ActionScript 2.0 :: Rollover That Doesn't Return But Resets Script?
Jul 12, 2010
I'm making a website. I'd love for a fish to jump up and eat a mayfly when the user rolls over the bottom of the screen. I know how to use the rollover script:
onClipEvent (enterFrame) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.nextFrame();
I have this buttom that its black, when u rollover it turns red, I want to make it return to black when u stop the rollover, but from red to black....I dont know if I explain myself, man I suck in english, whats a possible AS for this, a simple one. I know there are some threads about this, but can find one
I want to know why my update doesn't populate local Sqlite database. Yesterday with few records in database application worked correctly. Today after inserting another 10 records. Both send method seem to work properly but they don't return data. It updates only IngredientDB but not RecipeID Request . This is my update action script code,[code]
I'm attaching a clip to _root using .attachMovie, and the clip I'm attaching is an instance of a class. Normally, attachMovie() returns a reference to the newly created clip. However, when you're using the optional initObject commands, it seems it doesn't return anything. That is, I'm using this:
In the first frame of that movieclip, I'm importing an external swf with Loader class,(Using actionscript2 but my main flash page using Actionscript3),It is loading well but when i pass to second frame and return to the first frame again, the Loader doesn't work. (i'm using addChild(); to show external swf)
I have a problem with the getCharBoundaries method of a textField, it doesn't return the correct rectangle for me. To show the problem I put a long text in a textfield and highlighted the rectangle returned by getCharBoundaries for every second character. Here is my code:
I am having trouble getting my dynamic text field to populate based on a countdown ActionScript. My dynamic text field's attribute name is time_txt and is set to Dynamic Text in the Properties panel. Here is my code:
I have a big image (1600x1200) Which obviously doesn't fit in the window. How can i have it so when i hover the mouse the image moves. Basically a Yugop scrolling effect but in all directions
I'm using removeMovieClip and AttachMovie twice in one rollOver event, but only the second one works. Here's the code:
[Code]....
So - if there is only remove/attach of "LetP" everything works fine, but whene I add ramove/attach "k" only the "k" works, the "LetP" doesn't change. Should I put it into a function? Or is there another reason?
Actually I just checked and the removeMovieClip doesn't work in both cases. Is that becouse actionscript is attached to object itself instead of a dedicated actionscript layer?
b1_01 is the instance of the button inside designer_mc movieclip~ however I ealized that buttons won't work in movieclip and i just don't know what's other solution
how to get this fixed~ i m so stuck and I have wasted my past 2 days trying to figure this out and still no result...
I've got a Gridcolumn in a Datagrid (Spark). The Column's dataprovider is a Number value that gets updated via Binding.Now, without an item renderer the cell displays the correct values.If I set an item renderer, I can't access the values in this renderer.My renderer looks like this, so nothing really do here (for now) but to trace the value, but the value is always NaN.
I'm writing a base class for a clip that holds a scrollbar and some content. I written a function that runs every frame to check if the height of the content is smaller than the height of the available content area. If it is, the scrollbar hides. The problem I've run into is that when i trace the height, every other frame it comes back as 0. If I trace the same exact value when it's used in another function it comes back correct every time. If I trace it in my document class, it comes back correct. Any idea why it comes back zero in just this one spot?
enableScrollBar(); is the function in question
Code:
package includes { import flash.display.MovieClip; import flash.events.Event;
I have attached the following to a button: on (press) { gotoAndPlay(1); } or on (release) { gotoAndPlay(1); }
It is meant to take the user back to frame one where they can play a game again. The only problem is that it doesn't work. When you click the button it goes to the frame but quickly resets back to the frame where the button is located. I have put stop(); code where relevant. I am unsure on what to do. I just want the user to be able to go to different frames but the button keeps reseting to the frame where it is originally located.
I have 22 rollover buttons that are a tint. On the rollover, I want the button (75px square) to disappear. On the rollout, I want it to display it's original state.I can't use visibility because it causes a flicker. When I use alpha it resets the opacity to 100% regardless of the number I set it to - e.g. rollover {button.alpha = 0;} / rollout {button.alpha = 50;} still results in a solid box.
I've been passed a flash file that uses the code below to move a set of images using left and right arrows. The user should be able to click through the series smoothly with no resets.
Essentially, the file looks like this: < (set 1) (set 2) (set 3) >
Each set contains the same 6 buttons. I added one button into the set, so now there's 7 buttons to a set. They overlapped, so I moved the left set over one button length and the right set over one button length.
After 6 clicks, instead of rolling smoothly through the buttons, it jumps back to the beginning. Did the addition of another button mess up the initial position or something?
Sadly, I'm more familiar with simple timeline and tween effects rather than this. Also, I'm using Actionscript 2.0 and CS4.
Code: import mx.transitions.Tween; Stage.scaleMode = 'NoScale'; var InitPos = 85;
I have some dynamic text fields in a frame called ExerciseFrame (which contain different random numbers, texts, ... and other variables.) When I navigate to another frame called helpFrame and back to the exerciseFrame again, all variables and text fields and other random numbers,... are reset. I mean text fields which contained many data in them becomes empty! I do navigation by a button in exerciseFrame with a simple eventListener( gotoAndStop("helpFrame"); And in helpFrame another button with this code (gotoAndStop("exerciseFrame"); How can I keep the state the whole exerciseFrame unchanged when navigating away from it and back to it again? version: AS3 - Flash CS4
I animate a DisplayObject with a Motion XML (exported from Flash). The first time I apply a motion to it, everything works fine. The second time I apply a motion, the position / scale is reset to what it was before I first applied a motion. How can I keep the transform of the DisplayObject after a motion is played when I want to play a new motion ? I want the DisplayObject to start from where it was at the end of the first motion.Here's the code I use:
private function animate(motionXML:XML, target:DisplayObject):void if(!animator)animator = new Animator(motionXML, target); // Add event listerners
I am using the same java server given there. and I am creating the XmlSocket in a flex air application. When I run my air application I get a java.net.SocketException connection reset at the java server.
Basically I have an XML file that contains the paths of a few mp3 files. I have a Play button that plays them and a Next button that plays the next song on the list. These buttons work fine. I actually even am able to obtain and manipulate the songs position using the mySong.position property in order to display the songs position in the form of minutes and seconds.My problem is that when you click Next to go to the next song, the mySong.position property does not reset back to zero, like it should. So if you are 12 seconds into a song and you click NEXT, the next song starts to play fine, but the display keeps counting up from 12 seconds. I realized the .position property is read-only, so I cannot change it. If this is the case, then how does it ever reset, what causes it to reset?
I am loading the songs via the loadSound() method. Which means my only code on the Next button (other than to update some other displays) is:Code:mySound.loadSound("file.mp3", true);I do not need to use mySound.stop() to stop the previous sound, or even mySound.start() to start the new sound playing, it starts automatically. I tried using those commands and got the exact same results, the position property still did not reset.Am i missing something? I sure hope its painfully obvious and I just overlooked something simple cuz im getting a headache
I have this rotating slideshow. It works just fine when you allow it move through the four images that I want to display, it resets properly. I need to work on the 'next' button. It doesn't reset properly.
Code: Select allimport gs.TweenLite; //import fl.motion.easing.Quartic; var slidePositions:Array = new Array(0,-1000,-2000,-3000,-4000); var currentSlide:Number = 0; var slideDuration:Number = 3; getNext(); [Code] .....
I don't know how to do the actionscript tags so I am gonna use the PHP ones! PHP Code: function startTimer() { initial = getTimer()/1000; }
If this function gets called, what exactly happens here? Does it reset the timer? Or just gets the time the swf has been playing? Because when you use this mouse listener PHP Code: mouseListener = new Object(); mouseListener.onMouseDown = startTimer; It actually resets the time everytime you mouseDown. [Code] .....
im trying to make a new version of my game mad world check it out at [URL] Ok so basilcey what im trying to do is make it so when you go to a new frame, the new lv that the camerea resets to the new spawn place beacuse currently the camera stays were it was.
I'm using ColorTransform to fill in the colors for a few objects I have. Some of them with looping motion tweens. Whenever the motion loops, it resets the color to the default. Is there anyway to make the ColorTransform stick?
button to reset position (action-script 3) how do you make a button that when pressed it resets/changes the position of a object yes i am new to action script 3 but not to flash i want button to change the x y coordinates back to the original but dont know how?
I have a TextField that is formatted with bold and blue. However, when I change TextField.text, the formatting of the textfield resets and I have to setTextFormat again. This is the code I use to set my TextField. myText is the variable for my TextField. (This is just part of my code; it is part of a function for my EventListener.)
I have this movie [URL] its for a mates building company ok here is my problem (i will explain it to the best of my abilites) i have 3 buttons which each load 1 seperate SWF into an empty movie clip eg. servicesbutton loads services.swf into contentsMC that is fine that is working fine my problem occurs when the loaded movie button is clicked on again... it resets the loaded SWF back to frame 1... how can i make the loadmove command abit more cleverer? like dont load the movie if its already loaded?
I am having a movie clip playing on a loop on the ON frame of a button , and something else on the OVER frame, and everytime i move my mouse to the button it resets the movie clips thats playing. heres my file: [URL]
I have a Flex List which is databound to a Array. My problem is that when I reorder the List using the built in dragMoveEnabled, the values are reset to the original values.I assume I need to somehow do a two-way databinding but I am not sure how.
I have a project in Flash Mx 2004. On the first frame there is a menu with 4 menu items. When the user clicks an item, they are taken to another frame with some text and an exit button that takes them back to the menu. The forward button will not become active until all of the menu items have been viewed. There is no particular order for the items to be viewed, just that they all be viewed before the forward arrow is active and the user can continue. I tried puttin an action on the exit button to disable the related menu item, however, the item just resets back to enabled each time a user re-enters the frame.
I'm having issues with something I used to do all the time in previous version of Flash.On my Main Timeline I have a "looping" MovieClip (myArrows_mc). This MovieClip's timeline just has some simple animation,for instance some arrows that run across screen.There are no stop() actions, so once the playhead reaches the end of the MovieClip's timeline, it just goes back frame 1 and plays again.
Now I want to animate a simple shape Mask over top of the MovieClip. However, everytime the playhead gets to a keyframe in the Mask Layer, the MovieClip getting masked goes back to frame 1 and plays.
In other words, let's say myArrows_mc has 100 frames of arrow animation. On the Mask layer, I have tweened a simple oval shape from 1 side of the stage to the other. The shape tween has keyframes at frame 1, 50, and 64.
When I test the movie, everything looks fine (the arrows are looping) until the playhead reaches frame 50. Then the myArrows_mc, even though it hasn't reached the end of the arrows animation (frame 100), goes back to frame 1 and plays. Then when the main playhead reaches 64, myArrows_mc again resets to frame 1 and plays.
How can I animate a Mask over a MovieClip (not a Graphic) at authortime?Also, I need the Mask to be either a shape/motion tween or a graphic... it can't be it's own MovieClip, because I need to keep it "tied" to the Main Timeline.