ActionScript 2.0 :: Pause Movie On Stage Enter/Continue Movie On Stage Exit?
Nov 17, 2009
I'm trying to get my flash movie so that it pauses when the mouse is over the movie and continues when the mouse is not over the movie during certain segments of frames in my movie clip. So basically I need some code that executes this: if the mouse is over the stage between frame 25 and 45 pause the movie until the mouse leaves the stage or the next or back buttons are selected.
I have 4 movies that need to be loaded in sequence. The first movie loads the second one, the second one loads the third, then the third one loads the fourth. What I can't figure out is how to make sure there's only one movie loaded at any time. I've tried removeChildAt(0) and other methods. What's the best way to load a movie to the stage and wipe out what was on the stage?
I have drawn a pecked line route, sitting on its own layer, using flash tools, over a base map. I have then gone Insert>Symbol>movie and I now need to get a copy of this route into the movie's white area. I expected perhaps when right clicking on the layer, an option called copy to movie and an ability to select the movie name.
I have some (Eg. 10) Movie Clips on bottom of the Stage (aligned horizontally) with different sizes (different width & height). I want them to align vertically on middle of the stage with same gap (irrespective of their sizes) in between 2 Movie Clips. Is it possible using AS3 code?
I'm trying to reach a body of text which i turned into a movie clip which is on the main stage, and have it scroll up/down whenever it rolls over the designated hot spots. Here's what i have.
stage.addEventListener(MouseEvent.MOUSE_MOVE,down1,false,0,true); function down1(e:MouseEvent):void { if (mouseX>=0 && mouseX<=42 && mouseY>111.1 && mouseY<146.1) {
How to control button in movie clip in order to exit back to the main stage. I used this code: on(release){ _parent.gotoAndPlay(1); }
The thing is: In the main page I have a manu you can choose to which movie clip to go. (The first frame on the main stage has a stop(); action in order to be able to choose). And the code bring me back to the main page but start the specific movie clip I exit from all over again. How can I stop this loop?
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
i want simulate Billiard ball in my project. but my code does not work good. when start with (for example) 34 degree , when hit with wall(stage in this example) return with true degree. in flash , as3
i made a game with all the levels put into a movieclip named "game". Every level is put into a different frame and i want to make a pause and play button.I found this code but dont know how to use it:
on (release) { for (var i in mc) { typeof (mc[i]) == "movieclip" ? mc[i].stop() : trace("mm");
I am working through the Adobe Flash Professional CS5 Classroom in a Book.The exercise is to enter TLF text onto the stage, when I do so all I get is a blue outlined box that appears in the upper left corner of the stage. I do not get a text cursor.When I open the supplied reference file for that chapter it also shows a number of blue outlined boxes, all in the upper left hand corner of the stage. When selected the properties manager indicates they are TLF text.
The code below is used to make a slideshow. It works as long as I load my content into container_mc. container_mc is a movieclip that is created on the stage and it contains a simple shape for a background.Instead of creating the movieclip on the stage I want to generate the movieclip dynamically as follows:
I'm trying to get the enemy offstage to enter the stage on the right and then once its x position equals 400 I want it to start moving back and forth (on x, there's no y movement).
Im trying to load a movie clip onto the stage as soon as you enter the main movie. I want to use action script to tween with a little ease in and out. I found a usefull tutorial that almost does what Im looking for, but it uses a button to call the clip onto the stage.Here's the code on the action layer:
I have an external Gallery that is called within my fla file. My problem is that every time I try to go to my home page or any other page for that matter the gallery doesn't go away. I can access my other pages "frames" and everything works fine, but my gallery blocks some of the page. How can I exit out of my gallery when I go to another page??
Making a Comic book/Video game with Flash Action Script 2.0. Check out my blog ive uploaded a couple of demos on it.Anyways i want to make a movie clip appear on stage when the user finds a key. The movie clip would be used as a trigger to send the player into an other version of the second level where a door would now be unlockable (only if he has the key).I know how to make the hittest work its making the movie clip appear on stage with an action that is giving me problemes.
I'm having a little trouble with the following code. When a user clicks on a button, I would like to add the corresponding movie clip to the stage, and remove the previous movie clip. This code works, but I know I am adding all the movie clips onto the stage at once, which isn't what I want. I don't want the movie clips to tween onto the stage, I want them to just play.
var arrNavigation:Array = [{button:about_mcButton, page:about_mc},{button:n2_mcButton, page:services_mc}, {button:n3_mcButton, page:products_mc}] for(var i=0;i<arrNavigation.length;i++){
Suppose I've got 2 movie clips on the stage. box_mc and triangle_mc. I want to set up a way so that whenever I trigger the event, such as pressing a key (like
if(Key.isDown(Key.SPACE)){ //stuff that activates it }
[Code]...
if I push the Space key again, it would start from the top (1) and repeat the sequence. The sequence would otherwise stop at 4. Previously I've been using counters inside an onEnterFrame such as counter = counter +1; if counter > n, counter = n; etc. This seems tedious and I'm hoping there's a better way to do this. I do not understand watch and timer functions of actionscript (they never seem to work for whatever project I'm occupied with).
I have used Flash on and off over the years but I've decided to hunker down and learn it in earnest. We have cs4 at work and I am having this problem.I checked out the differences between a graphic symbol and a movie clip, and it seems that the movie clip has some distinct advantages. But the main disadvantage is not being able to see what happens on the stage as it plays. How can I get around this limitation? Why does it even exist in the first place? I understand that scripting can complicate how it plays, but for example if I am making a straightforward animation, but parts of it depend on other parts that are in separate symbols, how can I see what is going on at a specific frame on the stage overall?
I'm using Flash CS3 and wish to create a movie where the stage is a certain size but the actual content of the movie extends further than the stage. The user will be able to drag the stage from left to right to show hidden parts of the movie. Similar to the idea of a horizontal scrolling image gallery but without the scrollbar (see attached for example image).
If I create a 2000 frame Movie Clip and then drag it onto the stage of my main scene... shouldn't it work/play through it's entirety from within one frame of the main scene timeline? IOW I'm having to make the layer on the scene stage that i drag the movie clip onto 2000 frames long in order to see the nested 2000 frame movie clip play.Seems like in the past I could get Movie Clips to play and loop and what not from the main scene/stage without doing this.
I'm still pretty new to XML and Loader's. So I tried making a preloader by first catching the URL of the movie that needs to be loaded from a swf, and then loading that swf. [code]...
i am still quite beginner. How come i cannot see the movie clip on the stage even though i tried to drag and drop the explosion movie clip from the library?
Another question: How to import and test by scrubbing the playhead between 0 and 20 frames to show the animation of explosion on the stage, not testing in flash format.
I'm fairly new to action script so I think this is a basic question. I need to get a movie clip in my library to play on stage after a hit-test, then I need it to be removed after it plays. I have to hit-test working,
I'm having problems with a combobox that I've got set up to add a movie clip to the stage. What I'd like to happen is when a user selects an item from the comboBox the MovieClip is added to the stage. It kind of works but you have to click on the item twice for the MC to be added.Here's my code:
Code: var IronsMC:Irons = new Irons(); product.addEventListener(ListEvent.ITEM_CLICK, ItemClickHandler); function ItemClickHandler (event:ListEvent):void {
I am working on doing a clickable menu in flash cs4 and i have made my movie clips that animate each menu item on rollover (I did this by putting the movie clip into the "over" state inside the button which resides on my main scene)When I test it that all works fine each movie clip plays on rollover. But when I roll off the button it cuts the animation short.
What I want it to do is continue the movie clip after I take my mouse off the button and hold in that end frame until I have rolled over another button. But still I want it to play through the movie clip if I roll off one button and onto another. So if someone rolls over all the menu buttons they each play all the way through but will disappear after end frame and only the last button that i have rolled over will remain at last frame of its animation.
I frequently see the usage of ENTER_FRAME and EXIT_FRAME event types in AS3 code. I can even use the first event type just blindly to get certain things done. But I want to clear my concepts on these very fundamental things. My qeries are as below:When do the above 2 event types take place - I mean what triggers them?Does ENTER_FRAME trigger at the rate of FPS? If a MovieClip spans over 48 frames and the FPS = 24 - does this mean the ENTER_FRAME will occur 48 times for the full life-span of the MovieClip?Regarding the EXIT_FRAME, I could not find any example or description yet.
I'm trying to set the z index of a movie clip "volume_container" on the stage so it's on top of everything. Right now, the FLVPlaybackCaptioning component brings up captions on top of everything.
I have all my content inside a movieclip called 'allmenu' but im only resizing it to fit the stage with a timer hehe , is there any way it could be resized before you see it on the stage, because right now you get this glitchy resizing moment on every page.