ActionScript 2.0 :: Mouse Listeners - Animation Gets Hung Up In Its Own Timeline
Nov 22, 2006
In my flash project I have numerous buttons that when hovered over or mouseOut an animation of that button happens. Everything works as it should, except if you pull the mouse away from the button very quickly. The animation gets hung up in its own timeline. I know that there is a way for the flash file to repeately check to see if the mouse is still in fact over the button. I couldn't find anything in the tuturials. If anyone knows the scripting on this
I'm trying to adapt Roy Tanck's excellent WP-Cumulus Word/Tag Cloud plugin for a project and am getting hung up on a bit of script, which I'm sure _should_ be easy.The Tag Cloud normally draws in an XML document, extracts the tag words and URL's, and maps them to a cool interactive sphere. For this project we can't use an external XML file, so I have to make a kind of default list inside the script when it runs.Here's where the loading part happens:
======================= // load the data if( _root.tagcloud == undefined ){[code]...........
In my SWF, I have a movie clip that I wish to play itself immediately after the site loads. I have two other movie clips that are required to play once the first movie clip has reached frame 13. This is a function that I would like to repeat, as the first movie clip (followed by the other two) will be required to play the others after certain mouse events within the movie.
PHP Code: hello_button.addEventListener(MouseEvent.CLICK, click_handler); function click_handler(event_object:MouseEvent) { /* Do something with this event */ }
While others import class objects and operate under package headings when describing how to add listeners and send out dispatchers.
I'm looking for an animation timeline or video/audio timeline ui or maybe like a gantt chart thing that can be adjustable. It's basically draggable icons in tracks and bars that you can adjust the size of.
I have a pretty linear slide show presentation.It starts with a navigate function that listens fr keyboard presses(space, right or left arrows) and also a mouse click listener, and these either advance or rewind the show a slide at a time.On about a dozen of the 60 slides, I call an external swf or flv/f4v and i have built in conditions based on frame number, so that I can kill movies and unload swfs before moving on.Make sense?So, i'm wondering, is there a way to code all the exceptions once and have them bind to the mouse listener and the keyboard listener?Or should I just code all the exceptions in the mouse listener function and the keyboard case listener?Or am I totally going the wrong direction?Thinking out loud, I guess i could write 2 different simple functions, one that is straight advance frame -to- frame, and one that is for the "exceptions" frames, that kills a movie or unloads a swf, and set a boolean variable based upon what frame the movie is on.
how do I use mouse event listeners outside of my document class. I have the following simplified document class:
public class Main extends Sprite { public var realMain:State1 = new State1();
[Code].....
However, this doesn't work in its current state; "State1" isn't outputted. I have seen references to the use of the Event.ADDED_TO_STAGE event, but am not sure if that is what I need to do, or how to use it.
I'm trying to think of the best way to add event listeners(mouse events) to an invisible object which is quite large. A straight forward way I can think of is probably setting the object's alphy property to 0. However since that object is very large, it will probably have a huge impact in performance. Setting invisible to flash however, will stop it listening to events.
e.g. I have a massive area 4000x4000, but I only want the 2000x2000 area to listen to events.
Other methods I can think of is to have the smaller area in the layer below the big area, covering it from view, though I'm not sure if the lower layer can pick up events? another way is maybe just have the big area listen to events, but in the handler I'll write some code to check if its within the boundary of the smaller area.
I have a movieClip on stage, inside is a dynamic textfield, and I have set mc.scaleY = 0; Code: mc.scaleY = 0; mc.buttonMode = true; mc.mouseChildren = false; And suddenly everything above and below (on the whole stage) where the movieClip actually is receives mouse, I can see by the button mode. But it only happens with dynamic text, not static. I have attached the example:
What is the best way to make a menu with items that can be bought ( a.k.a shop ), bought items are invisible and there are about 20 items or so. What's the better approach than adding mouse event listeners to all 20 items?
I have a movie clip I am using as a button (instance name btn1) and I added an event listener to it (using the following line): btn1.addEventListener(MouseEvent.MOUSE_OVER, animate1); the function "animate1" triggers some small animation when the mouse is over the movieclip. my problem is that the animation is triggered both on mouse over and mouse out events.
In AS3 on Android is it bad from a performance perspective to attach mouse event listeners to individual sprites rather than to the stage? I am writing an app for an Android phone using AS3 in Flash Builder. The app has multiple screens that respond to user touch. The screens are arranged in a hierarchy and show list data so that when you click on an item in a list you are presented with a new screen with a new sub list on it.
I have been using an event listener to detect mouse / touch input and based on something I read that indicated that performance is much better if you keep the number of objects you are listening to to a minimum I have attached the mouse listeners from each screen to the stage object.
This all works fine but I am finding that as I move between screens (and they get popped or pushed onto the dislay stack) I have to keep track of alot of adding and removing listeners to the stage object. If I don't then windows higher up the hierarchy than the current screen keep receiving mouse events.
If I used listeners attached to sprites in each window then when the window was removed from the display even though it is kept in memory (ready to be popped back when a child window is closed) it won't receive any mouse events....
Performance doesn't seem to be impacted using listeners directly on sprites when using my HTC phone to test with, however I obviously don't know what it will be like on other phones. Does anyone have any experience either way or a view on the best approach?
I have a movie clip working where on rollover it sends it to scene 2 to play an animation but I don't know how to bring it back to scene one once you roll off of the clip. I have so far:
R1.addEventListener(MouseEvent.MOUSE_OVER, do1); function do1(event:MouseEvent):void { gotoAndPlay(2) stop(); }
what needs to be added to send it back to scene 1 after you MOUSE_OUT?
I have two components in my movie,how to write out the code for the listeners.Is it possible to write one listener that listens for changes in both components or do I have to write a separate listener for each? How would this look like written out?
I download a flash template to take apart and play around with to make sure i still know my way around the software. Everything was going great until I discovered there are part of it that I can not find. The animation are not in the timeline or anywhere else I've looked. When I scrub through it they aren't there, but when I preview the movie (F12) they are always there. I managed to delete the pictures in those particular animations, but can not edit or find anything else.
Is it possible to test only a section of animation in a timeline? I'm trying to refine the last bit of animation at the end, and would prefer not to watch it all from the beginning again.
I'm not able to create a working seek bar (or progress bar or timeline bar) to give the viewer complete control for where they want to play an animation. The animation is a .fla file, which moves frame-by-frame with motion tweens). There are 4446 total frames (at 12 fps), so I'd like the viewer to be able to skip ahead or back as they desire. The instructions I've found so far all have to do with FLV files instead of FLA.I've tried the following Actionscript, but I get errors(which are also listed below). As the seek bar object, I'm using the UIScrollBar (with a horizontal direction).[code]I'm more than willing to try a different Actionscript.
I am new to Flash and am still trying to come to grips with AS3. I want to pause an animation twice in the same timeline. I have applied the code given in the adobe article 'Using ActionScript to pause and loop the timeline in Flash' [URL].
this.stop(); var timelinePause:Timer = new Timer(2000, 1); timelinePause.addEventListener(TimerEvent.TIMER, timerHandler); timelinePause.start();function timerHandler(evt:Object):void { this.play(); }
This works well when used once in the timeline but I get the following errors when applying it twice 1151: A conflict exists with definition timelinePause in namespace internal. 1021: Duplicate function definition. Warning: 3596: Duplicate variable definition. What I need to change to make it work twice.
I've got a multi-element character animated in its own timeline, within its own symbol --- but it's not showing up in the main timeline, or on the stage when I exit the symbol and go back to the Main movie view. How do I get the symbol's animation to integrate into the main scene?
I was just looking through a tutorial, and saw something interesting and I wanted to find out if it is ok to do. Sometimes, I think it will be a lot easier performing animations in standard flash using the timeline. However, sometimes I need to use code to do things like get a user input. Is it possible to do an animation in flash on the timeline and then convert this to as3 code which I could then work on to do further things like get user input?
I add to stage movie clip name body_mc the body_mc contians inside of it two movie clips mc_leg_left and mc_leg_right each of the last two movieclips has animtion in the time line with first frame with stop();.in the first frame of the main time line i add the code
body_mc.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent=null):void {[code]........
you will see the mc_leg_left is really going to alpha 0.5 but its animation is stoped while the other child movieclip mc_leg_right its animation is working but if you leave the comment the two legs are animating,is it a BUG in fash player or what?
I have an issue with how Macs play timeline animation slower than PC. On the PC the animation plays right and syncs correctly with the music.
I have a tree that grows, when it finished an axe chops it. The tree finishes and the axe starts chopping the tree at exactly 30 seconds into the song which is exactly how it is meant to happen.
Syncs right on PC but on Mac, the tree finishes and the axe starts chopping at 50 seconds into the song.
During the tree animation, I also have some other swf movies loading in the background so that it is preloaded and ready to go when required because I am trying to prevent any delays or the chance of a preloader from appearing when these swf needs to start playing.
What is causing the Mac to have a slower animation. I do notice in general than Macs take longer to play an animation than PC on a browser.
Is this just natural or do you think the Mac and PC difference caused here is due to me loading swf movies into the background?
What are my options to make the sync right. I can not make the animation actionscript based, so I am stuck with timeline based animation.
I think music streaming would be the best solution here. Right now, I am triggering the music as an event, but I am worried of the stuttering effect using streaming music, while my animation plays and swfs are loading in the background and the viewer has a slow PC.
I have an animated movie clip (a man walking). I have created a tween with that clip, but when he stops at frame 30, I want the animated movie clip to stop, so it doesn't look like he's walking on the spot.
im wanting to have a scroller appear at the bottom of my site that moves content along based on the animation i have in the timeline.so for example. Lets say that I have a circleMC on frame 1 thats positioned on the left side of the screen and the end frame of the animation is frame 10 with the circleMC on the right side of the screen. tweened/animated to go from frame 1 to frame 10 .instead of a play button that plays that simple animation. i want to make a simple scroller that allows the user to scroll it through so that he/she can see the animation as fast/slow as they want it....meaning that when the scroll is activated, essentially the timeline will be going back n forth between the ten frames.
I had to build a preloader for a fairly large swf and of course the design of the preloader is a bit complex - it's got to have two looping timeline animations running in it at the same time.I did my best to simplify these as much as possible, but they involve filters and pngs and... ugh.Needless to say, while flash is trying to do all the work of loading the movie AND running these two timelines over and over, it stutters. A lot. And looks bad, and all I can say is... well yeah.A preloader by definition has to be simple, doesn't it?
The images for animation load okay. The sound loads okay. But the animation images need to be inserted in coordination with the sounds, which is difficult using only the ears, but I do not know how to keep the audio graph seen on the timeline so as to know where to put the images. I can keep the graph open on the little library window when it is open but not on the timeline. how to keep the graph open on the audio track while I work on the image tracks.
I am trying to set up an animation that would run after a timer is set. Every part of the rabbit would move so would I have to make each a movieclip or can I do it with just one timeline per part. As I have it now it is a MC with an timeline animation. Attachments: Picture 1.png (99.0 K)
I am making a very simple stick figure animation which will be intended for tv, specifically HDTV 1080p.I have no idea how i did it but I did the animation and before I knew it it was not on scene 1, but on the graphic symbol timeline. I think it is because I made my character a symbol, and i guess everything followed. But when I put them on the stage from the library, only part of the animation shows up, the part with the character i made into a symbol...not only that, but if I copy and paste all the frames from the symbol timeline onto the main timeline, it is HUGE! it doesn't match the size or placement it was on in the other timeline..Also, are there any specific requirements for editing with intent for hdtv? I read you can't use movie clips but as for size, etc? What do you have to set at the beginning and what will change when it is exported or converted for tv?