ActionScript 1/2 :: Adjusting Code Which Allows Button Activation?
Mar 24, 2009
I have inherited some code which is a matrix of buttons which give a score of 1-7 depending on which button is pressed. The matrix consist of 6 rows and 7 buttons and once all rows have a button pressed the final score is calculated and a submit button becomes activated (it is de-active until all rows have a score). This works fine, but I have added a function in which you can press a button which de-activates one row and activated another, so there are now 8 rows instead of 7, even though I want the total score to still calculate when there are 7 scores to tally up the total. The code I have now works with the first 7 scores, but when you add the 8th row it won't tally up the score, and activate the submit button. I am attaching the code I currently have to do this.
the basis of my problem is this. I have inherited some code which is a matrix of buttons which give a score of 1-7 depending on which button is pressed. The matrix consist of 7 rows and columns 7 buttons in each row and once all rows have a button pressed the final score is calculated and a submit button becomes activated (it is de-active until all rows have a score). This works fine, but I have added a function in which you can press another button which de-activates one row and activated another, so there are now 8 possible rows instead of 7, even though I want the total score to still calculate when there are scores of seven rows to tally up the total. The code I have now works with the first 7 rows, but when you add the 8th row it won't tally up the score, and activate the submit button.Anyway attached is the current code I am currently using:
Code: function uClickBehScore(mc, rowParent) { var codedName = mc._name
I have a flash nav in my xhtml, and I use the object code in FF and it works great. When I load in IE I am forced to click to activiate the nav - how to I fix this?I thought there used to be a .js file that was published that you could use with the .swf to get past this click to activate crap, but when I publish out of CS4 I don't get any .js anymore.
The following code dynamically creates a movieclip "button". I also create a mask and a UILoader inside the original button to house an image. Works great. Unfortunately, the UILoader hinders the operation the the "button" mouseEventListener. How can I avoid thisHere's the code
var button:MovieClip = new MovieClip(); button.graphics.beginFill(rssXMLSettings.backgroundcolor); button.graphics.drawRoundRect(0, 0,100,100,25,25); button.graphics.endFill(); button.filters = [glow];button.y = 460;button.x
I'm using Flash CS4 and have wasted--over the course of the past 18 months--at least three days of work time trying, in vain, to make Flash fonts work completely consistently. Problems:1) Fonts don't appear after FontAgent activation (must copy to Adobe/Fonts folder), 2) Bits of styled type totally disappear on compile (haven't figured this one out and try to avoid certain faces), 3) and most recently, totally bizarre font display (looks like egg thrown against the wall), which, despite verifying the fonts, replacing them (even though they checked out fine), cleaning the font caches (with Font Finagler, nee Font Cache Cleaner), doing a million restarts and praying, are still screwed up.
One possible common thread is that these seems to be OpenType fonts. But the errors are totally inconsistent -- for example, the font with #3 above had worked fine for nearly a year before becoming hopelessly destroyed in the past five hours, and only *some* characters in #2 disappear.I'm posting here mostly out of frustration, since previous posts on similar issues haven't yielded decent (working) solutions and Googling these problems (ad nauseam) mostly shows people using either different font managers (or none at all) or working with dynamic text. (Mine is static text.)But perhaps someone has a definitive resource/recipe for troubleshooting and solving these font problems?Or perhaps someone could shed some light on why Adobe uses separate font folders and caches?
does anyone know how to remove that 'box' that appears everytime.I enter my online flash content. It simply gets on my nervs to click it once for activation and then start using my flash!
Do anyone know of a way, or a site that mentions how to make a quiz in flash, or time activation in flash. .For instance if the xml says that something starts at 6 o clock and ends 12 o clock. and then something else starts after that. How do you do something like that in flash?
i have to generate a button dynamically... and have to keep a click handler for the same how to write script for clicking buttonim using following code for creating button dynamically
how to write a actionscript code for a button when the button is clicked it should move to the nextframe.
// About and smile1 button scripts stop(); _root.smile1.onPress = function() { if (mouse_over_smile1) {
[code]....
i have given 3 functions as onEnterFrame,onPress,onRelease. i tried all these but didnt get the result.smile1,smile2,smile3 are button instances which are declared on the monie clip.my main thing is i hav a button, when i click on that button it should go the next frame which i have declared in "gotoAndPlay(6)" method.
I have issues with the buttons working from the SWF file which is brought into the main flash site via UILoader.
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I gathered that it is most probably due to the fact that I have constructed a button in the improper way.I tried to redo a button but it was the same result.I would like to try to access it through the main timeline. What would be the whole block of code to put a function on the button located inside an external SWF which is called in via a UILoader?
I created a view cart button in PayPal and need to link it to a button in my fla. I know you can do this in AS but I haven't had any luck in my searches. I'm using CS3.[code]
I have a movieclip and what i'd like to do is once a button is clicked id like the clip to play a double speed (or maybe more).Is it possible, by way of adjusting the FPS maybe?
Basically this is it: I have a movieclip with four frames with this script on it:
Code:
onClipEvent (enterFrame) { if (Key.isDown(Key.LEFT)) { if (_currentframe != 1) { gotoAndStop(2);
[code]....
Basically this is how i want it to work: If you're at frame 1 (which you start in since a layer above have a stop on it) and press and hold left you go to frame 2 and if you stop holding down left it goes back to frame 1. If you're on frame 1 or 2 and press and hold right you go to frame 4 but if you stop holding right it goes to frame 3
I was wondering if there is a simple way to control the "Adjust Color: hue" - filter of a MovieClip?. Is it possible to adjust it with a single variable(with AS2)?
I need to have a button to be clicked for the zoom effcet to be activated, then when the mouse hovers over an image it should zoom to 200%. I have 40 images which I'd like to have this effect by.Also when the cursor is over the image is it possible to make the change the cursor to a magnifying glass?
AS2 -> AS3 migration: doncha just love it?!have a look at the attached code. selection one makes us anew sound and gets it playting, great. then we need to adjust thevolume so we read in the files that:You can alter the volume and panning while a sound is playingby setting the pan or volume properties of a SoundTransform objectand then applying that object as the soundTransform property of aSoundChannel object.great, so selection 2 in code below should do that, right?
I have a grid of 9 columns by 3 rows (so each column has 3 slots). A minimum of one slot in every column must be marked and no more than 3 can be marked. A mark is represented by a 1,2 or 3 digit.There must always be 15 marked slots in total. To achieve this I tried the following:
I have a container movieclip and i am attaching thumbnail images to it to form a slideshow.
The problem i have is i need the container to scale to the stage width, and then add the images, but if i scale the container it also stretches the attached images.
Is there anyway i can change the width of the container without effecting the attached images?
I'm looking for a way to adjust the volume in an external flv. The code below sets the volume, is there any way to have it start at one volume and fade to "0" over the length of the flv?
this.createEmptyMovieClip('snd', 0); this.snd.attachAudio(this.ns); //attach NetStream this.audio = new Sound(this.snd); //Set MC as source this.audio.setVolume(80);
I also tried start/stop buttons, but they start and stop the flv also, any way to set them up so the flv keeps playing without the sound?
I have this function inside a this.onEnterFrame function. What I need it to do is that every time I hit Q, the variable (_dropAdjust) should decrease by 1, and every time I hit A, it should increase by 1.
What it is doing, is that every time I hit either of the buttons, the variable decreases or increases by a increment dependent of the time that has passed, but I still need to have the function inside the onEnterFrame, because if not I can only hit the button once.
ActionScript Code: this.onEnterFrame = function () { var _adjustListener:Object = new Object();
one of my homework assignments for a begginer Actionscript/flash class. The goal of the assignment is to draw a shape then have it continuously drawn until it reaches the vanishing point in the center of the stage. I am pretty new to actionscript since this is the first class I have taken for it and I really dont know how to explain it better. I am trying to write the code for. This is the code I have so far it basically just draws the shape I am using and I am lost on what to do next:
I am new to XML and I have tweaked a mp3 player from a [URL] file to do exactly what I need it to except for one small thing.... I need for each song to be able to load different album artwork independently, right now the jpeg is assigned to all the songs in the playlist. I did the tutorial and while it made sense. this "final" example goes far beyond the scope of the tutorial (he leaves it as an example of what could be done if you know what you are doing (I don't))
I need to read two image locations from a file and join it together. For this i used the following code.
[Code]....
With this code I can load two images but I can't adjust the position of the second image with respect to first i.e: iam unable to capture the width of the first image.
Does anyone know how I can adjust the speed of Cladio's scroll bar so when the arrows are clicked the scroll runs faster? Attached is Claudio's original file if needed. The speed variable has no effect on this? I tried adjusting the interval property of both the (up_btn and down_btn) to a lower number from "18" to "0" Like so...
[Code]...
This seemed to work when previewed in the player but once uploaded for some reason the scroll slowed down again? something to do with the frame rate? movie is set up at 30fps. Also, the content being scrolled is dynamically loaded via XML... Would this have anything to do with the lag?
I have a timeline slider part to my animation which starts at frame 1089 and ends at frame 1173, I have a script which allows me to do this and works perfectly when I build it in a new flash file starting at frame 1, I need this code to work for the animation I have built at frame 1089, I dont know which number "1's" in the script relate to the frame number, I have tried changing them all to 1089 but that doesn't work! at the moment as soon as I click on this it jumps back to frame number 1 - which I believe as the code stands is exactly what it should be doing. Please could anyone edit this code so that it realises which frames I want it to work in?
var numOfFrames:Number = 85; // number of frames in the timeline to scrub var widthOfScrubber:Number = 500; // width in pixels of scrubber bar var widthOfScrubberSlider:Number = 25; // width in pixels of scrubber slider[code].....
I need to read two image locations from a file and join it together.For this i used the following code.
Part A:
//this reads from the file images.txt and puts in an array "images" //the size of the array "images" is 2 // m = new LoadVars(); m.onLoad = function(ok) {[code]...........
With this code I can load two images but I can't adjust the position of the second image with respect to first i.e: iam unable to capture the width of the first image.