Let me try to explain my situation as clearly as possible. I have 5 buttons with each a fade-in and fade-out functions to them. I want to be able to have the button freeze on a state (ex frame 10 once text faded into blue) if pressed while puttin any other pressed button back to original state. I want to know if there I could type something like this: (whereas identity is instance name of button1) Thank you! identity.onRollOut=function() { if onRelease was triggered _root.identity.gotoAndStop ("10"); if not _root.identity.gotoAndPlay ("10"); }
how about something like this.. on (release) { _root.identity1.gotoAndStop ("1"); _root.identity2.gotoAndStop ("1"); _root.identity3.gotoAndStop ("1"); _root.identity4.gotoAndStop ("1"); _root.identity5.gotoAndStop ("1"); _root.thebutton.gotoAndStop ("10"); }
identity.onRelease = function(){ //your on release code this.wasReleased = true; } identity.onRollOut=function() { if(this.wasRelease){ _root.identity.gotoAndStop ("10"); }else{ _root.identity.gotoAndPlay ("10"); } this.wasRelease = false; }
Thank you so much NSurveyor for your help. I thought the code you gave me would have worked... However it does not. Is there a bug you might be able to notice in your code? The onRollOut still kicks in and makes the button fade back out as soon as the cursor leaves the button canvas... I am going berzerk!!!!! Please help!
Wrote wasReleased in one part and wasRelease in another part... silly me. Also there is an extra line. Just try: identity.onRelease = function(){ //your on release code this.wasReleased = true; } identity.onRollOut=function() { if(this.wasReleased){ _root.identity.gotoAndStop ("10"); }else{ _root.identity.gotoAndPlay ("10"); } }
It's a frame rate issue. If you roll out faster than the frame rate, then the movie does not notice it... what is your current fps? If it's less than 24, make it 24. You might have to use setInterval and hitTest to make it perfect.
Wow! Thanks! It really works! well, sort of! ;) The overall issue is now solved, the buttons are now doing what I want them to.. However, for the rollover and rollout to function, the cursor must absolutely rollover and rollout at a slow speed. I was wondering why the buttons werent always working, untill I noticed it was a speed issue... Must I arrange the actionscript so it reads the rollout quickly or what else can I do??? It looks very unprofessional this way, it looks kind of "buggy"
Well, I had the movie set to 12 fps... which seems to be the default value; I have now set it to 120, which is the only fps that is less apparent of the problem... Now I must expand any tweens set in this movie clip so that it does not seem to be as quick. I have tempted to search the Help regarding the SetInterval and hitTest... However it seems way too confusing and not very helpful... In what circumstances may they be of help???? I cannot thank you enough for your help!!
I had set the movie clip to 120fps (lol) and worked fine in "test movie" mode. But because it is a move set at approx. level 3 of the overall movie, it still plays at 12 fps (and seems really slow since I have already expanded every tween...) Opps, major problem now!
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