ActionScript 2.0 :: Executing Function After FLV Is Completed?
Feb 3, 2010So I've got a flv embedded on my stage and I want to call a function (a getURL) after it finishes playing
View 2 RepliesSo I've got a flv embedded on my stage and I want to call a function (a getURL) after it finishes playing
View 2 RepliesI have multiple functions in one frame. Each function runs an seperate animation. I would like to have the first animation run, and then as soon as that animation is complete, I would like to have the next animation play, and on so on.
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
import flash.filters.*;
[Code].....
How do i disable this button (portBtn) once the function has been completed?
[Code]...
Is it possible to clear the output panel after a function is completed?
View 7 RepliesI have a repeater which creates a child named "wholeProject" each time the repeater loops.
<mx:Repeater id="projectRP" dataProvider="{projectsHttp.lastResult.project}">
<Block:project
id="wholeProject"
[Code]....
As you can see from the last line of the piece, i have a the creationComplete option run two functions. What I would LIKE to happen is once the repeater is done loading all of the block:project pieces for each function to run once and only once. Instead, the two functions are running after each is created. I tried putting the creation complete in the tag, but that didn't work.
Is there a way to tell the creationComplete piece to run only when the last piece of the repeater has been created?
Here's a damn useful snippet:
ActionScript Code:
/**
* Use in place of trace(). Calling function will be logged automatically.
* */
[Code]....
Put that code in a utility class, and then from any function or method in your app, call myClass.reportStatus("Something happened"); and you will be rewarded with something like this:
060510 15:48:11com.foo.commands:oSomethingCommand/execute()Something happened
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called
PHP Code:
//Prototype....MovieClip.prototype.moveSprite function(speed, spriteType) // Generate random coordinates var tarX = Math.round(Math.random()*(400-
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A function has to "run"(execute) inside the onEnterFrame event method but the function does not seem to run when called.
Example:
_root.onEnterFrame()=function(){
if(something==true){
performFunction();
[Code]....
how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?
View 1 RepliesI have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called.
PHP Code:
// Prototype....MovieClip.prototype.moveSprite = function(speed, spriteType) { // Generate random coordinates var tarX = Math.round(Math.random()*(400-this._width/2)+this._width/2); var tarY = Math.round(Math.random()*(300-this._width
[code]....
The function should trace "carn" over and over and over, but instead, it traces "carn" over and over until the prototype picks a new point to ease to.
I'm trying to execute a fucntion by calling it through an event listener I can't call it directly seems to be out of scope or un intialized or something. I've had luck calling variables in this manner but have never tried to call a function. Can I do it through the event?
PHP Code:
e.currentTarget.parent.timer.timekeeper.stopTicking();
I'm having no success getting a timer to work, let alone one that executes a function every X seconds (say every 10 seconds).
[Code]....
I have a headerbar.mxml that is displayed when user swipes_down in my app. The headerbar.mxml contains a button component I want to run an erase() in the main application window. The main application is a drawing app that contains an erase(). I just don't know how to call a function from another mxml view file. I thought it would be something like
click="{mainwindow.drawPanel.erase()}";
EDIT:
protected function onColorChange(event:List):void{
[code]......
I have a main.mxml, child.mxml and headermenu.mxml. I click a button on the headermenu that dispatches an event up to the main.mxml which then executes a method in child.mxml. I know this works because I put an AlertDialog in the function I'm calling inside of the child.mxml. The child.mxml contains a drawingArea object that has an erase(). When I call this directly from child.xml it executes, however if I put drawingArea.erase() inside of the function being called by child's parent (main.mxml) nothing happens.[code]...
View 1 RepliesI have 3 external .as files...
Game.as
Checker.as
CheckerP2.as
In Checker.as I have the following function...
static function checkPossibleMoves(){
...
}
I'm able to call and execute this function from Games.as using the following code...
Checker.checkPossibleMoves()
But whenever I use the same function call in CheckerP2 the function does not execute?
I have the following code, it traces hi when increase is clicked, but spinspeed remains at 1.
Code:
var spinSpeed:Number = 1;
polyStar.rotation += spinSpeed;
increase.addEventListener(MouseEvent.CLICK, addspeed);
[code]....
I set a function for
this.onEnterFrame = function(){
code;
}
but later I want this onEnterFrame to stop functioning to conserve on processor resources. setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.Is there a command to simply just clear or break the function from executing?
(Using Flash Pro 8). Currently, I just need to execute a simple show/hide function that is controlled with a key. Currently, I have a circle movieclip with this coding attached to it:
Actionscript Code:
onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = true;}onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = false;}
And on the first frame of the timeline, I have this code ( so that it is visible = false to begin with ):
Actionscript Code:
_root.circle._visible = false;
Now, my problem is that when pressing the RIGHT key on the keyboard, it reveals the circle, but when it is pressed again, I want it to hide the circle again. Obviously there's a conflict between false and visible, but I don't yet know how to tell flash to make the distinction that the RIGHT key has already been hit once. Is there some kind of 'listener' or something?
Im currently working on a script which will dynamically create letters and then play the sound of each letter.
I can get the script to work but for some reason it doesnt seem to play the 1st sound the 1st time I click on the button to exectute the function.[code]...
I'm making this game with Adobe Flash and I have this level where you need to stop a bomb from exploding, but when you stopped it and go to the next frame the bomb is still running and you still go to the game over screen when the countdown reaches 0. For the countdown I use the following ActionScript:
[Code]...
(Frame 4 is my game over screen) I also add with the dynamic text the word ''count'' next to Var: So is there a way to make it stop running on the next frame? Also am I willing to use a different ActionScript for a countdown if somebody knows a better one.
I have this movieClip "Container" and within it on two different frames I have two movieClip/buttons, "pause_btn" and "play_btn", respectively. I would like to call a function on the main timeline on frame two of "Container" where "play_btn" is located.
I think I'm getting close but really have no idea. I know about the visible property and have been considering that, but isn't there a way to call a parent function from within a child movie clip? The code looks like this.
[Code]...
I'm making a game and the main functions are close to finishing. But I'm having problems with my start screen. I'm working entirely in Flash Builder.My users should be able to click a button to start the game. Right now I don't have a functioning start screen yet, but initially the game started immediately with Game.as. But I now decided I want a start screen. So I made a new class file with the graphics and buttons for the start screen in the constructor function, and I added a Mouse click event listener to the button.The game itself is in Game.as, that runs perfectly.In the function for the mouse click event I added:
Code:
removeChild(startscherm);
var startgame:Game = new Game;
[code]....
I have a pause function that fires when the first frame of my swf loads.
PHP Code:
Welcome transition
function pauseMC(sec) {
var i = sec - 1;
var MyPause = setInterval(function () {
if (i == 0) {
clearInterval(MyPause);
[Code] .....
However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.
PHP Code:
function moveLeft () {
var t = this;
this.opened = true;
//this._x = _root.navWidth * this.index;
[Code] .....
I have a function which contains some code and about half way through calls another function. Only problem is it stops the main function from running so the code following it snt executed. What I want to know is is there anyway to go back into the original function at the point at where I left and carry on executing? I've thought of one solution but its a bit long winded and I just wanted to know if there was a quick and easy method, before anyone asks the code needs to be in its current order.
View 3 RepliesI am trying to replace some code which loaded an external image and triggered and function once completed with code that uses and embedded image. The relevant code looks like this.
Code:
[Embed(source='globe.png')]
public function Globe()
{
var imageLoader:Loader = new Loader();
[code]....
The commented out section is where it used to take the loaded image and apply it to a texturemap.I need to replace the lines of code in the first function with something that calls the second function correctly.
I have tried using function imageLoadComplete (e:Event = null)and calling it with imageLoadComplete(); in the first function but although it compile and runs without error, the program does not work properly. I suspect this is to do with the dispatchEvent(); line which I do not understand.
I have a very simple website in flash, just some buttons and minor animations.I have a stop on frame 105, and the code for the buttons on frame 1. It's all there and recognised by the script assist, but won't show up if I debug OR test the movie .Finally it's recognised the "Stop();" function, but still not executing it, says "Error 1180 - Call to a possibly undefined method Stop." Really can't work out why it's doing this, read somewhere that it could be because of a corrupt library item, but I deleted all of them and the stop function still didn't work.
View 1 RepliesI have an swf, lets call it 1.swf, that has a button that calls another swf to level one. In that second swf, lets call it whatever.swf, on layer 1 it has an flv file of about 40 seconds. on layer two it has a button that has this action:
on (release) {
unloadMovie(1);
loadMovie("../swf/1.swf", 1);
}
So if that button is pushed, then it unloads whatever.swf as I need it to.
the problem is that if that button is not pressed, then when that 40 second flv finishes, it just sits there with a black stage and the button. What i need it to do is that when that 40 second flv is finished, it automatically unloads whatever.swf on level 1, again showing 1.swf on level 0.
Also, before anyone anwers, the way i did the flv is that in whatever.swf the flv was imported to the stage, i slected the "already deployed" put in the URL and then it created a flash video component which is on the stage.
I'm loading a bunch of swfs into my movie and when they are finished loading I need to change each swfs color based on my xml data. My problem is when my Event.COMPLETE fires I don't know which loader it belongs to to retrieve the correct xml. I've tried giving my loaders names but I can't seem to access the name from the Event.Complete function. My trace causes the error: Property name not found on flash.display.LoaderInfo and there is no default value. How do I access my loader name?
for(var w3:int = 0; w3<cartXML..item.length(); [code].....
I have tried to import a movie into Flash 8 and the message appears "The operation could not be completed as an error has occurred". It will not pu the movie on to the stage. Do you think there is something wrong with the movie file or am I missing a step? This is what I do:
1) open a new flash file
2) file - import video
3) browse to find the movie file and then click next
4) Click the option 'progressive download from a web server'
5) I dont change any of the default settings and I don't want a skin on it
6) It runs through like it is making the file and then the message appears "The operation could not be completed as an error has occurred".
I am trying to create a video that can be streamed on a website. The video started with a screen grab of the video on frame one. This has the action on stop();. When this screengrab is clicked, gotoAndStop(2); is fired and the timeline moves to frame 2 and the video starts to stream. All is well... Except from when the video finishes...
When the video finishes I have tried using the code
on (complete) {
gotoAndPlay(1);
}
To go back to the origonal screen grab on frame one but it doesnt seem to budge.