ActionScript 1/2 :: Remove The OnEnterFrame Action?
Sep 15, 20111. How do I use onEnterFramer to check if a word is being changed in a textField (tf1)? If the word has been changed how can I remove the onEnterFrame action?
View 5 Replies1. How do I use onEnterFramer to check if a word is being changed in a textField (tf1)? If the word has been changed how can I remove the onEnterFrame action?
View 5 RepliesonEnterFrame=null, onEnterFrame=undefined & delete onEnterFrame....
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
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I am using an AS to create a 3D Carousel gallery. I have button on the same page as the carousel gallery. My problem is that when I click on the button and the frame is changed, the carousel gallery stays on top of my other pages. Hos do I remove this? I have attached the AS code for your reference.
Code:
stop();
var numOfImages:Number = 5;
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Say I create a movieclip which acts like a button, meaning that it has an over state, out state etc. I then create five instance of this movieclip and give each one an instance name e.g. b1, b2, b3, b4 and b5. Is there anyway of removing the states actions of say b1 without having to create a new button just for this? I was hoping there was something like b1.turnOffEffects = true (In my dreams, lol).
View 1 Repliesi'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
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any consise methods to restart a deleted onEnterFrame that has been deleted?
View 3 RepliesI am unable to trouble shoot an Error 1009 message. Simply enough, I am using the UILoader with AS3 to load a .swf file into the main timeline with // loadWindow.source = "projects.swf"; // I get the 1009 Error. When I remove any action script (just a // stop(); // ) function from the .swf file I am trying to load, I do not get the error message.
View 10 RepliesCode:
_root.navigationMC.onPress = function() {
startPreload("blue.swf");
}
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) {
this._parent.gotoAndPlay("98");
}
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) {
this._parent.gotoAndPlay("98");
STOP ON FRAME 108 INTEGRATED HERE
}
Everything I have attempted is not working.
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0)
Insert -> New Symbol
Name - test
Type - button
Export for ActionScript
Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code:
on(release) {
trace("trace");
}
I click on the button and it animates but no action event in the trace?
How can I get an action to follow another action when a button is clicked? When a button is clicked, I want the timeline to go to a certain frame and play and when it's done playing, to go to another frame and play. I basically want two actions in one function.
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i want to do this:
on (release) {
_root.nextMovie = "externalmovie.swf";
_root.cover.gotoAndPlay("close");
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I am using code from a tutorial that I downloaded to get an Home.swf to preload in my "index" page.the problem is that a part of the code reads
movie1_btn.onPress=function(){
startPreload ("Home.swf");
}
which means that I have to create a button to get the .swf file to load, how do I edit this code so that the action begins on it's own at that frame?
Can somebody change this code from action script 1 to a action script 2 because it doesn't work on new flash 8
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is being returned once the onrelease event happens. the loadmovie works fine but I want to remove
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I'm making a game for children where they have to pay money by dragging it on a square. It al works wel only when i pick the first coin of one euro without going over the coin of 2 euro and then pick up a 2 euro coin the one euro disappears. after then it all works fine.i cant remove my duplicate euro's from the stage when i clic on pay here is my code for the euro's the euro's are in a emty movieclip
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I couldn't come up with a good title for this question but basically the problem is this - I've got a series of thumbnails and clicking on a thumbnail loads a larger picture into a holder movieclip on the main stage. However, if you click another thumbnail while the first picture is still loading, then both pictures load and it goes on from there. How can I make my code so that clicking a new thumbnail cancels any actions from previous clicks?
View 7 RepliesCode is
import mx.events.EventDispatcher;
import Proxy;
Following is the class definition.
class XMLLoad extends EventDispatcher{
public var XML_NODE_TYPE_TEXT = 3;
public var XML_NODE_TYPE_ELEMENT = 1;[code]....
These are the functions. in the class.
In flash AS3 Do I need remove childs, if I remove the parent itseft? If I remove childs first, then remove the parent object afterall OR If I just remove parent object Will flash take same memory?
View 1 Repliesdo to the lack of good on Kongregate, I have come here =D
if(_root.row2.block1._x == _root.row1.block1._x)
{
_root.row2.block1.removeMovieClip();
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when publish the iphone os ,if the the *.actionscript file should be added in the contain files? and if the action "touch" in iphone os is the "click" action?
View 3 RepliesI use this:
this.onEnterFrame = function(){
if((kropp==2)&&(huvud==4)&&(bg.BGtyp==1)){
bg.nextFrame();
trace("good");
}
to know when different variabels are right. But I don�t want the check to be once every 2 second and not every frame. I could put the code in a looping mc but could I do that in a code?
I have a main.swf file and it will load an external swf file.I have this code in the external swf file:[code]So when the external swf file loaded in the main.swf, the color_picker is visible in the main.swf.Everything works just fine but I just need to know how to remove (Kill the onEnterFrame) when the external swf file has been unloaded or replaced with another external swf file?
View 2 RepliesI have a script with some onEnterFrame's.. my problem is that I can't evoke more than one of the functions in "onframe()".. after the first function "onframe1()" has ended nothing more happens.. if I switch the two functions ("onframe1()" and "onframe2()" arround or I escape the first the script still ends after the first function is done
function onframe(){ var i = 0; onEnterFrame = function() if(i == 10) onframe1(); if(i == 200) onframe2();//delete this.onEnterFrame; i++; }}
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as2 this works but in as3 it no work how do you do this in as3
this.onEnterFrame = function() { if(Key.isDown(Key.UP)) { square._y -= speed; }
i have a few onEnterFrame functions like 6 to 7 which I want to combine them into a single function. But it doesn't work after adding the function.
View 4 RepliesI'm trying to write some programs with kinect sdk in c# , I'm a flash developer and my skills are in actionscript , and I've written some simple projects with c# , the thing I wanna know is that is there a function like onEnterFrame in C# ? or something like tween functions in C#
View 1 RepliesSay I have 100 MC's (movie clips) in my scene that are spreading out in _x and _y. On every frame I need to check each of those MC's for a hitTest (or anything really). Would it be more programatically efficient to:A) Create a single array to hold all the MC's and do a for...loop to check all of themorB) When each MC is created create an onEnterFrame to check only itself (x100)?Hope this makes sense. This is an argument between me and my partner as to which will be the less processor intensive. My theory is that there would be no difference but I've read no documentation for it
View 3 Repliesmy prblem is my mc cant stop after hiting the mc hoe to stop ms after hitingI used this code to stop this Mc and its work Butthe mc hit only one time 2nd time its doesn't touch the mouse
if(this.hitTest(block)==true)
{
//this._x= this._x+60;
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I have a set of movie clips that are attached to the stage every so often. The attached movie clips all move independently with their own class code. After I changed something in an unrelated class, my attached movie clips only run their onEnterFrame() code once, instead of once per frame. I called up the list of variables, and my movies (which are passed into an array) are all "undefined". I'm not really sure whats causing these movie clips to not run their code properly. This is the code for attaching them:
ActionScript Code:
var target = _root.attachMovie("Target", "Target" + _root.getNextHighestDepth(), _root.framework.depth[7]);
target._y = _root.framework.paths[attachlocation][0]._y
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