ActionScript 1/2 :: No Property Named 'onMotionFinished'
Jul 3, 2011
i'm experiencing a strange issue, until now i alwasy have used "onMotionFinished" without problem, like in this way...[code]suddendly, without any reasons, i get this error in the compiler when trying to publish no property named "onMotionFinished" (i translated it from italian language)i tried also opening other fla i created with the same actionscript, that have always worked fine.there is no way to use the property again.url...
I'm trying to work on my first flash game but I'm already having problems making my character move.I'm currently following this tutorial:However, when I try to test my game, I get an error saying:"Access of undefined property player_mc"In the scene, I have a square MovieClip called "player" and when you select it, in its properties I have given it the instance name "player_mc".However I still get the error. So I decided to change the object's name to "player_mc" as well but that still gives me the error. I don't understand why this isn't working.According to this, it's just to do with spell-checking... but yeah, I looked through my code and the objects and it's all "player_mc".
here is my new code that works for PART of my movie. i have two dynamic text boxes, one named "item" and one named "ssnumber" ssnumberNode works fine but itemNode does not. i bolded the parts that i think are relevant to the problems
I am trying to create a photo album, and I need the image to fade out, load the next one from XML, then fade back in...trouble is, when I tried a simple fade out, load then fade in, there wasn't enough time for the fade out to take effect and it loaded the next one instantly, so I need to pause the load section until the fade has finished...
[code]...
Oh, P.S I know I'm fading the alpha the wrong way, but to fade the images directly created some funky and undesirable effects, so I'm fading in and out a white rectangle that matches the size of the image.
This code is within a class and the problem is that the "myMovieToAnimate" movieClip animates the first time around but when the tween finishes, it does not call the AnimateScreen() function again, why is this.
I created some code in Flash 8 for a client using MX2004. I used Tween and made a onMotionFinished function. I saved it as a MX2004 file, but when he tries to compile it he gets.[code]
Ok, for my site i have a preloader that slides in, then it slides out once it's finished. I decided to change a couple things, now the same file with some unrelated changes is giving me syntax errors when publishing it. Heres some code:
I'm trying to animate entirely in AS for the first time. (Woo!) I'm using the Tween class, with the very convenient Tween.onMotionFinished to invoke my next animation. But once I get pretty far into it, it starts to look like this:
[code]...
I've found that, when applying a tween to a function, I am unable to refer to that tween (specifically, onMotionFinished) from outside of it. This works okay but leaves me with some rather ugly ActionScript!
I have this function that builds menus, and I'm using a tweening class function to move the menu items around. The thing is that when calling the tween function I need the submenu building function to wait until the tween is finished otherwise things start freaking out. It's organized like this (pseudo code):
[Code]...
The problem is that I need the first tweening to finish before I can build the submenu. I've tried using the onMotionFinished, but it doesn't seem to want to call a function nestled into another function (in this case buildMenu()).
fairly simple. but here's what i'd really like to do. i want the first tween to execute (_xscale) and then after that is finished execute the (_yscale) tween. i've thought about using onMotionFinished...but am not exactly sure how to go about getting it to work correctly.
I'm working with the Tween object: I'm building a game where mc's need to drop periodically from the sky, and then when they reach the bottom of the screen, they need to be unloaded. The problem I'm having is firing "onMotionFinished" events for these dynamically, "loop-generated" mc's. I think I need to be able to send parameters to an onMotionFinished function, but I can't figure out how. I made a stripped-down version of what I'm doing, here's the code:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; //this keeps track of which bomb we're on bomb_count = 0;
[code]....
Basically I just want to have more control over the programmatic tween and its associated events. Everything is there, it's just that the onMotionFinished event isn't attached to the tween I want it to be attached to, it's attached to the most recent tween that occured, or something. I suspect it has something to do with the fact that all my tweens have the same name, but I don't know how to name them differently in the loop.
I read some stuff about "delegates" and "superclasses" and other dizzying objecty things that seemed relevant but like I said, since I'm not oop fluent, I get pretty lost pretty quick, esp.
I am currently creating a menu system for a site, that when hovered over expands from a short strip into the larger menu containing buttons/graphics etc. To reduce the number of frames used within the site, i am trying to achieve this method using the tween class / onMotionFinished action as opposed to having a movieclip which plays through when hovered over. However if you move the mouse off before the "loading in" animation is complete, it begins the "reverse" animation and seperate titles both appear on top of eachother.
Basically i need to stop the tweens from playing, should the user hover away before they are complete, like a movieclip would "rewind" if you were using that well documented method. Below is the script, and I have attached the .fla for you to have a look at.
I have just entered Falsh and for some strange reason none of my layers are named. Not only that, when I draw a circle for instance and I want to move that circle. I have to move the line and the fill seperate... I think this has something to do with the layers not being named. I will be posting a print screen. Click the link. [URL]
I'm trying to make some dynamic movie clips, with a drawn rectangle inside a for loop. But I can't figure out if an MC can be named like an Array. How close is this?
Code: function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init);
I am making a game and it has falling objects (similar to shooting) and it also has some other random generating objects going to the other direction. So the objects aren't already on the stage. I was wondering if when I spawn them if I could put them in an array or something and check collision between the two arrays or what?
how can i make named anchor links in flash, i tried this: [URL] i dowloaded the sample, it works as it is with as1 but it doesn't seem to work with as2?
Inside my loop, where i get my XML objects I added a code to draw and add the mask:
var myMask:MovieClip = new MovieClip(); // settings for width height x y color fill etc etc. myMask.name = "NAME-"+i; // set the NAME myContainer.addChild(myMask); myContainer.mask = myMask;
the mask looks fine on the stage.now since i name it, i want to use it for other purpose like moving it now i want to actual call myMask i get my number "num" from other function, that works fine
function applyMask(num:int):void { // need to call myMask("NAME-"+num) }
i have tried myContainer.getChildByNamehave tried:
var masking:myContainer=getChildByName("NAME-"+String(num)) as myContainer;
i have traced for options i can think of myself, but all result no property found.
I have a situation where I use loadvars to load an xml file, which has the address of 2 swf's on the server. I can trace the xml items so know they are loading. So I'm trying to load the swf's but am running into problems. First problem, the swf always gives an error when I publish from flash, "TypeError: Error #2007: Parameter url must be non-null." as it can't find the mention of the xml file, as it's just being published. I'm not sure this affects the next issue which is the swf not loading when I try to load it like this:
var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest(loadswf1); // where I know loadswf1 = "myswf.swf" loader.load(defaultSWF);
Novice Flash dev here. I'm having a bit of trouble passing the name of an existing MC on my stage to a new variable and then tweening it. I've tried everything I could find.Here is the set-up:
3 levels of question difficulty: Easy, Moderate, Hard. Each question is a seperate MC in the library.Each question has two strings of text: one normal and one altered.container_MC contains all of the questions.Inside container_MC each frame contains one of the question MCs along with a second MC called highlight.Each of these frames is then labeled with the difficulty of the question and the question number i.e. easyQuestion1.Highlight is a MC containing a box that surrounds the alteration. It is labled the same as the frame +"Highlight" i.e. easyQuestion1Highlight.Each of the highlight boxes has Alpha =0.Each frame also contains the variables that determine the correct answer and the difficulty of the question.NONE of the objects on the stage have been added dynamically with addChild (note the Novice portion of my intro :D).
On my maintimeline I have one instance of container_MC. If the player selects the correct answer the current frames highlight box changes from Alpha =0 to Alpha =1.
i'm making use of scripted control on IK armatures. The wierd thing about ik is that the armatures seem to exist in a disconnected manner from the objects they control, and cannot be found anywhere in the display list under their parent object.
Instead, the only way i've found to get references to runtime armatures, is by accessing them through the ikManager class, with: IKManager.getArmatureByName
This allows me to get them by names which i've manually assigned in the IDE at authortime. I'm only using one actor with armatures at a time right now, but i'm troubled to think of how this will work with multiple instances of the same IK object.
Given that i'm going to be having multiple armatures in existence with the same name simultaneously, how can i tell which one belongs to which object?
how do i browse through all the children with the same instance names from a movieclip?note: this movieclip has some children with other names as well.
I'm building a variable matching game. The player clicks one of four choices and then clicks the answer area. Their choice appears in the area, and if the answer is correct the answer container shifts down, highlighting the next answer area to be filled. Inside the container are a large number of these answer areas (60).
What I am trying to do is have only one be answerable at a time, the highlighted one, so that players can't skip ahead despite seeing the empty spaces left to answer in. What I have right now isn't working, and I could use some outside insight.
Code: var i:int =1; function sampleFunction(evt:MouseEvent):void{ if(selection == e.currentTarget.targetCorrect){//targetCorrect is a string set statically
[Code].....
I realize I could use a for loop to add the event listener, but the project really calls for only one answerable area at a time.