Jason's
Tip Sheets
click
here for Actionscript 3 transition guide
Copy and paste
the below code to the Actions panel (window/actions) in flash
ACTIONSCRIPT2:
FRAME SCRIPT:
stop();
stopAllSounds();
BUTTON SCRIPT
on (press) {nextFrame(); }
on (release) {gotoAndPlay(1); }
on (release) {gotoAndPlay("INSERT SCENE NAME HERE", 1); }
on (press) {getURL(“http://www.mywebsite.com”); }
on (press) {getURL(“mailto:[email protected]”);
}
DRAGGABLE MOVIE CLIP/BUTTON:
on (press) {
startDrag(this.INSTANCE NAME HERE);
}
on (release) {
stopDrag(this.INSTANCE NAME HERE);
} FOR A TARGET TO ROLL-OVER using the above movie clip:
on (rollOver)
{
stopDrag();
}
*CUSTOM CURSOR:
CONVERT YOUR SYMBOL TO A MOVIE CLIP. PUT INSTANCE ON STAGE AND SELECT
THE MOVIE CLIP:
onClipEvent (mouseMove) {
Mouse.hide();
this.onMouseMove = function()
{
this._x = _parent._xmouse;
this._y = _parent._ymouse;
updateAfterEvent();
};
}
*ANOTHER METHOD (FRAME ACTIONSCRIPT):
(crosshair is the named instance)
Mouse.hide();
crosshair.startDrag(true);
TO DISPLAY MOUSE CO-ORDINATES
(in a dynamic text field instance):
_root.onMouseMove = function() {
coordsDisplay.text = "X: " + _xmouse + "\nY: " + _ymouse;
}
*CAUTION! both of these methods will only trigger buttons when UNDER the button layer.
Make a copy of that mouse/cursor layer to put above or use another method,DRAG/TARGET
below)
I
came up with a sort-of solution...
I added the stopDrag
as below then made the buttons into named instances
and when they
were hit by the named instance of the cursor it executes the
code. NEXTMC
is the named instance of my next scene button, cursormc is the cursor
instance.
(this is also FRAME script).
Mouse.hide();
cursormc.startDrag(true);
cursormc.onRelease
= function() {
this.stopDrag();
if (eval(this._droptarget)
== nextmc) {
gotoAndPlay("Scene
2", 1);
}
};
MORE INTERACTIVITY:
You can use the global startDrag() function or the MovieClip.startDrag()
method to make a movie clip draggable. For example, you can make a draggable
movie clip for games, drag-and-drop functions, customizable interfaces,
scroll bars, and sliders.
A movie clip remains
draggable until explicitly stopped by stopDrag() or until another movie
clip is targeted with startDrag().
Only one movie clip at a time can be dragged in a SWF file.
To create more complicated
drag-and-drop behavior, you can evaluate the _droptarget property of the
movie clip being dragged. For example, you might examine the _droptarget
property to see if the movie clip was dragged onto a specific movie clip
(such as a "trash can" movie clip) and then trigger another
action, as shown in the following example:
// Drag a piece of
garbage.
garbage_mc.onPress = function() {
this.startDrag(false);
};
// When the garbage is dragged over the trashcan, make it invisible.
garbage_mc.onRelease = function() {
this.stopDrag();
// Convert the slash notation to dot notation using eval.
if (eval(this._droptarget) == trashcan_mc) {
garbage_mc._visible = false;
}
};
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Changing movie clip position and appearance
To change the properties of a movie clip as it plays, write a statement
that assigns a value to a property or use the setProperty() function.
For example, the following code sets the rotation of instance mc to 45:
my_mc._rotation = 45;
This is equivalent
to the following code, which uses the setProperty() function:
setProperty("my_mc", _rotation, 45);
Some properties, called
read-only properties, have values that you can read but cannot set. (These
properties are specified as read-only in their ActionScript 2.0 Language
Reference entries.) The following are read-only properties: _currentframe,
_droptarget, _framesloaded, _parent, _target, _totalframes, _url, _xmouse,
and _ymouse.
You can write statements
to set any property that is not read-only. The following statement sets
the _alpha property of the wheel_mc movie clip instance, which is a
child of the car_mc instance:car_mc.wheel_mc._alpha = 50;
In addition, you
can write statements that get the value of a movie clip property. For
example, the following statement gets the value of the _xmouse property
on the current level's timeline and sets the _x property of the my_mc
instance to that value:
this.onEnterFrame
= function() {
my_mc._x = _root._xmouse;
};
This is equivalent to the following code, which uses the getProperty()
function:this.onEnterFrame = function() {
my_mc._x = getProperty(_root, _xmouse);
};
The _x, _y, _rotation, _xscale, _yscale, _height, _width, _alpha, and
_visible properties are affected by transformations on the movie clip's
parent, and transform the movie clip and any of the clip's children.
The _focusrect, _highquality, _quality, and _soundbuftime properties are
global; they belong only to the level 0 main timeline. All other properties
belong to each movie clip or loaded level.
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