ActionScript 2.0 :: Avoid Attacching Code In A Object?
Jul 7, 2005
Macromedia says "...Avoid attaching code in a object...". The question is: how to integrate this code to the code of the main timeline? This is the code inside a the MovieClip named "dot":
Code:
removeMe = function () {
clearInterval(countDown);
I've been trying all morning to figure this out but I'm really not the best when it comes to actionscript. I've looked around and I just simply don't have a clue how to adopt other code to fit my own .I have the following code
Code: function reActivateTopMenu() { _root.top_nav.btn1.gotoAndStop(1); _root.top_nav.btn1.enabled = true;[code]....
I just can't figure out the exact way of writing the code in "flash" talk and not "dave" talk!
I need to make a dragable button but I need this object to stay clear from other objects on the stage so to act like pushing away other objects on the stage.
I have function init, which runs on the creationComplete of the application. The init calls get_login_share_object funtion, in which objects are created, which are null.
Now my problem is that, I get a null object reference error on the Alert in "init()". How can I avoid that. Is it possible that I can have a check to see, if the objects are null the program should just skip reading the objects.
private function init():void { var stored_credentials:Object = get_login_share_object();
3D movement in Flash. Basically what i want is to have 2 or > objecton the stage placed on different z axis and when u click on one object it brings the camera forward to the specific coordinates. Then you can also click on another object and it will bring to the new object that you just clicked on.I can do half of it, but actually when one object's z coordinate reaches 0, it flip around and then go at the back.what i want to achieve but how can avoid making the object flip or just tell him to stay where it is so i can always go back to initial position of the camera and then click again on it.
I'm using jQuery Autocomplete just as in this example: [URL] The problem is, the area where you see the Result box in that example - that's where my flash object is. So, when the autocomplete dropdown appears, most of the text is concealed by the flash object (which I can't move). How can I make the autocomplete text appear over the flash object (concealing its view rather than vice versa)?
As stupid as my question might sound, i have spent the last 2 weeks reading oop books; but could use some guidance. I have a flash project that is basically a supped up slide show. On the stage i have the following: main_mc (instance name = images_mc) = movieclip which holds "pictures" ui1 (instance name = ui1_mc) = user interface that allows user to draw on picture (when drawing is enabled) ui2 (instance name = ui2_mc) = activates invisible hit areas (buttons) on select pics, when hit area is clicked, we jump to another pic in the main_mc.
I accomplished all of this on the timeline, but am updating the code to OOP. I am having A HELL OF A TIME trying to figure out how to store references to the instances (images_mc etc..), so i can control them from varying class files. I have found it is easy to control the instances from the documentclass, but not from unrelated class files. Example: images_mc.stop(); works in document class; but ovieclip(Parent).images_mc.stop() doesn't seem to work from any class file.(ui2 class file for example);
I have an object that I want to rotate in 3D (letter "Y"). I have some code that I gathered and edited a bit, but right now it rotates at the top left as it's anchor. I'm trying to get it to rotate at the "crux" of the Y (absolute center), so it basically rotates in place.
My second problem is the speed. Ideally it needs to rotate very fast then slow down and stop. Any thoughts on how to either clean up this code to make it work? I could try it with just transforming the shape, but I'm trying to see if it can be cleaner with Actionscript.
I have a movieclip that I want to use as it is, but I also want a flipped version of it. I looked in methods of movieclip and there doesn't seem to be a flip method.
class Stand { public static const STAND_LIST:Array = new Array(); STAND_LIST[0] = new Array(); STAND_LIST[1] = new Array();
[code]...
is the STAND_LIST[0] keeps created every new instance of Stand created? or is it created just once?if it's created every new instance of Stand created, how do i make it run just once?(like initializing const)
I haven't used as2 in a very long time. I found this code for rotating an object based on the mouse position. How do you actually apply this to the object?
ActionScript Code: onClipEvent (enterFrame) { // find x and y differences disx = _root._xmouse-_x;
Two days ago I managed to create XML based gallery the problem is I want to create a menu OVER the gallery the issue is when I create an object and place it over the gallery it actually displayes it underneath the gallery.
For the first stage, I was able to build a walk-through demo in flash pro by creating buttons that when clicked caused the flash to change to different frames. easy enough. Now for the final part of this project, I need to make the interface fully interactive, as I was trying before. ie: you can click any button and lights go on and off or a loop counter increments, etc. Since there is logic involved and too many permutations to do a frame for each possible state, I'm back to trying to do this in an object oriented way. I've got some test code here.
<fx:Script> <![CDATA[ protected function button1_clickHandler(event:MouseEvent):void {
[code]....
debugger has some errors, so i don't know what exactly it will do. the errors are at the last two if statements where i'm trying to change the object property setting of the label. there is another error at the last curly bracket.
the idea is that there are two labels and a button. the first label starts out visible. when the button is clicked, a counter is checked, and incremented, then the counter is again checked and the appropriate label has it's visible property set to true. the intent is that in a list of several labels, pressing the button scrolls down them, until you press while on the last, which resets the counter and the first label becomes the visible one.
I have an object that I want to rotate in 3D (letter "Y"). I have some code that I gathered and edited a bit, but right now it rotates at the top left as it's anchor. I'm trying to get it to rotate at the "crux" of the Y (absolute center), so it basically rotates in place.My second problem is the speed. Ideally it needs to rotate very fast then slow down and stop.Any thoughts on how to either clean up this code to make it work? could try it with just transforming the shape, but I'm trying to see if it can be cleaner with Actionscript
ActionScript Code: scaleDirect = -1; function dec2hex (dec)
Don't know if alias is the right word here but I would like to replace a long target path with short variable to make my code more readable/managable.So I have the following (working) code but it's getting really complicated :
I'm trying to make an Etch-a-Sketch kind of game for fun. I think it's a simple problem, but I tend to type a lot of stuff for some reason. I found this code to build upon:
ACTIONSCRIPT Code: createEmptyMovieClip("Line",1);Line.lineStyle(1,0x000000,100);onMouseDown = function (){ Line.moveTo(_xmouse, _ymouse); onMouseMove = function () {
I happen to have this real massive code for an object in my game.(please guys dont move this to the game section the problem has hardly anything to do with that) One of them is a propane tank, the other a box and the third is a barrel.(it doesnt really make much diff i just want you guys to get a better picture of whats going on)So inside of each movieclip i put in this MASSIVE code.
ActionScript Code: onClipEvent(load) { var right:Boolean = true; }
[code]....
it works fine but when i put in an instance name the whole thing messes up.only one of them works and all the others follow commands from the same one. so lets say if presse is true for the working on, presse will be true for all the rest. The problem still happens if i use different combinations of objects like 3 crates or 1 propane tank and 2 crates. Can someone please help me find a solution without changing the instance name. By the way '_root.hater' is the character.
Basically I'm making an XML based quiz with three possible answers for each question. The only problem is that I'm having to write the code several times for each possible answer, and I'm sure this can just be condensed down to one or two statements using a loop. Here is the code I'm using:
var theQ:question = new question(); theQ.qText.text=myXML.ques[0].q; addChild(theQ);
i've been using the equillibrium code that centers an object between 4 other objects, but when you put the 4 objects inside of another symbol i messes up and i have all the roots right. If you look at the .fla you will be able to see how easy the code is ( its in the square) but it wont work.kirupaForum
I found this great rotator on Flashkit. [URL]. Love the user interface. Unfortunately it is using FlasVars in the object code to load images. That won't work for me, and I would prefer to load subSWFs. I can't figure out what I need to do to convert it.
<param name="FlashVars" value="imageOne=image1.jpg&imageTwo=image2.jpg&ima geThree=image3.jpg Code: //This is needed in order to take advantage of the tween function import mx.transitions.Tween; //This hides the 3 grow bars from sight TimeBar_mc1g._alpha = 0; TimeBar_mc2g._alpha = 0; [Code] .....
I am trying to replace an Object inside my nested array (colArray) by using splice, the object acts as my player and will need to maneuver around the Array it's in. The Problem is splice doesn't appear to be showing anything in return, it comes up with an error saying: Cannot access a property or method of a null object reference.What am i doing wrong ? And how would i go with moving my playerObject around the array?
var gridContainerMC:MovieClip = new MovieClip(); var gridSize:Array = [col,row]; //Rows, Columns var gridArray:Array = new Array(); var col:Number = 44;
I've been fighting with this backwards and forwards and haven't identified the problem:I have three frames that I want the user to page through with forward/backward buttons. Three frames means 4 buttons, two forward buttons and two back buttons:[code]What it does is, the lets m press the first Next button and does go to the second frame, but it throws the following error and the other buttons don't work:[code]Why can't I shake this thing? Is there a better way altogether?