Verification of the Movie Clip instance
Is it possible to check if a case of button is available on a certain range?
i.e.
Frame 1 has the following movie clips
a_btn
b_btn
c_btn
Frame 2 has the following movie clips
a_btn
c_btn
I want to check if buttons a, b, c, is available on picture 2 and run a corresponding feature if condition 1 or condition 2 is met
You can use a simple conditional to check if an object is present...
{if (a_btn)}
trace ("Yes");
} else {}
trace ("no");
}
Tags: Adobe Animate
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AS3: see the hide the elements of the movie clip, single button array.
Hello and please forgive my Noobdity I teach myself AS3 and stuck on what are obviously the basics.
I did the simple animations for years without using any AS3 at all, the time has come to take seriously.
I read the daylights out of all reference documents Adobe now but I am stuck on this task.
I have 4 objects of movie clip whose visibility I control with two buttons.
First button, two of these visible clips and the other two will make visible = false
For example: Mc1 and Mc2 > visible, Mc3 and Mc4 > visible = false
The second button run the same function but in reverse
Eg: Mc1 and Mc2 > visible = false, Mc3 and Mc4 > visible
I've determined correctly or incorrectly reading endless and looking for a table should be the best way to do it.
I may have to use the child feature add but * shrugs, I'm lost atmo
I've been blunders on the code for the first of two simple buttons.
I start slowly form a mindmap what should be done, but it's early days.
Here is my code and please feel free to
Last attempt tries to use the mouse on the trigger to control the visible state of the second two clips.
var wcArray:Array = [myMovieclip1, myMovieclip2];
var acArray:Array = [myMovieclip3, myMovieclip4];
acComp_btn.addEventListener (MouseEvent.CLICK, _acComp);
internal _acComp(e:MouseEvent): void {}
for each {(var point: MovieClip dans acArray)}
Item.visible =! item.visible;
}
}
acComp_btn.addEventListener (MouseEvent.MOUSE_OUT, _wcComp);
internal _wcComp(e:MouseEvent): void {}
for each {(var point: MovieClip dans wcArray)}
Item.visible =! item.visible = false;
}
}
Currently run 1050 error: impossible to assign a value, not reference.
The text in blue works with 2 clips of film acArray of course, where the attempt to use the mouse on.
Any advice on the solution or the best method to implement would be greatly appreciated.
For what you're trying to make a table is more complication than a solution, you have already divided in two arrays anyway probably due to this tax... and have two buttons to do isn't necessary, but you may already be knowing that since you have only code for one of them in any case.
All you need is a button that activates the visible properties to their opposites.
var array: Array = [myMovieclip2, myMovieclip3, myMovieclip1, myMovieclip4];
myMovieClip1.visible = myMovieclip2.visible = false; or the other two... depending on what initially as invisible
btn.addEventListener (MouseEvent.CLICK, _acComp);
function _acComp(e:MouseEvent): void {}
for each {(var point: MovieClip dans tableau)}
Item.visible =! item.visible;
}
}
LF, you must have two buttons to do the opposite, as you say, then clicking on buttons must end up affecting all the buttons, no not only one of the tables you have done. If each button should do what you say, then you should not use the! operator since that can go the opposite of what you intend, so you must assign the desired state.
var wcArray:Array = [myMovieclip1, myMovieclip2];
var acArray:Array = [myMovieclip3, myMovieclip4];
acComp_btn.addEventListener (MouseEvent.CLICK, _acComp);
function _acComp(e:MouseEvent): void {}
for each {(var point: MovieClip dans acArray)}
Item.Visible = false;
}
for each {(var item2:MovieClip in wcArray)
Item2.Visible = true;
}
}
wcComp_btn.addEventListener (MouseEvent.CLICK, _wcComp);
function _wcComp(e:MouseEvent): void {}
for each {(var point: MovieClip dans wcArray)}
Item.Visible = false;
}
for each {(var item2:MovieClip in acArray)
Item2.Visible = true;
}
}
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How can I enlarge the movie clips? [with pictures]
There are 9 video clips in each square (object) and the color in each video clip can be changed by mouse click.
However, if I want one of the spaces enlarge by clicking on it, then I can click on each video clips to change the color.How can I do? Can I create another movie clip and cover the place to click to enlarge?
Please help me! Thank you!!!
AS2 or AS3? AS2, you can disable the movieclip which is clicked by mc.enabled = false; For AS3, you can either remove the event listener as mc.removeEventListener ("your event type used listener", onClickFunc) or you can add a flag (Boolean variable) you set to false when it was enlarged and use it to check your onClickFunc and decide whether to change the color of a movieclip or not.
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I need to find a way to make a clip or a button click on, and then lead to a clip that opens a window with data and has a box of x to leave this movie clip. I also need this box WITH the x to be moved together. I can't get the closing work, anyone can please help? !
See my account for more details please
//Louisville,CO ------------------------------- louisville_btn.onPress = function () { louisville_box.gotoAndPlay("play"); } // DRAG louisville_box.onPress = function(){ startDrag(louisville_box); } louisville_box.onRelease = louisville_box.onReleaseOutside = function(){ stopDrag(); } louisville_drag.closeBox.onPress = function() { startDrag(this._parent); }; louisville_drag.closeBox.onRelease = function() { stopDrag(); }; closeBox.onRelease = function() { louisville_box.gotoAndStop("stop"); };
Since you will have a lot of cities, buttons boxesand sharing the same code, it is best to put all the code in the main storyline (the first image).
If you write code at the beginning that refers to an object that is not currently part of the scene (such as a button that is located on the second frame of a movieclip, which has a code stop() on the first picture), this code never reached its target.
Similar: If you catch a MouseEvent as onRelease at the parent level, the event is not registered for the child.
Hope that the attachment is what you had in mind.
Nice graphic btw
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Clickable button inside the movie clip symbol?
I would like to know how I can have clickable buttons inside a movie clip symbol.
Thank you.Your problem is mainly code compared to the location of objects location. When you start the file, the keys 1 to 8 are classified under code because they are visible, while the 9-11 thru buttons are not because they live in a non-current setting of the miniature timeline. When you switch to the side MORE things, these buttons is not any code assigned to them, and when you come back, the same is true for the first eight buttons because they were out of the picture and lost their connection to any code (the previous assignments have been already spent to frame 1 of the main timeline).
What you should probably do is locate your button code for frames where the buttons in the thumbnail movieclip. In this way, their code is always where they are. The code of the keys 1 to 8 will be in frame 1 of the miniature clip and the code for 9 to 11 will be in frame 2. You need to change the code for the form:
thumb1.onRelease = function() {}
_parent.gotoAndPlay("1");
};And you're going to do you a favor if you do not use the numbers of the labels.
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only to learn... helps on the movie clip buttons
I tried tons of tutorials and I can't seem to get my movie clip button to work when I put the mouse over the button.
I've included a screenshot of my line of time and code.
Layer 10 Framework 1 where is the script.
layer 'actions' has my codes 'stop' in frames 1 and 20
code and schedule
Thanks for your help.replace 'home' with 'this '. and if the compiler complains about your code in e.currentTarget as a MovieClip.
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Continue after the end of the Movie Clip on the timeline
Hello:
So far so good. But I need the timeline to keep playing after the end of my MC.
From now on chassis #45 of my calendar, I have this script on my scripts layer:
/ * Stop to this image
The Flash timeline will be stop/pause on the frame where you insert this code.
Can also be used to stop/pause the chronology of the movieclips.
*/
Stop();
/ * Play a Clip
Play the clip specified on stage.
Directions for use:
1 use this code for the video clips that are currently stopped.
*/
Video.Play ();
All so far works fine, but after the end of the MC (fl.video.FLVPlayback), it does not continue down the timeline to the end.
Any help, please?
Thank you very much.
use:
/ * Stop to this image
The Flash timeline will be stop/pause on the frame where you insert this code.
Can also be used to stop/pause the chronology of the movieclips.
*/
Stop();
/ * Play a Clip
Play the clip specified on stage.
Directions for use:
1 use this code for the video clips that are currently stopped.
*/
Video.Play ();
Video.addEventListener (Event.COMPLETE, completeF);
function completeF(e:Event):void {}
Play();
} -
AS3 putting the buttons inside the Movie Clip
I'm practicing AS3 (after years of AS2) and can't have a button inside of a clip speaks to another clip on the main timeline. Here is the code:
OneButton.addEventListener (MouseEvent.CLICK, OneButtonClicked);
function OneButtonClicked(event:MouseEvent):void
{
MovieTarget.gotoAndStop (1);
MovieDescription.gotoAndStop ("One");
}
TwoButton.addEventListener (MouseEvent.CLICK, TwoButtonClicked);
function TwoButtonClicked(event:MouseEvent):void
{
MovieTarget.gotoAndStop (2);
MovieDescription.gotoAndStop ("Two");
}
The code above works, but if I put OneButton and channels within a clip, I know can target the MovieTarget and MovieDescription. The reason that I want to put OneButton and strings inside it's own MC is so I can dim each hit after top by switching the playhead within this MC help. ? Thank you!
Start from the beginning
Press f8 and choose movieClip, then draw your button movie untoggled call then create another movie and create your button toggled or grayed button and call it greyedButton. Go to the main stage add 2 instances of button and 2 greyedButton (just drag the library). you have 4 instances on stage. give the name of the instances of appeal and place them one over the other so you can see 2 buttons on the stage. put the button greyed under the button.
now with action script
Button1.addEventListener (MouseEvent.CLICK, OneButtonClicked);
function OneButtonClicked(event:MouseEvent):void
{
MovieTarget.gotoAndStop (1);
MovieDescription.gotoAndStop ("One");
Button1.visible = false; Here the button greyed will show
}
Button2.addEventListener (MouseEvent.CLICK, TwoButtonClicked);
function TwoButtonClicked(event:MouseEvent):void
{
MovieTarget.gotoAndStop (2);
MovieDescription.gotoAndStop ("Two");
Button1.Visible = true; Here button1 will return to its orignal State
Button2.visible = false / / here will show the button greyed
}
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Problem of passage of a string like a movie clip instance name
Hey guys out there.
I thought it would be a simple, but I am confused. So I trained to the use of this solution less than optimal, just to make it work...
If (lobby.gamemap.selectedItem.label == "Map1") card. AddMap (new Map1)
Else if (lobby.gamemap.selectedItem.label == "Map2") card. AddMap (new map2)
Map1 and Map2 are video clips in my library with a binding Map1 and Map2, fla
I have a class of entry Hall, inside it's a combo box with the choice of the map... the problems when I try this application preferred
card. AddMap (lobby.gamemap.selectedItem.label)
Survey of error - Type 1067: Implicit coercion of a value of type String to an unrelated type flash.display:MovieClip of
I read in this post http://forums.Adobe.com/message/2741961 the flash should be able to use this [string] to pass the string as the name instance... film clip then I tried
card. AddMap (this [lobby.gamemap.selectedItem.label)]
trace (this [lobby.gamemap.selectItem.label])
This also will raise an error TypeError: Error #2007: child parameter must be non-null.
I note also that track come back NULL...
I tried this, the inclusion of the word 'new '.
card. AddMap (new this [lobby.gamemap.selectedItem.label])
This will raise - TypeError: Error #1007: instantiation attempted on a non-constructeur.
I also tried lobby.gamemap.selectedItem.label to pass a string and try all the previous situations with the string instead of the label of the comboBox.
.. still no dice.
Haaalp
Your preferred approach won't work for what is obvious if all goes well. Whatever the done function AddMap, he expects a MovieClip as an argument, not a string. Using the notation of support you've tried at the next attempt fails because the instance must exist to target this way. And the last is simply wrong, in part for the previous reason and partly because an instance cannot be used directly as a class identifier.
Here is a code that can be used to create a new instance using a string value for the name of the class. See if you can fit that...
var ClassRef: Class = Class (getDefinitionByName ("className"));
var classInstance: * = new ClassRef(); -
Need of the Movie Clip to loop continues after the end of the main movie
Kind of a noobie questions. I want my main movie to play once, but I want that some clips of films to continue after stopping everything.
Basically I have about six video clips (on a separate calendar) falling snowflakes. I just continue their loop than any other while what remains in place.
I think I uncheck "Loop" in the main parameters of publication, then place an action somewhere in the clip? If you could, be very specific where to place the shares (the exact structure, in scenario clip main timeline or movie, etc.)
Thank you very much!
I don't know what you mean when you say 'a separate calendar', but if you have movieclip objects that animate along their own calendars, the only thing you need to do to keep them in the loop is to NOT put a stop() command in their timelines. They will automatically loop on their own, regardless of what makes a different chronology.
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The title of the message just about everything said. I want to block a film clips Y pos, so that the user can only move the clip on the X axis.
Any ideas?
Thank you!Comment out the line that updates the FLF bluecar_mc property.
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I'm a developer working with a client. The client is a single instance of a video file (10 min). He then drags this unique to the timeline instance on & more, cut upward in many different clipitems. I can't change its workflow.
I need a way for him to appoint or to label these different unique clipitems. The way it works, if it renames a clipitem, they are all renamed. If it adds a marker to one of the clipitems, all clipitems get.
I had an idea to add an effect to a clipitem that does nothing but which has a field of text about it - like that I could sneak a name on the clipitem because the effects are unique by clipitem instance. But there seems to be no effect that store chains. Am I wrong? Or is there another way to attach * something * clipitem instances that will be unique to identify through the chain and go to a fcpxml to export?
Thanks for your help!
Raphael
The correct answer to this is: the Publisher must use subelements.
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return to the main timeline of the movie clip
well on my main script, I have an intro, and then a main menu. in this menu, it goes to a clip, I want to create a "back to main menu" button inside the movieclip that will return a certain group in the main timeline.
can someone help me in this encoding to use?
see you soon
What about the fact that you have a problem with? Do you know how to code a button? If Yes, you can program the button in the main timeline so that all you have to do a gotoAndStop() command is used... In the main scenario where there is the mc...
yourMC.theMCButton.addEventListener (MouseEvent.CLICK, gotoMenu);
function gotoMenu(evt:MouseEvent):void {}
gotoAndStop (menuframe);
}
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