that any object is looking toward the top of its class. If you are dealing
with a clip, see the MovieClip class. See the position properties
to find out what features of the object, see methods to know
what the object can do and see events to find out what the object can respond
(to).In the code above, it is prepared quite easily. It is AS2,
don't forget. We have two events, we are listening to: MovieClip.onRollOut and
MovieClip.onRollOver. these events are set up for the animated film
clip using the name of the instance and associated to custom match
functions. The outHandler() function associates a different function to the
MovieClip.onEnterFrame event of the animation clip. Very simply, it
load of animation to make the custom function reversePlay() whenever
He meets an onEnterFrame event. The overHandler() function that kills the
Association of suppression outside and saying animation to play, via the
MovieClip.play () method. Finally, the reversePlay() function simply calls
MovieClip.prevFrame () on the movie clip.Here's the AS3 version:
animation.buttonMode = true;
animation.addEventListener (MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener (MouseEvent.ROLL_OVER, overHandler);function outHandler(evt:MouseEvent):void {}
animation.addEventListener (Event.ENTER_FRAME, reversePlay);
};
function overHandler(evt:MouseEvent):void {}
animation.removeEventListener (Event.ENTER_FRAME, reversePlay);
Animation.Play ();
};
function reversePlay(evt:Event):void {}
evt.target.prevFrame ();
};It seems wordier, but if you look closely, you will see that there
essentially the same thing. The main difference is the scope of operation in
AS3. In AS2, there are many references to "it", because the event
Manager operating in the same scope as the object to which the
Association is formed. In AS3, the references are not to "that", but rather to
the same movie clip by his * name *, because in AS3, the scope
works in the same scenario in which the code is displayed (IE, in this)
case, the main timeline).In the function reversePlay(), in order to emulate a 'this' kind of
the installer, I refer to the parameter that is passed to the event handler all the
functions in AS3. I happened to name "TTE" (for the event), but you can call
it what you like. In the case of reversePlay(), the evt parameter refers to
an instance of the event class, which has a property to target. The target
property refers to the object that sent the event - is be
animation, in this case. Then evt.target, in this context, refers to
animation, that's what I call the MovieClip.prevFrame () method on.I downloaded some FLA files to my server. I keep them
it for always... maybe a few weeks, from this post:http://www.quip.NET/RewindTestAS3.fla
http://www.quip.NET/RewindTestAS3_new.fla
http://www.quip.NET/RewindTestAS2_new.flaDavid Stiller
Co-author, ActionScript 3.0 quick reference Guide
http://tinyurl.com/2s28a5
"Luck is the residue of good design."
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