ActionScript 2.0 :: Function Stops Executing.?

Dec 8, 2004

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-

[code]....

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ActionScript 2.0 :: Function Stops Executing

Dec 8, 2004

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-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.

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Here's a damn useful snippet:

ActionScript Code:
/**
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* */

[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:

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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:

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[Code]....

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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)?

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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();

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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]....

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click="{mainwindow.drawPanel.erase()}";
EDIT:
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[code]......

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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]...

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I have 3 external .as files...
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In Checker.as I have the following function...
static function checkPossibleMoves(){
...
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I'm able to call and execute this function from Games.as using the following code...
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Code:
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polyStar.rotation += spinSpeed;
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[code]....

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I set a function for

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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?

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(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:
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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?

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Im currently working on a script which will dynamically create letters and then play the sound of each letter.

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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]...

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[Code]...

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Code:
removeChild(startscherm);
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[code]....

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I have a pause function that fires when the first frame of my swf loads.
PHP Code:
Welcome transition
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var i = sec - 1;
var MyPause = setInterval(function () { 
if (i == 0) {
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[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;
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[Code] .....

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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.

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The stop() command is on frame 90.

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I made a flash site and one of the pages has drag and drop functions with drop target actions, so that text appears once dropped onto a target.It works fine but when I have it loaded inside an external editor, the drop and drag still works but the drop target function stops working.

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I have a movieclip with the instance name information_mc. I am trying to get this movieclip to move up and down, depending on its y co-ord or in what direction it is tweening at the moment it is clicked.I have the following AS:

Code:
information_mc._y = 240;
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[code]......

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ActionScript 2.0 :: OnRollOver / RollOut Stops MovieClip Function

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I have a movieclip that has selectable text / scroll bar / other buttons etc - What I would like is to have an onRollOver / RollOut event to call a function on the entire movieclip, however when I do this - The entire movieclip is treated as a button and I cannot select the text nor click the scroll bar / other movieclip buttons within this movieclip. Is there a way to set the onrollover / rollout to execute a function without having the movieclip itself turn into a button / stop functioning?

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Code:
this.onEnterFrame = function(){
if(counter < 1){

[code]....

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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.

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I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function.[code]

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