View Full Version : interactive menu objects, can you help?
nemoNslumberlnd
11-21-2004, 09:05 PM
http://www.fondex-online.de/index_flash.html
past the intro, are some pretty interactive menu buttons, that when you mouseover one the rest 'migrate' to it in an interesting arrangement. the only way that i can think to do this is by the use of a button when you over it activates a movie clip that shows the motion and at the same time makes the other buttons invisible, so the motion can be simulated by the movie clip. seems like there should be a better way. anyone one have any ideas? im using flash mx 2004 pro (or whatever order it goes in)... if that matters with this at all. im able to do alot in flash, but i get the feeling most of the time im not using it to its best ablility and its not the most time/space saving way of doing things. thanks to all those who post.
nemoNslumberlnd
11-22-2004, 04:55 AM
oh, thank you! that file taught me what i needed to know, i didnt think anyone was going to read my post.. muchless respond so helpfully
nemoNslumberlnd
11-23-2004, 10:47 PM
alright so im trying to take it all apart, and stuff... im not that good at programming because all of what i learned a few years ago ive forgotten. do i need to... (using your function calls) make a new ToPos... like you have ToPos, ToPos0.. do i need to make one for each button or...... do i just need to use both of them in button.onRollover things (like one for each of the two ToPos)...
or...
is there anyway you could give me some comments towards what different parts of the script does on layer one frame one so i can figure out exactly whats going on and how to adapt that to what im trying to do...
if not thats cool youve allready helped me out alot, thanks...
kim
hi
function ToPos(MC, x, y) ---> this will move the MC which you give to it to the position x y. For this it use an onEnterframe which will by cleared as fare the position is reached
function ToPosO(MC) will bring the given MC back to it's origin for this each MC which will use this function has this "this.X=this._x;this.Y=this._y" on it's first frame so the initial position is saved so that the function know where to bring it back
a.onRollOver = function() {
_root.ToPos(_root.b, 0, 100); //bring button b to the desired position
_root.ToPos(_root.c, 50, 200);//bring button c to the desired position
_root.ToPos(_root.d, -100, 300);//bring button c to the desired position
//.... and so on depends how many buttons you have
//it woud by posible to make a function which you call somthing like "bring all
//butons to new pos exept the one i rolledover" but this woud by a lot of stress
//whit out reason and it woud by also hard because the positions are not the
//same when you rollover "a" then "b" shoud goto pos X=100 but if you
//rollover "c" then "b" shoud goto X=5000
};
this will bring the butons to the new position expect the one which you roled over
eg. button "a".
the onrollout use the ToPosO ( :) short for ToPositionOriginal) in this case you also need to say which buttons shoud go back to there original position
so basicly
onrollover need to contain which buttons shoud go where
onrollout which buttons shoud go back to original pos
:p
i hope i not cunfuse you more then you was before :D
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