ActionScript 2.0 :: Loading And Running MovieClips In Animation
Feb 10, 2008
I'm just a beginner to actionscripting. I have 3 movie clips in an animation. All I want to do is, I want to start running the first one, upon completion, the second one should start while the first running again. Any approach and the options available in AS2.0?
I am trying to create a relatively simple animation in Flash CS5. I've built out 40 seconds of a 3-minute cartoon and now it won't let me add so much as a keyframe without telling me to clear up some virtual memory.I'm running this on a new laptop less than a year old. Lots of hard drive space and 4 GB of RAM. No viruses or anything. Very fresh pc. Nevertheless, I adjusted the virtual memory paging size to the maximum allowed. No change - I get the same error.I've tried opening the existing file on two other computers and Flash CS5 simply crashes when I try to open it.The animation I've built has about 20 layers, each using one symbol per layer. They were created from illustrations saved as PNGs, none of them larger than 200 kb or so. I have a small mp3 audio file I am syncing it to as well. I've set the properties to 550 x 550 pixels with 30 frames per second.I have a deadline for this thing of March 25th and I've been trying to solve the problem on my own for the last two weeks.
I am having problems getting animations to occur at all levels/layers. So I have the main timeline level and when I drill into that layer, I have a character made up of several graphic symbols - shapes such as arms, legs, torso, etc. When I create keyframes and then try to reposition symbols to create animation, the movement is not appearing at all levels. for instance, if the arm is by the side in frame one, then I go to frame five and drill down into the symbol and reposition, the timeline will show the change from frame 1 to frame five at that level/layer, but not on the main timeline for the entire character.
I'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
im having a little issue with my character animation when i use the arrow keys to move him. everything works but the fact that the "Running" animation wont stop. i tryed i few things and i only end up breaking the code.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
I'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
im having a little issue with my character animation when i use the arrow keys to move him.everything works but the fact that the "Running" animation wont stop.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
when we are running movieclips in flash for a few minutes, white regions or white artefacts will start to appear on the screen, and it will slowly grow in size.we have cleared the objects from memory, but these white regions are still coming.
I'm loading content swfs into an Air App. The swfs are loaded into the non-app sandbox, and any communication is via the parent/child sandbox bridge. The swfs have timeline code. This code executes fine. The swfs also have mcs on the timeline - any code inside these mcs, or any child mcs of these mcs, is ignored. Simple traces do not execute below the top level timeline of the loaded swfs. I have tried naming the child mcs. I have tried exporting them in the library. Neither makes any difference. When I run the swf standalone, I see my diagnostic traces. When I load the swf, I only see the traces for the top level timeline.
I'm trying to stop an animation running that I've imported from an .SWF file.I've loaded it using the new URLRequest method, but now I can't seem to talk to it.Is it possible to Talk to it, or should I just leave it in the Library and pull it from there.
I currently have 6 scenes in my current movie. It's going to be an online portfolio and each page is a section of the portfolio. However, I have an animated background (400 frames long) that I want to be played throughout the entire site. Of course, when I try and do this the animation resets every time the scene changes. The best I could do so far is to have it running on every page this way but like i said, it resets every time the scene changes. Is it possible to set this background to run smoothly through the portfolio without resetting?
I have a loop that is supposed to run a set of functions and output movieclips on a main movieclip. Each of these smaller movieclip is supposed to be a tile. The code below is supposed to make 50 movieClips each one from a different reference on the tileSheet. However it outputs 50 of the exact same movieclips.
Code: var tDMax:int = 50; //Start Get tiles function getTiles():void{ tList.graphics.beginFill(0x000000); tList.graphics.drawRect(0, 0,tWidth * 5, tHeight * 10); [Code].....
Strange enough whatever I made tDMax which is supposed to be the limit for the loop, that's what all the movieclips become. For example if I put it at 25, then all the movieClips become tiles from the bitmap sheet reference # 25. That leads me to think that it's not passing the variable to the functions correctly, and it's only doing it once the loop finishes. But when I trace things like rowT and colT the references to the bitmap are correctly. And when I trade tn within the other functions that's always correct also..
I have a query regarding OOP and Movieclips and custom classes (something I haven't been able to get the hang of). I will try and demonstrate my question with an example (I can't think of how else to explain it).
1. I have created a custom class with a variables and a function
function myNote(myNumber){ var myNumber; }
2. I have then added a prototype of the movieClip class
myNote.prototype = new MovieClip();
3. Created another function
myNote.prototype.onMouseUp = function(){ trace("The number of the note you have clicked is: "+ this.myNumber); }
4. Finally I have registered the custom class with a movieclip in the library
Object.registerClass("note", myNote);
5. Then I create a few instances of the movieClip on stage
THE PROBLEM: Now that I have three instances of the movieClip on the stage, so when I click on any of them, the function (onMouseUp...) is summonded and the number (myNumber) of the movie clip is traced in the output window.But instead of showing the number of the movieClip i clicked on, I get the numbers of ALL the movieclips on stage.Why is the function running for all the movieclips on stage? Where am I going wrong? You see ultimately I would like that whichever movieClip i click on, it should change a varibale flag (which will be defined in the class) to activated, but if I face the above problem, then all movieclips will have their flag values changed to activate irrespective of which i click on.
I have a project for mobile where some of my animations scenes look as though they are winding up or playing in slow motion (from the start). They start out slow for about three seconds, as if they are winding up or in slow motion, and then they run at a normal pace. It only happens on specific animations and is consistent on different devices. Also, once I come back to the scene (revisit), the animations run normally from start to finish.
I have had some success in speeding up some animation by doing the following: In some scenes, the following would occurr: 1) a character was walking 2) the character grew in size though tweening 3) the background was animated as well ect. In other words, there were several things happening in the animation. In this example, I made it less complex by keeping the character the same size and making the background static. This helped alot. However, for the aforemation animations, I have tried everything (I am aware of) and nothing has helped. I'm not sure what to do next.
I'm developing a web application with Flash CS5 and AS3.0. The problem I'm having is this:At a certain state, the application goes to a frame with a "loading..." animation that loops continuously until the next state is reached. The animation is inside a MovieClip that lives on this frame on the stage (I'm not creating or animating it dynamically). While in this state, the app is waiting to receive a large xml file from an XmlSocket connection. The file takes a few seconds (literally - not milliseconds) to be received fully by the Flash player, and during this time the loading animation stops. I believe the socket is blocking the animation thread until it's done receiving the entire file.Does anyone know of a workaround that would allow the animation to keep playing while the socket is receiving? I've seen pseudo-threading hacks, but those always deal with computations or other activities that can be accomplished by calling a call-back function multiple times. Since I'm just listening on an open socket, there's no callback I could pass to a pseudo-thread.
okay i have 2 nav sections. one starts to animate it's "entrance" and in the middle of it, i want the other to start running.
i can't figure out the best way to call the 2nd one to run. attachMovie? or what? and how/where do i attach it: root, level1? i'm afraid i don't get it.
oh and with attachMovie: it just attaches the movie with x=0 and y=0 (the top-left corner). is just following the attach code with
I am having a problem with loading external swf's. The external swf's when loaded.....run very very slow; sometimes unresponsive as if there is a script running in the background. I'm using keyboard commands to navigate through the screens - e.g.: on (keyPress "<Space>") { gotoAndStop("scene02", "firstframeLabel"); }
I managed to get the swf to load fine on this page (www.diamondraindesign.com) until I added a full-screen invisible button that goes over the slides. It uses the same counter to sync with them so that whenever someone clicks on it they go to the proper page. Unfortunately, now only the link works to the first page item, and sometimes I can't even see the slides 'loading' text, just a white background. If I take the link button out, the slides are fine. Why is the link interferring, and how do I get it to sync and not stop the slides?
I wish to build a preloader with some percentage animated movieclips alongside a percentage text.I post an example of where I am so far. I made two movieclips with things happening every 20 frames up to 100 frames. I wish to turn this into a percentage logic so that the actionscript makes my MC moves to the next 20 frames every 20%. See what I mean?
I have movie-clips for each part of the characters. (hands, feet, torso, head, and so on). I want to be able to replace all those movie clips with new ones (as if the character sprite has changed) throughout the entire animation.
I am trying to create some flash banner (looping animation). I have 1 stage timeline (100 frames) and several movieclips. I need to play 1 movieclip from frame 1 to frame 50. How can I do this? It plays again and again. If I add AS stop(); in the frame 50 of this mc (inside mc timeline), then this mc plays just once. When all movie is looping from the frame 1, this mc does not play.
I have a strange problem. When I run an exe projector that I exported from flash cs5.5, and on few of my client's computers it running very slow in full screen.When I running an swf file (not exe projector), also in full screen, it running well!I checked my clients computer hardware, and it match the system requirements of flash player.
I have a problem in Flash Site uploading.That is, i have created a flash site & in the dreamweaver i inserted the flash site as insert -> media -> Shockwave.The site is running inside the dreamweaver but when i publish it, flashsite is not running.
if you'll look at [URL] let it load and then click on FASHION. All goes well. Then click on HOME. All goes well. Now click on FASHION again. after you've done each card once duplicate movie clips start popping up, but I've not called any such function. Here's my code.
Code: import mx.transitions.Tween; import mx.transitions.easing.*; if (_root.nextCard == "Home") {
I'm making a application where the projector is played fullscreen, and the stage itself is not scalable. But I'd like to make an animation where movieclips come sliding onto the stage (starting outside the stage). But because everything is fullscreen, you can see these MC's outside of the stage, this is not what I want.
So, is there a way to be able to hide everything that is outside of the stage?
I have an intro animation inside of a MC on frame 1 of my timeline, when it's finished playing the 100 frame animation I want it to jump to frame two of my main timeline.I've tried root and parent scripts at the last frame of the animation but it's not working. Do I need to add root to the package?Even gotoAndPlay isn't working
I am creating a game and I want that when the enemies started to attack me, I want it to plays random animation(the enemy is movieClip who contains other MovieClips )
I am trying to implement a "card shuffle" animation using MovieClip instances on the stage. The instances are linked to the same class. From the class I am able to look at the numChildren of the parent: trace(this.parent.numChildren);
Let's say I have three cards on the stage with these instance names: "orange_mc", "green_mc" and "blue_mc". They are all linked to a custom class I created. On a MouseEvent I would like to bring the selected card to the top depth. I know that this would do the trick: this.parent.addChild(this);
I would like to animate the effect and it seems that to be able to do this I would need to know the depths of all the MovieClips on the stage (or at least to determine if the selected is at the top - for this, no animation would be required). I tried the following, only to get an error: this.parent.getChildIndex(orange_mc); and MovieClip(this.parent).getChildIndex(orange_mc);
I've created a progress bar animation to load an external SWF file as described in this document: [URL] The problem is, the SWF file i want to load is a magazine exported from Indesign, so I want it to display one page (frame) at a time (you can go to the next page using the navigation buttons provided). When I use the method mentioned above the clip loads, but then it plays... so how can i make it stop at the first frame?
on a serie of buttons, each button loads a swf . Each swf works great apart, But when I load any of them through Loadmovie function, the image appears but without animation..