ActionScript 2.0 :: MovieClip Gets Deleted For No Reason?
May 4, 2008I'll cut to the chase, here's my code:
Code:
function loadThumbs(){
for (var i = 1; i <= totalImages; i++){
[code].....
I'll cut to the chase, here's my code:
Code:
function loadThumbs(){
for (var i = 1; i <= totalImages; i++){
[code].....
I created an input text box, and depending on what the user enters, it will create a file with that same name. However, for some reason, it's deleting the last character of the filename when it creates the file. For example, if you type "House" in the input text box, then the file that it will create will say "Hous.txt"What is causing this and how can it be fixed?
View 7 RepliesI deleted a project in flashbuilder and it seems to have deleted everything. how can i get this back?
View 1 RepliesIn my file I have used greensock transform manager class. At he same time I have used a code to generate text field at runtime which can be moved and deleted. Now the problem is that If I select the text box and then select the black box, the text box will lose its selection.Now if I delete the black box the text box will also be deleted . I don't know why it happens every time. But if i select and delete the text box , then only the text box will be deleted, which is quite natural.
View 0 RepliesI should like to understand the cause different behaviour of the metod "drawPath" in this situations:
[code]...
If move comments on other metod ".drawPath(" two color will available.
For some reason my flash program closes on me. The strange thing is, it is only 2 MB. I have a good amount of shapehits in it as well. Would that cause it to crash?
View 1 RepliesI've got a function 'fullReset' which resets the stage and places several movieclips (which are balls) back to a starting area. Within this function is a call to the 'unlockBallfunction within the Ball class (see bottom of code below).
ActionScript Code:
private function fullReset(event:Event):void
trace("RESET BUTTON HIT");
[code].....
Code:
var remoteListArray:Array = new Array();
var listArray:Array = new Array('a0','b1','c2','d3','e4')
[code].....
TypeError: Error #1010: A term is undefined and has no properties.
I get the above error when I run the below code:
[Code]...
I have several two-sided ecards made with Papervision and TweenLite to flip them over.A couple of days ago the "flip" animation changed behaviour. This is in ecards I made several months ago. The ecards work OK but the PPV object is not positioned correctly.On the server, in IE the object is displaced to right and down by about 20 px. In FF it is displaced to up and left by about 10 px.In Chrome and Safari the display is OK.(Just to confuse you further, the display in FF is OK on my localhost).This effect seems to be local to my PC.
I have scanned for malware etc twice but nothing. I have the latest Flash player and browsers.
I call the constructor from a fla file but i cant get a hold of the GamaDataArray via the getGameData() Function it keeps saying that the GameDataArray is Empty, but if i trace within the class it works, when i go to the fla file it says its empty. Can somebody please tell me what i am missing, i know its something super small
[Code]...
im having troubles unloading a swf file that is 2 levels above my main movie. Basically I have a main movie and I have actionscript on the timeline which corresponds to a button which loads a swf (eg my web portfolio work):
digitalbut.onRelease = function() {disableBtns();_root.createEmptyMovieClip("container",1);loadMovie("Digital/Digital_2.swf","container");container._x = -22 ;container._y = 40 ;
This all works....Then in this swf I have another button which again loads another swf on top to show a particular piece of work and the code on the timeline to correspond to the button is:
[Code]....
This works also....but I come into problems when I want to create a button in this third swf file which then closes this Dior.swf so you are left with the bottom two still showing. I already have a close button on the Digital.swf which works a charm to get you back to the main movie and the code for this is:
[Code]....
im having troubles unloading a swf file that is 2 levels above my main movie. Basically I have a main movie and I have actionscript on the timeline which corresponds to a button which loads a swf (eg my web portfolio work):
[Code]...
Then in this swf I have another button which again loads another swf on top to show a particular piece of work and the code on the timeline to correspond to the button is:
[Code]...
I'm learning on how to make que loader system. I'm loading in 30 images at once when the swf loads onto stage that contains moderate tween animations. I was wondering would I get better performance if I only allowed to load 5 images at once then next set 5 ect ect. rather than to load 30 images at once? I can't tell because my computer is very good so I can't hardly tell. Is this common practice?
View 2 RepliesTesting locally works fine but as soon as its on a server - published live - the images load random. It loads fine when you publish in flash.
Here is the code and below is the file she sent me.
Code: Select allthis._lockroot = true;
import mx.transitions.Tween;
import mx.transitions.easing.*;
var myShowXML = new XML();
[Code]......
I was sorting my symbols in my library moving them to folders and what not and then saved it, did some more drawing etc. Then tested movie and noticed that all my symbols are gone on my timeline, also noticed whenever there is a tween the symbol got deleted from that to. I was so pissed, I undo'd as far as I could go and it wasn't enoughI have ALL my symbols in my library, just ALL of them got removed from my timeline... there is a lot of them.
View 2 RepliesI was sorting my symbols in my library moving them to folders and what not and then saved it, did some more drawing etc. Then tested movie and noticed that all my symbols are gone on my timeline, also noticed whenever there is a tween the symbol got deleted from that to. I was so pissed, I undo'd as far as I could go and it wasn't enough -_-
I have ALL my symbols in my library, just ALL of them got removed from my timeline... there is a lot of them.
I'm trying to save some CPU resorces here but donno how.. my MC script is deleted before it can reach the current point.. what should I do?..
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I am doing a small test with arrays. I have 5 purple movie clips, their instance names are: p1,p2,p3,p4,p5.
I have declared an empty array called purple. On press of each mc I want the particular mc to be added to the array, and on press again I want the particular mc to be deleted from the array.
However, this does not work, it seems to be deleting the lastly added mc name from the array no matter of which mc I unpress.
I am new with arrays, I am using pop and push. I will upload my file. Could someone have a look at it please? Is there another array command to add and delete the particular mc which is presses and unpressed, and not the one that was last added to the array?
I'm trying to save some CPU resorces here but donno how.. my MC script is deleted before it can reach the current point.. what should I do?..
MovieClip.prototype.moveIt = function() {
this.onEnterFrame = function() {
menu._x = Math.round(border._x - ((border._width/2) + 68))+5;
[code].....
I am making a banner that has multiple movie clips sharing the same area, creating different rainbow effects when different areas (invisible buttons) are moused over.
First of all I couldn't figure out if there was a way to have one invisible button over the whole area that changed to a different colored effect with each mouse over (first mouse over the black and whites would change to reds, second would change it to blues, third would change it to browns, etc.). Since I couldn't figure this out I settled on creating three buttons covering a third of the banner each, so when the mouse passes over one button it changes to reds, over another button it changes to blues, over the third it changes to browns.
The effects are movie clips where each frame has another stripe changing color so it goes in a wave effect from one to the next, and then goes back to white and black in the same manner. The first frame of each movie clip I had to turn into a nested movie clip so I could turn the alpha to 0, since I was going to have these color effect movie clips on top of one another in the main timeline on different layers, and so you could see the effect even if that color layer wasn't on top. I used the same nested movie clip with zero alpha for the first frame of each color effect clip (reds movie clip, blues movie clip, etc), so I dont' know if that's an issue.
Anyway, it seemed to work fine for a while, but after working on it for a while longer (and not getting any further since I removed most of the changes I made), now when I test the movie the mouse over does not seem to work correctly. It works fine, seemingly, for the first time I mouse over each button, but in order to have it work again I have to mouse over the button twice, and then it will pause randomly during a part of the clip and I have to move my mouse back over for the movie clip to continue.
I can't tell if this is because of the overlapping movie clips, or because my buttons are messed up, or if my actionscript is messed up, or if the timeline has to be longer, or what. Currently the timeline is 55 frames, the same as each movie clip.
I put a movieclip_instance.stop(); command in the first frame of the main timeline, is there a better way to do this? Should I put the stop command in the movie clip itself?
Here is a section of my AS in the main timeline, this is my first time programming ever, in any language, and trying to learn from the internet is more difficult than I thought it would be.
redmovie.stop();
red_btn.addEventListener(MouseEvent.ROLL_OVER, playRed);
function playRed(event:MouseEvent):void
{
redmovie.play();
}
[Code]...
Results into: Implicit coercion of a value of type Boolean to an unrelated type Number. Why do parentheses turn into Booleans into Numbers? Can't I use bitwise operations?
I have constructed this animation of a broken up image. If I just use the nested for loop in a new file, it will run normally but when i try to let it run after a TweenLite which has an onComplete function, the animation will be looped 4-5 times. [URL]
View 2 Replieswhat I have is:
- listener added with weak refference, therefore it shouldn't keep the GC away
- object set to null
- trace of the object m shows null
- debugger shows the value of m as null
But the "frame" trace still keeps on appearing, so where exactly is that object and how to check for it, how to delete it and kill it. I know that listeners keep objects in the memory, but then how to find them, and at the end of the day also used weakReference=true while assigning it, so that should take care of it. What exactly is going on here?
I created a empty folder on my desktop "Test" and then in the create a new project thing I linked it to the test folder, and then in the settings I clicked on delete project folder and it gave me two options and by mistake I selected the second one and then my worst nightmare, all my multimedia files which were on my desktop got deleted. I tried running 5-6 data recover softwares but none of them and I mean none of them found the files deleted by flash. All were showing me the files those were deleted by Shift+Delete, but that I dont want. How can I get those files which were deleted by flash cs5.
View 12 RepliesIs there any utility that indicates in a comprehensible way what is referencing and object and why it can't be garbage collected.
View 2 RepliesWe area trying to create a virtual world application. We are using hitTest to make the avatar enter the room. That hitTest event is inside an onEnterFrame event of the avatar so every time the avatar is on the stage it runs the function and detects if it hits the hot spot or not.
So onEnterFrame we have: (shortURL is a variable that points to the movieClip)
Code: Select allif(this.hitTest(shortURL.detectRoom1)){
attachDialogue(1, "room.swf");
}
[Code].....
The code works, however when the user clicks on no, the dialogueBox still appears since the avatar still hits the room's hotspot. If I remove the commented "delete attachDialogue" clicking the no button will remove the dialogueBox movieclip without any problems. However when the avatar walks on other hotspots it doesn't call the function again.
Are there other ways how we can remove the movieclip and set the attachCounter to 0 when the no button is clicked? Or how can we reuse a deleted function?
If I delete the "onEnterFrame" with this code:
myClip.onEnterFrame=function(){
____if (this._x<300) this._x+=5;
____else delete this.onEnterFrame;
____// to erase it, but you can simply empty it
____// else this.onEnterFrame=null;
}
How can I turn it on again?
My movie is basically complete and consists of simple movie clips as buttons, these listen out for specific states and when these conditions are met a function is run which generally either plays a movie clip or runs a prevFrame loop.For some reason, although the mouse over and out conditions are working correctly the mouse down condition causes the variable to flip through 3 states which causes the panel im trying to show to basically run through 5 frames and then reverse for a single frame.I'm literally banging my head on my desk for a solution and my manager is starting to look at me a bit funny. Has anyone experienced anything like this before? Heres me code
Actionscript Code:
// import classes import flash.events.MouseEvent;// enable button mode for movie clipsmc_red.buttonMode = true;// Create variablesvar red_rewind:Boolean;var
[code]......
In trying to respond to a question I wrote a bit of code that just adds 0.01 to a number. It is displayed in a dynamic text field. If I start counting from 0 it only counts to 0.06. The counting stops but the onEnterFrame keeps running.
The Code:
var num:Number = 0;this.onEnterFrame = function() { num += .01; trace(num); num = Math.floor(num*100)/100; trace(" "+num);};
The Output:
0.01
0.01
0.02
0.02
[code].....
Why did the code stop incrementing after 0.07?