ActionScript 2.0 :: How To Delete Enterframe
Jan 26, 2012I have some stars in my flash file. I want them to dissappear when i get to the final frame. Can I delete the enterFrame? Then how do I make it re appear again?
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I have some stars in my flash file. I want them to dissappear when i get to the final frame. Can I delete the enterFrame? Then how do I make it re appear again?
[Code]...
I created an full flash template website loading external swf.Lately, I managed to add a fake3D rotation with AS3 and CS4 to this global template with an enterFrame.some of my external swf use a vertical scroller also using an enterframe function base on the x / y position of the mouse, the scroller dont work anymore.Can't an enterframe swf loads another swf with enterframe function?
View 4 RepliesI got these four errors when I tried to create a button on the stage that would delete the text I inputted in the inputtext(ti). Based on the scripts I have and the errors, what should I write to create the delete button?
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I am implementing a flex auto-suggest combobox - as the user types in each character: Consider the string 'Stackoverflow' and user input = 'st'
1) the data provider is filtered to show all items starting with 'st'
2) text is set to auto-suggest string such that the un-typed part is highlighted.
So for instance, the combobox text may contain st'ackoverflow', where 'ackoverflow' is highlighted using setSelectedIndex()When I hit back-space or delete, and check the 'this.text' value, I expect that the last un-highlighted character ('t' in the above case) gets deleted and the data provider is filtered to show all items starting with 's'. However the text property contains 'st', as before
i have ade moultiple textbox at run time now i want to delete a textbox by delete key how it is possible .
View 4 RepliesI'm trying to use the delete keyword to remove nodes from an xml file and it just plain won't work.Here's a stripped down example of what I'm working with. Every node has a child named "deleteme". If its value is equal to 1 I want to remove it from the xml file. If its anything else I want to leave it be. The delete method is deffinately gettig call but it's having no effect.
<?xml version="1.0" encoding="utf-8"?>
<stuff>
<i>
[code]......
i have A,B,C,D moveiclip
now i want to delete a mc with delete key .if i select A then press delete key it will delete .
I have programmed a little screensaver for trade event monitors to display throughou t the program.
I will be outputting this as a stand alone flash application, so am not worried about browsers etc. Essentially, all I need is when you click the application, it goes fullscreen automatically
i am moving from AS3 and Java to Expression Blend/WPF, but cant seem to figure out how to replicate EnterFrame event in C#, is there a update() or frameUpdate() function.
View 2 RepliesI am working on an eLearning course whereas client requied the course to be keyboard accessible. He wants all the shortcuts with Alt key combination.I can trap the Alt key with the use of enterframe but that makes my course processing heavy so I tried to trap Alt key with keylistener event but unfortunately keylistener event doesn't listen Alt key .how to trap Alt key without using enterframe or interval?
View 1 RepliesI coludnt stop the function after n=>5 . I tried removeeventlistener. it didnt work. the code is giving error each time it enters a new frame.[code]...
View 3 RepliesI have a function that running on ENTER_FRAME inside another function that is called once on COMPLETE. I need to stop that ENTER_FRAME later on in the timeline. Here's the basic code:
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener);
function startListener(e:Event):void
{
var mySprite = new Sprite();
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So you see when myLoader is COMPLETE it creates mySprite that is an ENTER_FRAME and continues to run the function playerBarPos. The function playerBarPos then traces over and over again "this keeps going and going". How do I later in the timeline stop this?
If I have added Event.ENTER_FRAME listeners to different components, how can I set or know the ordering of when these events will be fired on each enterFrame?Instead of adding enterFrame listeners to individual elements, is it better practice to have one element which listens for enterFrame events, and has an array of elements needing updating on enterFrames, thereby making it easy to organize and change the firing order of these events?
View 3 RepliesI have two movieclips that determine their frame number by a variable. The problem I'm having, though, is that the frame doesn't change when the variable changes. The original variables are determined in the main timeline (_root.item_slot1= 0;).The following code is contained in the item_slot1 movieClip:[code]So it starts off in frame 1. If I change the original variable to 1, then it will go to frame 2. However, the frame doesn't change when the variable changes, and I have a text box that shows the value of the variable, and it changes to 1 exactly when it's supposed to.I can't zip files, but I have the .fla at URL... if you can get it to download from there.
View 7 RepliesI have some stars in my flash file. I want them to dissappear when I get to the final frame. Can I delete the enterFrame? Then how do I make it re appear again?
Code:
var numStars:Number = 15;
for (i=1; i<=numStars; i++) {
_root.attachMovie("star", "star"+i, i, {_x:Math.random()*Stage.width, _y:Math.random()*Stage.height, _alpha:Math.random()*100});
_root["star"+i].rotSpeed = Math.round(Math.random()*8+2);
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i didnt script for a while and I forgot the actionscript to add to a button so it repeats whatever it has to do on enterframe.SO i dont have to make another mc where it loops the action..
View 2 RepliesI want to duplicate an MC every 5th second, so I came up with this code:
Code:
i = 100;
p = 0;
onClipEvent(enterFrame){
[Code].....
I know this doesn't work, because onClipEvent only works on buttons or MCs. So the question is: is there an onTimelineEvent or something that'd work on the timeline?
I have one mc called iquality. Inside this I have to mc's called iqualityactive_mc and iqualityinactive_mc applied to those two mc's is a script that fades one in and fades one out.
iqualityactive_mc
Code:
onClipEvent (enterFrame) {
if (this._alpha<100) {
this._alpha += 2;
}}
iqualityinactive_mc
Code:
onClipEvent (enterFrame) {
if (this._alpha>0) {
this._alpha -= 2;
}}
My question is how do I get it to do the samething but in reverse after it is done?
Why doesn't this code work?
Code:
onClipEvent (enterFrame) {
this._x = this._x+20;
if (this._x>300) {
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I registered because this forum kept on popping up when I asked google my actionscript questions.
I'll just come right out and admit it, I'm a noob. I am making a website with a bunch of buttons on a menu bar. When you mouse over a button, a submenu of other buttons pops out of it. I use this code.
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The parent buttons are movie clips, and the sub-buttons are on later frames.My question is this: how can I delay it so that you have to hold the mouse over the button for a second before the button's playhead goes to its next frame?
Ideally, I'd like to have the playhead go to the second frame immediately, to change the color of the button on mouseover, and then have a delay before frame 3, when the sub-buttons start to appear.
Ok. I have two MCs. One a red ball, another a blue. On the red ball, (ball_mc) I have keyboard movement with the arrow keys. I also have the fallowing code on it:
if(this.hitTest(_root.ball2_mc)){
play();
if(ball_mc._currentframe == 6){
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I'm in the final stages of a project, and I am in trouble for not having bigger tests on lower end computers. It's a game, and frame rate may vary for low end computers on certain intensive parts. This creates a de-sync with the Timer class as it counts real seconds, unrelated to the fps.The frame rate is 30. Bugs start to occur on anything <20, specifics don't matter, but I should have expected that. And now I should fix that.
What would you suggest? I could write an enterframe timer class (counts frames, won't go desyncd). This means I'll have many enterframes events (opposing many Timers right now) - is this significant, cpu-wise? How is it in comparison?Btw this occurred to me as I tried the application on my N900, didn't really expect it to run properly but the device's a beast and it did. Everything worked, slowly but worked, except the fact things got out of sync.
i have an old-school background (C, assembler...).
First, if you're writing a simple game and have a state machine that is called every frame to handle attract mode, gameplay, game over states etc., does the AS/pseudocode code below basically make sense in the AS world? I've read a little of Jeff Fulton and others that talk about FSMs and function-reference state machines, but it would be good to get some comment from people here.
Second, if the initgame() function is part of the state machine, it has to complete within one frame, else will get called again before it's finished. But initgame functions can be lengthy - setting up graphics, initiating landscapes, maybe doing procedural generation, etc. By their nature they're called once as needed, not every frame, and are framerate-independent. But if they're part of the state machine, they're tied to the framerate. How to handle that basic dichotomy? How is it possible to perform the initgame() function outside the framerate-bound state machine, or else to guarantee that the enterFrame event won't trigger re-entrance?
Code:
public function Main():void {
public var state:int=1;
initprogram();[code].....
Im just start with AS3 and I saw in an example how to made a simple clock, but it is using enterFrame event, if my movie is working at 30fps, is a good practice use enterFrame for a second counter? Is there any other better function or better practice where I does not need to check 30 times in every second?
View 2 RepliesI created a full flash template website loading external swf's.Lately, I managed to add a fake3D rotation with AS3 and CS4 to this global template with enterFrame.Problem : some of my external swf use a vertical scroller also using an enterframe function based on a startDrag bar with the x / y position of the mouse, the scroller dont work anymore.
View 8 RepliesI have a hitTest on an enterFrame event that adds a movieClip.I then want the movie clip to be on a timer that changes it to another movieClip.As you can imagine, there is a conflict because the hitTest always finds the original Mc an so over-rides the timer.I know this is a logic problem but I cant seem to figure it out.I am pretty sure I am thinking about this the wrong way.here is some of the code:
//this is the hitTest
this.addEventListener(Event.ENTER_FRAME,leftPillarHit);
function leftPillarHit(ev:Event):void {
[code].....
I've got a simple ENTER_FRAME event with a getURL in the function but it continually calls the URL's and never stops going...
I've put stop(); inside the function and outside it, yet it doesn't stop requesting the URL's. What am I missing here?
Whenever I try to remove an object/child with enterframe running I always get null reference error.In my particular case, the setup is Battlefield contains a lot of Robot:
A child (Robot) dispatchEvent that it is destroyedThe parent container receives the event and starts removing the child by removeChild and remove the child from an array of Robots.on enterframe, during a loop to move the robots around, sometimes I would get null reference, so I have to call if (robots[i] == null) continue;
How do you safely remove the child without sprinkling if robot is null all over my enterframe?
I am trying to load an external swf as soon as my main movie starts AND when I click a button. I already have it set for a mouse click event, but I cannot figure out what to add to get it to load automatically when the main move starts also. [code]...
View 4 RepliesI have a flash package and in that flash package I have a radio Movie Clip. In that movie clip I have a jukebox that when placed onto the stage the user can click play to play the music. What I would like to do, is that when the user enters the frame on the mail stage the music will automatically start. Now my question is, how do I do this, and do I have to put further AS into the radio MC or onto an action on the stage. This is the code that I have in the Radio MC:
ActionScript Code:
stop();
import flash.events.MouseEvent;
import flash.net.URLLoader;
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