ActionScript 2.0 :: Flash8 One Function Repeated For Many Buttons?
Apr 14, 2009
Right now, I have a gallery with many different thumbnails each individual movie clip symbols and not button symbols and each movie clip has a rollover and rollout function assigned to them which are all basically the same for each thumbnail.
Following is an example from a small section of the gallery thumbnails.
The above shows two groups of thumbnails grouped into individual movie clips (web01, web02, web03) each movie clip containing 3 thumbnails (btn04, sub04_1, sub04_2). I had done it this way for grouping and ease of animation.
I was wondering if it was possible to create just one function which executes the rollover and rollout functions so the script window would not be filled with so much repeated script.
I'm an interior architect at a small architecture firm and I have been tasked with updating the firms website. I have no prior experience with flash, but have been able to learn enough to update all expcept for the portfolio section. For some reason, when I add three additional frames to the portfolio gallery timeline, it repeats the previous three frames before playing the new three. This happens only when I publish the file, when I run the timeline and view it on the stage everything appears fine.
I have a function which makes a call to the server to load some financial data. This data is then displayed in a grid. In order to keep displaying the latest data I keep making this server call (every 30 secs). I'm using a Timer object to do this. The problem I have is that I have to wait 30 secs when the application starts for financial data to be displayed, what I'd like to happen is that the load data call is made, then start the update timer. Is there a way to set this up or shall I use to data load calls, one to get the initial data, then one to get the updates, which is made every 30 secs?
I am creating a driving game using the following method to drive the car forward: if (Key.isDown(Key.UP)) {speed += 1;} I also want to call a function when the key is pressed athough if I add a function call the function gets repeated as long as the key is pressed and I only require it to run once?
I have a project which is very straight forward however I'm having trouble figuring out the logic to get it started as well as the actionscript to get it working.THE PROJECT1. The user must choose one (only) out of about 100 buttons available on the page/frame.2. When the chosen button is released, the other buttons diasappear/turn invisible and become inactive3. A message appears within a speech bubble pointing to the selected button.PROBLEMS1. How do I make all the button disappear except the chosen one?2. How do I make the speech bubble point to the chosen button no matter which one they choose?MY LIMITED LOGIC SAYS1. I need to collect x and y values somehow to position the speech bubble2. Pass a variable to tell flash 'this is the chosen button'3. Tell flash to hide every button that isn't the chosen one using the variable
Using MacOSX 10.4 Tiger Flash Professional 8 Firefox, IE, Safari
I created a flash movie. All of the pictures fade in and out perfect. There is a button on each of the pictures and these buttons take you to the picture�s respective page. When I test the movie the buttons work fine. When I export the movie as (.swf) and try it again the buttons work. I am hosting it on a GoDaddy domain that has been purchased and am referencing it on another site that I own. When I embed it onto my website, the movie plays fine but the buttons are not functional. Here are the things that I have tried to rectify the problem:
- Tried exporting and publishing to Flash Player 7 and 6 DID NOT WORK - Instead of: on (release) { getURL(http:// . . ._self) }
I created a new layer and gave the button an instance name and used it as an action layer:
MyButton.onRelease = function() { getURL(www . . . ., _self) } DID NOT WORK
My inquiry is, if I have a MovieClip with an animation, and I need to play this MovieClip by button, I know I need to use this action // on (rollOver) // telltarget() // play()
but if I want to rollout before the animation reach the last frame, for example the frames are 90 and I decided to rollout in 50.
How I can make the frames go backward to frame 0 after I rollout of the button ??
For your information I have MC flash 8 professional.
i'm have a MC that is a nav bar with nested buttons. The buttons themselves are calling on a dynamic text field on my main timeline but I'm unable to have any code from the nested buttons to WORK. I'll include my FLA so you can see what i'm trying to do. I
in jist.have a MC that is a nav bar. It houses buttons. The buttons inside the MC do not respond to code ony the _root timeline or code defined specifically to them. What I am trying to achieve is the nested buttons calling on my dynamic text field and loading outside .txt files.I manipulate the buttons on the main timeline and get the effects i'm looking for but not inside of the MC.
The order of events are this. From the main stage I load a movie clip (movie clip 1), within that movie clip I have a button that loads another movie clip (movie clip 2) and also starts a timer that will automatically unload movie clip 2 . Within movie clip 2 I would like to create a button that stops the timer on movie clip 1 and starts it again.
I need to stop a function in movie clip 1 from movie clip 2 and then start that same function on movie clip 1 from movie clip 2.
This is the code I am using
This is the movie clip 1 code:
PHP Code:
function moreTimerFun(moreTime) { this.onEnterFrame = function() { if ((getTimer()/1000)-moreTime>7) { delete this.onEnterFrame;
I really just want to know how to trigger a function when my movie hits a certain frame.
I made a very simple flash show to try to illustrate my problem a little more clearly. I have a green and a gray button. Using the 'switch_buttons' command I turned the gray button invisible at the beginning. What I then want to happen is that on the 10th frame the green button will become invisible and the gray button will appear. But I haven't had any luck. It seems like I need to call a function to switch the buttons somehow.
detailed as possible. Took basic Flash classes, but no AS other than searching online, taking a couple Kirupa tutorials, so it's all greek tho recognizably so. I have 10 individual "scenes" currently in one swf file, but would love to break these apart individually, and load each into a "container" swf with a "random" code (so each visit to my site starts differently) which I've located and tested with Kirupa's super "Loading random movies" tutorial. Question is: currently I have active buttons in each scene which advance playhead to the next scene. How can I code these to load another swf into the main "container" file and kill/replace the current swf?
Another tutorial "Transitions between external swfs" suggests "if your buttons are not located on the main timeline, you will have to change the path to the container movieclip" - but doesn't show exactly how to do this, and I have to say I can't figure the "path" out! Another issue I foresee is that I'll need the script to automatically pull in the next swf file when the current one finishes, if the visitor doesn't click the button first... Haven't been able to find this with a few hours searching, though some threads come close.
i have a movieclip on the main timeline, and inside that mc I have 1 button on first frame and 1 button of second frame...From the main timeline i run this script for frame 1 button...
And this works fine.. however, i run the exact same script for the button on frame 2, ofcourse changing the path and gotoAndStop(1) instead... And this isnt working.. The button's over frame works so its activated...
I have the following code that lists 5 buttons with dynamic texts... when pressing each button a popUp_mc window will appear with some content show in dynamic text. Only one of these 5 buttons have some images that will have symbols_mc appear... in this case I just alpha this symbol to 100 only for this button, but for the rest alpha = 0. The button the I want to show the symbol is the third one. I'm a bit confused on how to show this symbol according to the following code below.
I've got two textboxes txt7 and txt9. First shows percentage right (working) and second is conditional if less than 70% shows "should repeat this" (working) but if 100% the "well done" doesn't show.
txt7var = Math.round((new_score/4)*100); // convert score to percentage txt9var = ""; this.onEnterFrame = function() { if (this._currentframe == 'score') {
Code: class Test{ public function set movePlayer(_Playah:MovieClip):Void { trace(_Playah._x);
[Code]....
and when I "run" this function in my .fla file, its says "undefined" (for this position) how to "pass" MC informations to a function inside a class (x,y coordinates, rotation..) although when I trace only "_Playah" it shows the correct name of MC i've passed to it.
I have a function ("advance_slideshow()") that ticks a slide show up by one, then it loops back at the end. It works when called from the key listener I set up for debugging. However it does not work when called from setInterval. I added a trace to the function to confirm that it was being called, which it is; it just doesn't work when called via the interval.
Code: ////////////////////////// /* IMPORTS AND INCLUDES */ //////////////////////////
I have duplicateMovieClip action inside a fuction and it doesnt work, however it works when placed outside of this function, right where the function is defined, 1st frame.
I've created a movie clip. This movie clip contains a strip of images put together. I use actionscript 3.0 to tween it into position every time a arrow button is pressed. The green space is a mask so it can't be seen until it enters that space. I am only focusing on the right arrow button at the moment. Heres an image of what I mean.
I've made each tween 15 frames long and when it gets to it I have a stop(); on the 15th, 30th, 45th, 60th and 75th frame as there are 5 images in the movie clip you can see above. This code is on every 15 frames stop(); Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1); function mouseDownHandler1(event:MouseEvent):void { gotoAndPlay(16); }
On the next frame after every 15 frames so the 1st, 16th, 46th etc. This code is on the frame to tween it into place. import fl.transitions.Tween; import fl.transitions.easing.*; var myTween1:Tween = new Tween(Pictures1, "y", Strong.easeInOut, 18, 173, 20, false);
This all works and everything is fluid until the end of all the frames which is frame 75, on the last I make it have this script. stop(); Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1); function mouseDownHandler1(event:MouseEvent):void { gotoAndPlay(1); }
This is so when the right button is clicked it goes back to the beginning and it all starts again. The problem I have is it won't work anymore, it keeps playing the same tween over and over when I click the right arrow.
In the resultHandler of an HTTPService call, I have assigned a repeating node to an arrayCollection. Inside that repeating node are other nodes that sometimes repeat and sometimes do not. For instance, here the option node repeats inside options.
I've created a movie clip. This movie clip contains a strip of images put together. I use actionscript 3.0 to tween it into position every time a arrow button is pressed. The green space is a mask so it can't be seen until it enters that space. I am only focusing on the right arrow button at the moment.
Heres an image of what I mean.
I've made each tween 15 frames long and when it gets to it I have a stop(); on the 15th, 30th, 45th, 60th and 75th frame as there are 5 images in the movie clip you can see above.
This code is on every 15 frames
stop(); Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1); function mouseDownHandler1(event:MouseEvent):void {
[Code]....
This is so when the right button is clicked it goes back to the beginning and it all starts again. The problem I have is it won't work anymore, it keeps playing the same tween over and over when I click the right arrow.
I am making a demo where an object is moved around the screen with a line tracing its movement. The speed of this noticeably slows down over time. I tried it both with an enterFrame and by setting an interval. I imagine it has something to do with the graphics class vector drawing and garbage collection. Here is a simplified version for demo/testing. If you run it you will see the line drawing slow down over time. Is there a way to achieve it without the slow down?
I read somewhere of a technique where you use the bitmap data class to draw on a stage-sized bitmap.(I've never programmed the bitmap data class before).
Here is the code:
code: var lineX:Number = 100; var lineY:Number = 100; var deltaX:Number = 10; var deltaY:Number = 10; var lineDrawing:MovieClip = new MovieClip(); this.addChild(lineDrawing);
as you can see you have these type tags (either on page level, or sub page level).what i need is to find any repeated values (regardless of level) and append counter to those which repeat.So in this example 'corn' repeats 3 times, 'tomato' 2 times.I want this values to be changes in:
I would like to be able to click on various items within my movie clip, with each clip producing a new duplicate that can dragged around, independent of the original item or other duplicates.
I have a PHP script returning a list of variables to flash. The variables are named something like this:-
photo1 photo2 photo3 price1 price2
[Code]...
How can I create n number of identical movieclips with say three dynamic text boxes in each to show the three variables price, photo and modelnum but will vary with the value of n for each one.