ActionScript 2.0 :: LoadMovieNum - How To Close Movie Jigsaw
Jan 5, 2011
I am doing a 5 frame file that on frame 1 has 4 buttons and the following code
on (release) {
gotoAndStop(4);
} on (release) {
loadMovieNum("jigsaw.swf", 1);
}
I am happy with this as it jumps to frame 4 and loads the movie jigsaw that I done from a tutorial. The problem is I cant get it to close, I have got a button on page 4 that has the gotoAndStop(1) but it just goes to frame 1 (that's the good bit) but the jigsaw is now on frame 1 as well and I dont know how to close it.
I tried
on (release) {
gotoAndStop(1);
} on (release){
unloadMovieNum("jigsaw.swf", 1);
}
but it does nothing not even go to frame 1
So, I have a site, and I want it to play an intro movie when you load the index page. I have it as LoadMovieNum (videos.htm), but I want it to play the video on that page, which is about 30 sec. long, and then redirect to another .swf page entitled index.swf.
I have two .swf(s) I want to play similataniously on stage in my movie called base.fla.either movie is in the library they are being called from the same directory level that the base.fla movie is. Here is my script.
on (release) { loadMovieNum("twirl30Loop_Small.swf", 2); loadMovieNum("relax!_Small.swf", 1);
I'm populating a Dynamic Text field with content from an external flat text file.To load the text file I have a frame action: loadVariables Num("flash.txt", 0);This works fine when viewed by itself.The problem is when I load that Movie into the Parent (container) SWF file using loadMovieNum - it will no longer work.
I can't seem to unload a movie, I've tried every possible actionscript code and still it won't go away. My objective is to run in the main stage a sub menu and for that I've done sub pages each one with a previous and next button (inside the movie that will be loaded), and that's the catch. I can't put the loadMovieNum in 0 level because it would replace the main stage. So I'm trying to do on the button:
on (release) { unloadMovieNum(1); // it was loaded into level 1 loadMovieNum("new_item.swf",1); // he overlays both movies with transparency }
Is there anyway to remove the actual movie and replace it with the new one?
I am creating a touch screen interactive for a museum. I have a AS2 button opening a AS3 swf file popup (no html). This AS3 file shows a movie.How can I get the pop-up to close down when the move has finished without the use of a button.I have a button option too.The movie is an FLVPlayback obviously linked fro an FLV file. (so only 1 frame is showing)This is the only thing I can't work out. It's the last thing on the project.
If my program has an infinite loop, I have to open task manager and close the Flash IDEthen reopen it. Is there a way to close the program and un-crash Flash?
I have an image gallery where the enlarged image wont close. Its really frustrating! after clicking the thumb the larger image loads into fullImage_mc, and I would like to click the enlarged image and close it. What am I doing wrong? Please have a look at the source files and set me straight[code]...
I have a library of about 70 movie clips of company logos that fade in and fade out...I wanted to make a sort of 'random slideshow' of all the move clips, so I went ahead and copied the actionscript code for a timer that would (ideally) delay the time that it takes for the next clip to load.
Problem is, the timer starts up first thing rather than after a clip has played, and the clips then play at the same time.
The actionscript is on frame one of the Flash movie (there are about 70 clips, for the example I'm working on I'm just using 3 to start with):
stop(); function wait() { for (i=25; i<=27 { _root.attachMovie("my"+i+"_clip","new"+i+"clip", i); clearInterval(myTimer);
I am planning to develop a jigsaw puzzle, by designing the puzzle pieces in Photoshop (with each jigsaw piece on a separate layer) and then importing all PS layers into flash, to compile the game. I haven't been using AS3 for too long, but am reasonably happy with the progress I've been making and would like to take this step up in terms of complexity.
The pieces will be stored in an array (piecesAry). I want the pieces to each be registered to a Point on the playing board. For example, if there are 100 pieces in the jigsaw, each piece will have correct place in terms of a 10x10 matrix (10 rows x 10 columns). The unique Point for each piece will, I think, need to be stored in the piecesAry.
My query relates to how I am best assigning the unique Point to each individual piece. For example, to take again the example of the 100 piece jigsaw, would it be possible / effective to create an underlying 10 x 10 bitmap square grid, and have each piece of the grid assigned to an individual piece (the thinking being that the square grid can be "cut up" easier than the jigsaw once in flash).
The top left corner works ok - I copied and pasted the code and made the minor changes. The other 3 parts of the puzzle are causing a real puzzle for me.I've checked instance names, and everything else I can think of.Is there something in the code that could prevent the other bits working properly? Some of the names aren't brilliant - I thought this would only take a few minutes to knock up!
I'm trying to create a jigsaw puzzle and need to show a text when the puzzle is complete. I can't solve it. I have 12 puzzle peaces and when all of them are correct placed i need the "Congratulation" text to show. Is there a easy AC snippet telling a text to show when all peaces are in correct x and y? The puzzle peaces are buttons and have instant names as, puz1, puz2 and so on....
I know how to make a basic jigsaw but at the moment i'm trying to create a map of europe jigsaw. Unfortunately with the map taking up the majority of the room there's no space to have all the pieces on screen at once. I had a look for solutions and i found this... [URL] How would i go about making it so that only 1 piece appears on screen until you have placed it?
I am using the puzzle game sample from adobe and want to use it as part of an interactive narrative for students. However, everytime I try to go to new frame or scene the image stays with me. How do I remove or unload the puzzle frame and bitmap images so that it doesn't follow me. I am not a coder very confusing here is the entire script.
var puzzlePiecesArr:Array;var puzzlePiecesFound:Array;var topDepth:Number;var totalPuzzlePieces:Number;var correctPuzzlePieces:Number;var puzzleBmp:BitmapData;var intervalID:Number;var threshold:Number;var imagesArr:Array; var imageLoader:Loader;var requestURL:URLRequest; var puzzleBoardClip:MovieClip;var holder:MovieClip;
i need to make a jigsaw game. i want to make such a system by code(AS3) that when i give the bitmap it will split it. how can i split the bitmap in such a extraordinary shapes?
After 3 drag and drops of the puzzle I get this error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at MultimediaProducttest_fla::MainTimeline/dropIt() TypeError: Error #1009: Cannot access a property or method of a null object reference. at MultimediaProducttest_fla::MainTimeline/pickUp()
basically i have this jigsaw code, and i need to modify it so that the only jigsaw piece that will be accepted is the answer to a question which is randomised as follows,
I have a simple jigsaw type puzzle - only 4 pieces at the moment. The top left corner works ok - I copied and pasted the code and made the minor changes. The other 3 parts of the puzzle are causing a real puzzle for me. I've checked instance names, and everything else I can think of. Is there something in the code that could prevent the other bits working properly?
Code: // Drag cameron 2 a2.onPress = function() { this.startDrag(false);}; a2.onRelease = function() { this.stopDrag(); // Convert the slash notation to dot notation using eval. if (eval(this._droptarget) == b_mc) { b_mc._visible = false; c2._visible =true; a2._visible =false; change_score(); }}; The fla is attached.
My code in theory works find but for some reason things aren't doing what they're supposed to. Basically I have all my draggable puzzle pieces as movieclips; they start at specific x's and y's on the axis. You drag them to the corresponding hitbox movieclip and it pops into the other specific x and y spot on the axis (otherwise they go back to the first xy spot).
The problem is sometimes the pieces drag and drop fine, but other times when you click the mouse down, they drag, but when you let go, they don't drop! Randomly! They just follow the cursor around, til you click a few times, and then randomly it will drop and not move (when it's supposed to go back to the original xy position).
In the setOne_mc I have three buttons close_btn, min_btn and max_btn....I want the movie clip to be removed from the stage if close is released.I seem not to be conecting with the buttons...the clip appears on the screen.
I have an html page with a link that loads a popup window. The popup includes a simple Flash movie. Some basic Javascript code in the html file was used to produce the popup window. What Im trying to do is have a button that I created in the Flash app close the Flash movie and the popup window.
I have a movie that i want to close when the user clicks a button, i know to use the fscommand(), but i duno what to put inside the brakets:S. i tyred 'close', 'close.screen','scree.close','unloadMovie'...etc but notings working, what im supposed 2 put in there?
_root.attachMovie("biography", "biography", _root.mylogo.getDepth()-1, {_x:Stage.width/2, _y:Stage.height/2}); and within each i have a close button with:
if (!_root.biography) { _root.attachMovie("biography", "biography", _root.mylogo.getDepth()-1, {_x:Stage.width/2, _y:Stage.height/2}); }
to call the move again if there isnt already an instance of it but it only works the first time the movie was called, it wont work after i use the close button to unload the movie..
This actionscript 3 stuff is giving me trouble with the easiest functions. I was able to get a movie clip to play by clicking on a button, but now I am having trouble with the close button. Basically, I just need the movie clip (box1) to go back to frame number one when the user clicks on the "X". I set up the button the same way as I did the pop-up box: