I'm making a science game of sorts, showing the human body in slices, like a virtual disection. I'll have the a picture of the person, and mousing over moves the mask to reveal the first 'layer' of organs (in this case Lungs) and the text, then clicking a button will cause the mouse to reveal the stomach and intestines + text, and so on and so forth.
I've got a single mask down, using the following code. lungs is the symbol containing the picture of the lungs and text, circlemc is the circular mask (with blurry edges)
lungs.mask=circlemc;
lungs.cacheAsBitmap=true;
circlemc:cacheAsBitmap=true;
stage.addChild(circlemc);
circlemc.mouseEnabled = false;
circlemc.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
function fl_CustomMouseCursor(event:Event)
{
circlemc.x = stage.mouseX;
circlemc.y = stage.mouseY;
}
Mouse.hide();
I'm thinking, it I set all the 'internal' pictures as seperate keyframes on a single layer. So for example the final layout would look like this
Layer 1 (bottom). Keyframe 1 contains Lungs, Keyframe 2 contains digestive tract, Keyframe 3 contains liver.
Layer 2 (above layer1) contains mask shape
Layer 3 contains buttons, intending to toggle between the layer 1 keyframes.
Layer 4 contains actionscript.
Would this work? and how would I go about making it work?
I assume the simple snippet code
[buttonname].addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame);
function fl_ClickToGoToAndStopAtFrame(event:MouseEvent):void
{
gotoAndStop(2);
}
would for example move the animation from the lungs to the digestive tract, but would the masking continue to work or would it just show the lungs still, would I need to re-code a seperate mask on keyframe2 to mask the digestive tract, and how would I keep the seperate masks apart and prevent one working until the button is clicked?
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