ActionScript 2.0 :: Combine PROTOTYPE With OnEnterFrame?
Mar 27, 2004How to cimbine the prototype with onEnterFrame. I'd like to fade in some objects like this[code]...
View 1 RepliesHow to cimbine the prototype with onEnterFrame. I'd like to fade in some objects like this[code]...
View 1 RepliesThe function is called on release of a movieclip. I'm making a drag a drop navigation and there are two content windows .. "h1" and "h3".
I don't think there's anything(much) wrong with my code itself, I'm just having trouble with calling anything within h_ins.onEnterFrame. Is there a fundamental issue that I'm not aware of? Below are all the details if you're interested.
[Code]....
how to cimbine the prototype with onEnterFrame. I'd like to fade in some objects like this:
[AS]
mc._alpha = 0
onEnterFrame = function () {
if (mc._alpha<101) {
[Code]....
or can it be done without onEnterframe with an interval or something like that?
working on a game with many things i want to control with onEnterFrame, in terms of processing speed, it is better to write them all into a single function or can i split them all up?
View 3 Repliesuse the "this.onEnterFrame = function()" function within a Color.prototype function? I'm trying to write my own function to go from one color to another, but nothing works within my this.onEnterFrame function, but anywhere outside of it it works fine.I've done this before, but using a movieclip prototype, so I know it' not syntax. And if you can't, for some reason, use this.onEnterFrame within a color prototype, how do you pass the name of a color object to a function so that I could just say changeColor(myColor, 0xffffff); to change it to white?
View 3 RepliesCheck my little piece of code. Everything's going well, until the onEnterFrame. My MC instances aren't doin' anything!
Code:
colors = [0x66FF00, 0x20DFD0, 0xEE1164, 0xDAE31C];
MovieClip.prototype.drawCube = function(_moveY, _amount) {
for (i=0; i<_amount; i++) {
[Code]...
onEnterFrame=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).
[Code]...
i'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:
[Code]....
any consise methods to restart a deleted onEnterFrame that has been deleted?
View 3 RepliesHi there,
can someone tell me what Prototype exactley is?
I guess it's something like css style sheets.
kind regards
In a ActionScript 2 code sample it uses some MovieClip.prototype's functions, as MovieClip.prototype.setModel;I'm trying to write this example using an ActionScrip 3 class, but the MoviewClip.prototype does not exists, where can I get it from? Does it exists in ActionScrip 3?
--update as you are asking, here goes, this code works just fine as an actionscript included on frame1, but I want to make a ActionScript 3 class with this same code:
//package
//{
// public class asteroids extends MovieClip
// {
[code].....
I am using a software to load my swf in the TV and I can get basic functionality without problem. My issue is with creating a menu slider that is x and y sensitive without using the Xmouse or any mouse related property. This has to function within D-Pad Navigation and with a standard TV remote. I have had some success with using an invisible button (loaded with a script) to make the menu "move". This way doesn't allow much control.
View 6 Repliesam finishing up the Friends of Ed Actionscript for Flash MX.At the end they show using MovieClip.prototype. Is this depreciated or not best practice? I was planning on moving onto FOE Object-Oriented ActionScript.
View 2 Repliesi don't understand the usage of prototype.
View 4 RepliesWhy wont work this prototype ?I dont understand it.You can download the fla hereWhat do it need to do: When you roll-over a piece of the skyline it need to resize to that defined number.I putted the code in a for()-loop.
View 1 Repliesive made 5 diff codes to give the right positions on my mc's. but the code is all hanging on the mc's. Now i was thinking 2 put all code into 1 keyframe. So i think i need to write a prototype of it. It will be great if somebody out so i can understand more about how 2 write my own prototype for this. The file is just for study for me to play a bit with aligning mc's on stage. The code that is hanging on the clips are:
[Code]...
I created 2 separate swf files. One is a slideshow and the other is an interactive tool. I have have also converted these two files into a flash projector so as not to worry about plug ins that customer may or maynot have.I have another file right now which is the menu flash file that has buttons pointing it to the flash projector individual files. Since these are exe files, once the customer clicks on it, it will warn that it is potentially harmful and they have to click "run" in order for it to show.
View 7 RepliesAnyone can tell me the way to combine 2 fla files together. It mean in the 1st fla file I'll make a button and when I click the button it will run the content of 2nd fla file.
View 3 RepliesI'm looking to run a trace that targets all TextFields on a mouse over, something like this:
PHP Code:
TextField.prototype.hitTest = MovieClip.prototype.hitTest;
onEnterFrame = function(){
[code].....
I'm trying to make an educational app prototype (I'm new to Flash, this is for a Masters in education) to help students learn IPA symbols (phonetics). I have successfully made a section where the students click on symbols to hear the corresponding audio and listen to explanations.
For the final part of the prototype, I have to create some kind of instructional game. My idea is to have 12 circles, each one playing an audio file of a vowel sound (this I know how to do). The students will have to click the circles to listen and then drag and drop them to the correct IPA symbol. Flash would then give feedback on correct/incorrect answers and a score. Maybe all of this is against the clock, needing a timer.
So, I need to learn drag and drop. What else to I need to learn so that one drop position is considered "correct", the others are considered "incorrect" and a score is given at the end? And maybe a timer?)
In Flex, you can add functions to the prototype of a Class; but how do you add a setter? For example, with A some (non-dynamic) class, you can do this:
var o:Object = new A();
A.prototype.myFunction = function():void{trace("foo");}
o.foo();
And that will call the foo function. But how could you add a setter, so that setting the property calls the setter (just like it would if you declared the setter in the "normal" way on the A class). So what I want is something like this:
// doesn't work!
A.prototype["set myProperty"] = mySetter;
o.myProperty = "test"; // should call mySetter
PS: Manipulating the prototype is an unusual thing to do in Flex, and not something I'd recommend in general. But for the sake of this question, just assume that there is a reason to dynamically add a setter.
How can I use setInterval in movieClip.prototype? This code increase num value just one time...
MovieClip.prototype.testFunc = function(num) {
var num = isNaN(num) ? 0 : num;
trace(num);
clearInterval(this.slideDelay);
num++;
this.slideDelay = setInterval(this.testFunc, 4000,num);
};
var testMc = _root.createEmptyMovieClip("testMc", 1);
testMc.testFunc(0);
I'm trying to make my first prototype, but I can't put it to work, I wanted to atribute a property to a variable, so I could call the prototype on to the movie clip, asking for any property, without having to change the prototype code.Is it possible?Here is my code so far:
MovieClip.prototype.multProp = function (proper,targetv, smooth) {
this.proper -= (this.proper-targetv)/smooth;
};[code]...
but it doesn't seem to work.
I'm trying to write a prototype function that will use setInterval. The following script defines a simple movieclip prototype that traces the clip's x position when called. The function works fine when called explicitly ( _root.foo.trace_x(); ), but does not when called by a loop.There are three clips on the stage, their instance names are foo, man, and chu. I created an array so I could loop through and have each one run the trace_x function once.Here's the code:
Code:
clips = Array('foo', 'man', 'chu');
num_clips = clips.length;[code]....
but instead, the output is "undefined" over and over and over.An example .fla can be found at http:[url]....
I created a prototype function for the Array object. It's supposed to load and parse an XML file, then take all the values from the XML file and convert them to objects, which I then want to push to the array that called the function. However, I can't seem to get it to work.The function itself seems to work, but the push to the array does not. (code below)
Array.prototype.xmltoArrObj = function( path ) {
var xmlurl:String = "nav/" + path + ".xml";
var attr:String = "";
[code].....
i've made a function prototype to make a "type-like" effect... but when i want two textfields to use the prototype at the same time, it ****s up! its like its only possible to use a prototype on one movieclip... not two movieclips at the same time...
View 4 RepliesFollowing prototype is running fine for action action script 1.0 but its giving error in action script 2.0.[code]...
View 2 RepliesI'm using the following code to set a prototype for hitTest within a loaded mc. It works great the first time, but I need to test to see if it's been called because it doesn't work if the code gets called on successive loads...
Code:
MovieClip.prototype.oldHitTest = MovieClip.prototype.hitTest;
MovieClip.prototype.hitTest = function(x, y, sf) {
var obj = {x:x, y:y};
this._parent._parent.localToGlobal(obj);
return this.oldHitTest(obj.x, obj.y, sf);
};
Is there a way to test to see if the prototype has been called before? I was setting a variable in the _parent movie initially, but I can't do that now so I need to test to see if the prototype has been called...
I have 3 variables on the _root timeline.
var a = 50;
var b = 75;
var c = 100;
then i have a prototype which uses those
MovieClip.prototype.myName = function(a,b,c){
...
}
I then have 3 sliders which change the values or a,b and c.
My question is: How do I get the prototype to update the values of a,b and c as the sliders change the values of the variables?
I've got a menu with 3 menu items. Each item is a mc. There is a pointer mc that eases to the mc menu item that you mouseover. That was working fine...until I found out that I have to make the menu dumb enough for flash 5. As we know, you can't assign button events to mc's unless using flashplayer 6 or higher. So I tried to just drop some invisible buttons over my menu item mc's and assign the mouseover events to call the prototype in each invisible button. The prototype should then ease the pointer mc to the position of the menu item that I've moused over. Problem is that it restarts the playhead back to frame 1 each time I mouse over a button.
View 7 Replies