ActionScript 2.0 :: Seems Impossible In Time Line Code
Oct 3, 2011I want to write a function on timeline whose arguments I want code to read from a xml file.
View 2 RepliesI want to write a function on timeline whose arguments I want code to read from a xml file.
View 2 RepliesGot to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
View 1 RepliesI am trying to rewind the time line inside a movie clip using the enclosed code - it works fine on Rollover but only for 2 frames on Rollout - what do I need to add to repeat the prevFrame function and go back to the beginning?
home_mc.buttonMode = true;
home_mc.addEventListener(MouseEvent.ROLL_OVER, buttonOver);
home_mc.addEventListener(MouseEvent.ROLL_OUT, buttonOut);
[code]...
Is there a way or some kind of magical button that lets you find all code in any frame in your time line or flash file? CS4
View 1 RepliesMy issue is that for my website I want there to be movies in between the interactive parts of it where the interfaces slide in and out. However, I can't stop a movie from playing over and over instead of playing once and going to the next frame.With 2.0 I haven't been able to find any research that helps me, probably because I don't know the correct keywords to search for.Right now I have my main time line set up with a loading bar on frames 1 & 2, that then jumps to frame 3 where I have embedded a movie (Instance named: mc_start) of the interface sliding in. Preferably after that I need it to jump to frame 4 where the actual interface is.
I can get the movie to end by going into the embedded movie's time line and simply have stop() ; at the final frame, but I can't get it to go to frame 4 on the main time line. If I having something like gotoAndPlay(4) ; on the final frame of the embedded movie's time line, it simply goes to frame 4 of the embedded time line and not frame 4 of the main time line. If there was a command to make it jump back to the main time line instead of the embedded time line, that would work perfectly.Coding on Frame 3 of the main time line to jump to Frame 4 would work if I knew the correct language to detect when the movie has ended (Movie is 191 frames long), so that afterwards it would immediately jump to Frame 4, but I haven't been able to find any resources that will teach me how to do it. Right now having gotoAndPlay(4) ; on Frame 3 of the main time line obviously makes it immediately skip the movie on Frame 3 and jump to Frame 4.
What I have is a movieclip and a button in scene 1 (which is the main timeline).There is an actionscript layer also on the main timeline. what I want to do is when I click the button, it would do a nextFrame(); in the movieclip timeline instead of the main timeline.
View 4 Repliesi have an xml file and i want my code in flash to read it line by line but its only showing the first line out of 5 lines.Below is the code:
var NigeriaNumber:Number;
var stateName:String;
var year:String;
[code].....
I am trying to dispatch an event but not sure when I should do it to get the right results. The first event "submitClicked" is in the right spot and works great. However, the second event "dataReady" seems like it might be a problem. I need it to be dispatched after this.compiledFormData is set.Does AS3 wait for each line of code in a function to be executed before moving on to the next line?
// --------------------------------------------------------------------
public function submitForm()
{
[code].....
I have a time line of 1441 frames my frameRate is 24 fps so it takes 1 minute exactly to complete the timeline animation I want to Display the Remaining time as file starts I need formula to place in ENTER_FRAME event which displays the time left
View 2 RepliesI have a time line of 1441 framesmy frameRate is 24 fpsso it takes 1 minute exactly to complete the timeline animationI want to Display the Remaining time as file startsI need formula to place in ENTER_FRAME event which displays the time left
View 1 Repliesi want to duplicate a line 4 times, and move each line on Yaxis, with a delay of 1sec each time. I know i must use setinterval+duplicateMovieClip, but i've got pbs :-( actually, i've got my AS code on my line :
[Code]...
if (_root.Limits.Border.hitTest(this._x + xspeed, this._y + yspeed, true))Beginning with (this._x), I do not understand what effect that has on the hit test itself. I understand that the_root.Limits.Border.hitTestcalls a hit test on Border, which resides within the movie clip Limits. What effect is had on the outcome of the hit test by adding in those specific variables, along with the "true" at the end? I'm making a game that of course uses extensive hit test collision detection, and this code is from a sample I've been working on to get my collision detection down pat.
View 1 RepliesAS2 on a button symbol:
on (release) {
_root.randomVar = pie
trace (_root.randomVar)[code]..........
If I put Var = X in the time line it comes out undefined, no variables seem to be working, tried it in 2x flash projects
how to generate a line with code that has the begginig thikness of A and then ends at the thikness of B, like tapered line.?
View 4 RepliesI have the following problema: I have an audio file that makes a line move using the computeSpectrum method in as3 like this:
Code: Select allprivate function moverSound(e:Event):void {
///
SoundMixer.computeSpectrum(arrayMixer, false, 0);
[code]....
The thing is that I have 16 objects at the same time doing this, and it gets too slow. So I came up with an idea to solve this, and my idea is to instead of calculating the spectrum every frame that I would have a defined movement that looped, like the movement of a flag repeting.
We all know that you can make a frame lable in a movie clip and call it on press,rollOver ect...
_root.some_mc.gotoAndPlay("scene1") - won't play
on (press){
_root.some_mc.gotoAndPlay("scene1") - will play
}
My question is how to get the line of code to run without and buttons. I have made a few sites and never had to do this. I have tried making a function. But to no avail. I just want it to load when the frame reads the code..
I want to run a sound once in a timeline but want the sound to stop at the end of the first run on the timeline but want the timeline to continue to repeat without the sound running again.
View 3 RepliesWhat I mean is, can I add a sound that will only play if there are enough frames for the sound?I want to only play on the frames that it is on, but it plays all the way through the sound file regardless of the amount of frames.
View 0 RepliesI am wanting to control the timeline of a MC using AS. What I mean is when I click on a movie click and drag right it controls the reverses the MC and when I go left it plays it (but i only want this to happen when I click and drag).
View 7 Replieshow to return to the main time line from within my movie clip. I thought it was something like _root.gotoAndPlay(4); but all I'm getting is errors.
View 1 Repliesi dragged an mp3 onto the time line and i want to be able to make it stop with the click of a button,
Code:
on (release) {
Sound.stop(["stap-1.mp3"]);
}
for (var i = 0 ; i < 10000000; i++) ;stop();I've placed this code in frame 1 of a flash app. As you can see it does nothing but count to 10,000,000. This takes about 20 seconds to execute.
In C#.NET, this one line runs over 400 times faster. It can count to one billion in less time. Why? I could see it being faster in C#, but what could possibly be going on under the hood that could make it 400 times slower in AS, given that the one line should reduce to just a few machine instructions?
(If you're wondering, I've been tasked with porting some C# code to ActionScript. The code has some scientific calculations in it. But in AS they run so slow that it is unusable. This is the most basic example of the problem.)
I'm trying to assist some members and make a small program that will add up all the numbers on the right of each line... I've been working with game code for years, but this is my first attempt at Strings!The following text below is what the text box will be filled with
05/02/2009 01:08:49 Ad Package Bonus in amount of 5.
05/02/2009 01:08:49 Ad Package acquired in amount of 20.
05/01/2009 02:14:59 Ad Package Bonus in amount of 4.
[code]....
Just need to add up the numbers on the right
I want to tween multiple mc with ONE line of code like this one (know its not right but youll get the idea):
var move:Tween = new Tween ( (one_mc, two_mc, three_mc), "x",
Back.easeOut, 0, 100, 1, true);
I tried this when my mcs are on the stage using instance names:
new ensemble:Array = new Array (one_mc, two_mc, three_mc);
then
var move:Tween = new Tween (ensemble, "x", Back.easeOut, 0,
100, 1, true);
I then tried this using linkage (LK) name:
new ensemble:Array = new Array (oneLK, twoLK, threeLK);
then
var move:Tween = new Tween (ensemble, "x", Back.easeOut, 0,
100, 1, true);
None of those worked.
ok so I am trying to draw a curve and then make it into a mask, the problem is, flash only calculates the mask for a fill and thus using the line does not work. Does anyone know of a way to convert a line to a fill with as3 without using something like bitmap data as I would like to keep it as vector data if possible, below is my code:
ActionScript Code:
line = new Sprite();
this.addChild(line);
[code]......
I am trying to generate this line of code dynamically...
movieclip.somefunction = b2._x;
and below is what I'm using...
movieclip.somefunction = ("b" + thisnum + "._x");
and I am storing a variable called thisnum. My line of code seems to return the correct value when I 'trace' it, but will not call the function correctly.
I have one mp3 file in the time line. How to controle set volume
View 1 RepliesI have learned from a video tutorial (Flash CS5 in the Family 23: Banner Ad Part 1)to use the F5 key to set the length of a time line of a particular image.When using the F5 key on the MAC keyboard, it will only allow for the audio to be worked with.I've tried Apple+F5, Option+F5, Ctrl+F5 etc.What am I missing?
View 1 RepliesI'm using this action for specific keys to simply advance the time line -
on(keyPress "<Space>"){
play();
}
what if I want to use all the keys of the keyboard to control this action ? Is the group selector to use ? Like "all keyboard" "all keys"?
I have got AS3 code to do it -
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
function fl_KeyboardDownHandler(event:KeyboardEvent):void {
gotoAndPlay(currentFrame+1);
}
But wanted it for AS2 ?
I am trying to link a button via AS but I need to use a function that is on a different time line for it to work. I have no idea how I am going to do.
[Code]...
I am trying to use the "var flvControl" but that function is located on a different timeline.