ActionScript 2.0 :: It Appears As Though Any Play(); Overrides Stop();
Jun 23, 2009
Sorry for the lack of a better title. This is a clear as I can postulate the question, so forgive me lack of coding background. The situation is this: inside a MC there are frames with a pause script as such...
give me the actionscript for a bar that has a play and stop button to play and stop frames in a flash movie. i would be gratefull if you could as i am really stuck
While it comes close the following AS appears to often stop the video when there is about a second left. You can tell because the audio is not cut off & continues to play.[code]
want that everytime someone has wrong a letter, a frame of my movieclip appears and stop there until there's another error. I did it this why, but appears all the movieclip in the very first error. Here's the code.
public function entradaTexto (event:KeyboardEvent){ var charpress:String=(String.fromCharCode(event.charCo de)); var trouve:Boolean;
I have imported an FLV file into Flash CS3, and chosen "Progressive Download from a Web Server" as my deployment option.
It appears that none of the stock skins make any provisions for a deployment in "pause" mode, so I figured I would just specify that in the Publsh Settings. It would also appear that when deploying in this manner, all (or many) of the Publish Settings are being overridden either by unseen code in the small generated .swf file, or in the skin's own .swf file.
Is there anyway to publish where the generated movie loads in the browser in paused mode other than embedding the video in an .swf and playing in the timeline?
I am trying to set up a dynamic flash movie so i can set the color of text with a dropshadow applied using setRGB.
Here is the code i am using to set the text color (simple setRGB call):
var my_color:Color = new Color(this.tagLine_txt); my_color.setRGB(tagLineColor);
Now here is the problem, setRGB automatically makes my dropshadow color the same as the fill color. The only solution i have found is to stack two identical text boxes on top of one another and then setting the dropshadow on the text behind to black to make it look proper.
I have tried using filter to set the dropshadow color as well with no luck:
// Makes the filter available to use in the Movie. import flash.filters.DropShadowFilter; // Creates a variable with info about the Filter settings
Maybe the title is not self explanatory but in most iphone games eg you click the correct example and you see a +100 points mc appear and rise and alpha out. I did this with a png done in photoshop BUT not all goes well - it doesn't work.
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It seens perfct but I can't see it work. The funny thing is that the custom currentBubble - with a dot after you see the code hints but a dot after pb100 - you see no code hints. Well not normal.
I just got Flash CS3. I'm trying to get my main timeline to stop in the begining, on button press to play and at the end stop again. In AS2, you would just put stop(); on the first keyframe and stop(); on the last key frame and program your buttons accordingly.
The stop(); does not work!!!! It's driving me crazy. What am I missing? I've gone through the tutorials in Flash and they don't work either.Also, if you have MovieClip that contains an animation and you don't want the movie clip to be on a continuous loop how do you stop it from playing. In AS2, I would put a stop(); on the last keyframe of the movieclip's animation. This also does not work in AS3.
Is it possible to play and stop a number of frames later, without using stop() in the frames? Like when I click a button frame 20 will start playing and it stops 30 frames later, all defined by the actions of the button..
Is it possible to play and stop a number of frames later, without using stop() in the frames? Like when I click a button frame 20 will start playing and it stops 30 frames later, all defined by the actions of the button.
I have created two buttons for separate audio files. Essentially if you click on the button it will play and stop. This works great! I have also injected a SoundMixer.stopAll(); to ensure if you click between both buttons that it will stop the current audio file to play the next one. My problem is when I select the 2nd button for the first time everything seems to be working...it's when I attempt to click on the first button again, that it will require 2 clicks and then it stops and plays accordingly...anyone know how I could eliminate this annoying two click process?
I want a movie clip (let's call it homecontent_MC) with 100 frames play to frame 80 and stop.Then when someone clicks a button on the navigation bar (home, about, services, contact, etc...) homecontent_MC would then begin playing from it's position (frame 80) til it reaches 100, at which point it wouldn't be on screen, and the movie clip that corresponds to the navigation button press (say services_MC...) would start from frame 1 and continue til it stops at it's frame 80...
I have modified the original to include more head shots accompanied by audio clips. I have worked out the playing of the clips on release. I realize now that people may not want to listen to entire clip. Each mug shot serves as the button to hear the person talk. I do not know how to modify the button code for it to be a toggle. I guess it would need to be some kind of "play if, stop if" The only part of concern is loading playing the the audio, no changes need to be made to the rollover functionality.
mugWidth = 60; //change these if you change the size of your mugshots mugHeight = 60; //change to your mugshot height //instantiate sound and textformat classes
I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
I have just started with a complete new flash project with only one scene and a few buttons and one movieclip (for a button with sound and animation). Already now at the beginning the problems start - the movieclip plays although I have put in the head timeline:
stop();
The same problem when I put in the rest:
instans1.onPress = function (){ play();}instans2.onPress = function (){ gotoAndStop(50);}
I have an mc placed on the main stage that I'm trying to control through a separate button. I want the mc to play until a certain frame number is reached and then stop. I've got the following actionscript on the button instance:
Code: on(rollOver){ if (mc._currentframe == 10){ mc.stop()
[Code]....
This is not working at all - the mc is not stopping at frame 10, just looping continuously
[URL]about 30 seconds into this flash, there is an FLV of a computer screen. The problem is, when I pause the swf, the flv keeps going. How do I get around this?1. Is it possible to convert the flv to swf?OR2. Is it possible to control the flv from the main timeline?
I'm making a movie where I want the movie to stop at particular frames.
I know I can use stop(); for that one.
Next I want the movie to start again after a mouse click or any key being pressed on the keyboard until I want it to stop again at another frame. Then start the same process.
I'm trying to make a slideshow type thing so you can understand why I want to do that.
What's the actionscript for this one? I don't want to involve any buttons?
when i use a button I won't to play an mc that is on the main time line and stop at a random frame. how can i do this? (actionscript 2). when i use gotoAndStop (random (47)); It goes directly to the frame but i wont it to play the hole time line until the random frame.
I just want to play and stop my movie on a key click.I don't want to have the drop menu open and have the user click 'play'. Isn't there some way they can just press any key and the animation will progress forward?
My friend and I are working on a flash project in actionscript 3, and we are trying to interact with the timeline of a DisplayObject (such as stopping, playing, gotoAndStop/gotoAndPlay), the same way you would if it was a MovieClip. None of the regular commands to navigate the timeline are working on it. Is there any way that we could treat it as a MovieClip or inteact with it as if it was one?
I want my animation to STOP when I press SPACE, and then PLAY when I press SHIFT. This needs to be in AS3. The only catch is that my whole animation is composed of 5 Scenes. I'm confused as to where I should add the code. I have it in a class and it still doesnt work. I tried putting it on the 1st frame on Scene 1.
I have a product that I am showing call-outs on. Little dots that when rolled over trigers an animation and displays information about the feature. This in itself is no problem, I have seven of these set up as buttons that work when rolled over. However, the people I am setting this up for would like the animations to be on auto play when the user is not interacting with the flash piece within a greater page. I thought I could just build a movie clip with all of the animations compiled and let them run on a layer and then when a users curser came into view of the flash piece it would stop the movie and allow for the user to manually rollover the features.
I have a button that when clicked on, it enlarges and shows content inside the button. Now, there is more content inside this button that when clicked on, enlarges and shows more content. I have all that working fine.How can I create a "back" button that will play the same frames that I created my animation in, but play them in reverse to get the same animation but back. Is this the correct way of doing it, or do I need to create animated transitions for the reverse state as well.?
I am using this code to start a movie playing. I can't get it to stop on the last frame. It keeps resetting back to the first frame. I have tried this.stop() and gotoandStop() with frame numbers and frame labels but none of that worked.
this.stop(); var myStartButton:StartButton = new StartButton;addChild(myStartButton);myStartButton.x = 284;myStartButton.y = 255;myStartButton.addEventListener(MouseEvent.CLICK, playMe);