AS3 :: Flash - Inject A Frame Script Into A MovieClip?
May 11, 2011
I was wondering wether it is possible to inject a frame script into a MovieClip and to get a reference to the mc the script was injected into from the function used as the frame script.There is a MovieClip named mc. It has a frame label 'end' somewhere and we want to add a stop() to that frame without adding code to the MovieClip itself (keep in mind that this is just an example). So here is the code (we could place it on the main time line of a test movie that has the mc on the stage):
var end:int=0;
for (var i:int=0;i<mc.currentLabels.length;i++)
{
if (mc.currentLabels[i].name=='end')
end=mc.currentLabels[i].frame;
[code]....
When the playhead reaches the frame labeled "end" in mc the function doStop() will execute. This function keeps its original scope however. So to stop the mc we need to specify mc.stop(). 'this' points to the object where the function doStop resides so this.stop() won't work. If we wanted to use the same function for multiple mcs we'd have to get a reference to the currently targeted mc somehow.
With regular HTML it's possible to change the look of the page and to make new cookies using javascript simply by typing it into the address bar and hitting enter.But what about flash videos.Is there a way to preform some action on the video on the page using javascript in the address bar?
I have a controller that receives an event with some data. As a part of the processing this s new data it needs to modify a collection in another controller. Is it a bad idea to inject a controller into another controller to modify this collection?
I was wondering how do you inject metadata into an f4v file with quepoints? I've been reading somewhere that it's either during encoding or a custom actionscript that embeds when the file runs.
Is it possible to inject data, for example a collection of assets (video, images...), in an swf at compile time?
We have a flex application that needs to be able to export an swf at runtime that contains all the necessary data, because it needs to run as a standalone application (on- and offline).
The idea so far was to create a server side script that calls the flex compiler and feed it the data it needs. This approach seems to work fine using the [Embed] tag for single files, but it gets kind of messy when trying to inject collections of data that vary in length for each exported swf.
We could generate an mxml file with one embedded variable for each asset and include it at compile time, but that approach seems for from ideal.
We've looked into some actionscript bytecode libraries, but those do not seem to be fit for this.
Is it a bad idea to inject data into an itemrenderer. The reason I ask this is because the state of each item is dependent on different changing data sources. So the original data is used to just display a new item, but there could be two to three other data collections that would be needed to determine the item's behavior. Is there a better way to do this? Should I be creating a custom DataGroup with the other data sources as properties on this custom container and then reference the data sources from the itemrenderer to the parent?
In my parsley container, I'm instantiating an object 'A' that contains a Dictionary (flash.utils.Dictionary).
I would like to create this Dictionary using parsley and inject it to 'A'.
This dictionary pairs structure is: key=id of object 'B', value='B'
where object 'B' is also an object which is defined and created using parsley(so basically the pairs structure is and object id as a key and the object itself as the value).
Now, I have no problem creating 'A' and 'B', but can't seem to find the right way to create this dictionary using parsley, nor injecting it to 'A'.
I'm designing a game where the levels are too big to be in one swf. so each level loads up a new movie- but if my wildest dreams came true i would be able to, for example, load level 2 and have it remember how well you did on level 1.is there any way to do this? to inject a variable from the first movie to the second one after it takes over?
I've coded a little game, but now I realized that I should include all the actions to frame on layer called "actions". This far I've written my code to movieclip.transforming this to frame?
How do I tell what frame I'm on in a movie clip? For instance I want have a preloader set up so that the animation of the preloader plays all the way without jumping around. according to the bytes loaded. Here's the basic gist of what I want to happen:
I've coded a little game, but now I realized that I should include all the actions to frame on layer called "actions". This far I've written my code to movieclip.
how I access variables in a frame on the stage with code from a frame within a movieclip?(basically passing variables from a stage frame to a movieclip frame)
now how do i make the movie clip to first go from frame 1 to 10( last frame in teh movieclip) with the text time and then when the movie clip starts again it should say place and so on and so forth.. depending on how many textline variables i define in the text file?
I'd like my Flash site to be bi-lingual. What I have currently is a Flash movie with an empty Movie Clip which then allows users to go from movie to movie. The movies are all small movieClips that are loaded into the empty movieclip on demand. There is some video and text in each of the 30 movieClips. Here is sample of code that i'm using to call up next MovieClip.
[Code]...
My solution for the bilingual version is to create a separate frame with the French version + video and then when user presses the French button they are directed to that frame. This way I could easily create the French text within the one movie. however i don't know the Actionscript code to call up a movieClip to play from frame 10, and not frame 1.
i'd like to control MovieClip timeline witch contain several DisplayObject (like Sprite, Button, ...) these DisplayObject have Motion (AnimatorFactory). How can i do seek frame-by-frame the MovieClip Timeline and use the currentFrame to control all Motion child.
This is an if stament on a frame on the root. I want to loop Carrera(a lenghthy movieclip) from frame 2 back to frame 1. (For testing purposes) This is the code:
I was having trouble even knowing quite what to search for so I figured asking a question in a forum would be the best way to go. Currently I am making an application where I have multiple movieclips of equal duration on multiple frames. For example, movieclip_1 is on frame 1 and is 40 frames long. There is currently a scrub bar that scrubs through the 40 frames of movieclip_1. On frame 1 of the Scene there are also buttons with the actions to gotoAndStop on frame 2, frame 3, and frame 4. Frame 2 contains movieclip_2, frame 3 contains movieclip_3, and so on. The functionality of this is that it shows medical conditions progressing from different angles and when a button is clicked the display shows a close up of just that one angle. As expected, without any actions on the movieclips navigating from one frame to the next brings up the proper new movieclip but they always begin at frame 1. What I would like to be able to do is somehow have my movieclips know what frame they are on so when a button is clicked the application would go to that frame and open that movie clip to the same frame as the previous one that was just navigated from.
I got a MovieClip filled with a lot of others clips... When I change de X or Y value of this first MovieClip the frame rate slows down for during 1 frame. For exemple... I created a counter that returns around 30 mseconds every frame, but when I do this X or Y change the return is around 400 mseconds... When I try to fill the first MovieClip with less information it goes faster, about 100+-200 mseconds...
I loaded xml on a movieclip and i also have a button to go to another frame but the xml keeps loadding!! what can i do to remove the xml each time i click on that button?
I have flash project (ActionScript 3), which has a several frames. Each frame contains some unique controls (buttons, textInputs, etc) with unique ids. I want to add event listeners to these controls:
I don't know, how to define time, when AddResource will be loaded, after gotoAndStop. I tried to use setTimeout - it works sometimes and makes unwanted delays. So it is bad idea, in my opinion. Each frame has a lot of controls, they might be changed in future - so, I don't want to use this way (Get MovieClip in another frame). If it is possible, I want to keep ActionScript code in *.as files, not on timeline (flash cs5: when I change frames in a movieclip, event listeners pointed to one object in the previous frame are removed).
I have 10 buttons on my homepage and I want to play the same movieclip when you click on a button and after that move to a specific frame for each different button.
Someone know an easy to make this without having to create 10 differents movieclips just to change the action at the end of the movieclip?
1. I make a simple movie (call it movieClip) first frame has stop(); action, second frame has label playMovie, last frame has action gotoAndPlay(2); (so that movie not stop anymore2. Now I place movieClip on stage3. Question... what is code to make movieClip play frame label playMovie?
I already try to put many different type action in frame one of stage this.movieClip.gotoAndPlay("2"); //NOT WORK this.movieClip.gotoAndPlay(2); //NOT WORK
i am working in a flex application, i have an mx text control or I can use whatever control I need to do display the text value, but what I am trying to accomplish is to be able to format that text value with html 'before' it gets bound to the text control.<mx:Text text="{data.combinedCriteria}" width="99%">In the .as file that manipulates the combinedCriteria property of data,
I work on a truckload of flash banners and have progressed more into dispatching events from the final frame of a MovieClip that would contain an object (or collection of closely related objects) animating and then listening for them from the parent timeline so that I know when to continue the main animation etc.In the animation I'm working on currently, there's a car built from blocks over time (the blocks fall from the top of the banner to make up the car); this is all contained within one MovieClip (to make the resizing easier - all I'll have to do is move the entire MovieClip around).The problem is that when I place this MovieClip onto the timeline, it's represented by its first frame (which is nothing because no blocks have fallen yet). This makes it hard to work with because I can't really tell exactly where the car is going to be when the animation is done and so on.Is there a way to have the final frame of this MovieClip visible from the outer timeline?
I was wondering if someone can help me. I have some difficulties playing a certain frame in another MovieClip. I have two MovieClips, MovieClip(content) and MovieClip(about_page). The about me button is placed in MovieClip(content) and I used the following code to go and play MovieClip(about_page) that is placed in the timeline:
Basically I have a load of movieclips on one frame, and a load of the same type on the second frame. However, when you're coming from the first frame to the second frame, Flash decides to place the new movieclips in the same position as the old movieclips (from the first frame) rather than where I placed them in Flash.
I vaguely remember seeing something like this before, but I can't for the life of me remember the solution. Any of you guys know what's happening here?
Just a note, it looks as if giving the movieclips instance names stops it - but this isn't really plausible for me as I could have hundreds of movieclips on each frame..