Could anyone suggest how to fix the function at the bottom so that when button forward_btn with label "Go to next Training Point" when clicked recalculates the fields created in function fileLoaded.[code]
I created a timer with found tutorials and the Flash help files and everything works fine. My timer counts up from 000.000,0 to 999.000,0. Now I would like to also be able to do the same, but counting down from 999.000,0 to 000.000,0 Easy enough I thought, but now . how to make some modifications in my code to count down.
My code for counting up is the follow:
Code: Select allvar hours:Number = 0; var seconds:Number = 0; var minutes:Number = 0; var pauseTime:Number = 0;
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
Is there a program that will shrink down my 6,500k Flash file? I created the movie frame to frame but there is a pause when you first enter the website. [URL]
To size a rectangle I use the following actionscript:
Code: function sizeRectangle() { rectangle.onEnterFrame = function() { with (rectangle) {[code]...
It all works fine.When a certain button is pressed it needs to size itself to zero again.This is easy to do by altering "w=(Stage.width);" to "w=0;". What happends is that it will shrink from right to left. But how do i code this when I want the rectangle to shrink from left to right?
I have a button that inserts an mc on the screen every time it is pushed. So say I push it 3 times, the 3rd mc will shrink to be like 1 pixel wide when I use a key press that is in another mc, and I don't have the key press shrinking it.
I am trying to make an interactive slideshow. I have nine pictures thumbnail size and I want it so that when you click on one of them they will grow, then when you click again it will shrink.
I am trying to create a zoom effect on my buttons "home - about - contact" so that when you rollver "home" that button gets bigger and the "about & contact" buttons move to compensate the size increase and the same for the other two buttons.
I have a grid of many 10x10 pixel squares separated only by a pixel line. When the user rolls over the sprite, it grows, animating to about 4 times its size--to around 40x40 pixels. The sprite stays large while the mouse is over the sprite, but if the user wants to rollover the neighboring sprite it is obscured by this sprite and its larger size.
Is it possible to shrink the size of the hit area so that even though the sprite grows in size the mouse can still access or trigger the neighboring sprites underneath--to the right, left, top, bottom? I thought about using Mouse_move, but wasn't sure if that would fire off too many events.
I read the following posts. However, my hitArea needs to be the same size or just slightly larger than the original 10x10 pixel sprite. I've had little success. [code]...
In AS2 I have a full browser flash setup with some centered movieClips.I only want them to shrink (proportionally) IF the browser window is 1024x768 or less.How do I code that into my listener?
I have a final published movie of 1024x768 it is pretty much all set.BUT when I look at it on some laptops it is just too big and looks awful.I would love to "SHRINK" it and all of its contents proportionally with out going in and reducing each and every MC and asset within the Source file.Is this easily achievable?I am using SWFobject to embed the swf.
I'm curious to know if there is any examples you all could give me any examples of copying a function in AS3; then use that copy independent of the original function it copied. I want to make an animation system that heavily depends on one type of function. Since it depends on one type of function, I cant have every single piece of code calling back to the same function if I want to use it multiple times. Is there a way of properly doing this? are their performance consequences? I'd really like to do this instead of writing several different functions out separately that work nearly the same. (plus I need to feed a set of values into those functions that are created, some being called by event listeners of course)
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
I'm going to have a row of images all of which will need to enlarge when you mouse over. the images surrounding the enlarged image will need to shirk when it enlarges. So I have multiple images that need to shrink and grow depending one which image is moused over.
So I'm attempting to call a random item from an array which is all fine and dandy, but I'm attempting to fill the array with functions, and therein lies my problem.Here is my code, it's just a test file I made to keep it simple while I learn how to do it:
Code: var functionArray:Array = new Array('a', 'b', 'c'); function a():void
I have a bunch of .fla files laying arround here.They are basic flash files with actions coded on the timeline.I want to add a class to control the files.In order to enable to sync the flash files I have a bunch of code in this class which takes care of the synchronising the files.The problem is; there are a lot of files.Personally, being a lazy person I don't think replacing basic functions like 'gotoAndPlay' with my personal functions.I would prefer to just extend the basic function, or listen for it so I can 'inject' my own pieces of code. Question: Is there a way to have something like a listener that tells me which functions are started? Is there a way to extend basic flash functions like gotoAndPlay() or play().
Is it possible to assign several onRelease Functions for multiple movieClips on a single function?
Here is my scenario... I have 10 movieClips on stage... i have a function on script which needs to be called every time any of the movieclips are clicked.. do i have to write a separate movieclip.onRelease function for each and every movieclip.
I'm having a tough time getting the escape key to use a function. Every tutorial I go to it says that you need to import.flash.events.KeyboardEvent but when I use KeyBoardEvent in a function nothing happens. I get an error that says it couldn't load
I somehow am able to write bits of code but am still learning how to restructure code so that it is more efficient.I have 15 buttons. Each one, when rolled over, should change the color of 2 movieclips underneath it (and when rolled out, should change back). I have the below code so far but I don't think I have to re-write the functions each time. How do I "re-use" the function code (or, only write the function code once), but specify what movieclips the function should be applied to? These are just 2 of the buttons of the 15:
Code: menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OVER, changeColor); menu_mc.invis1.addEventListener(MouseEvent.MOUSE_OUT, changeBack); function changeColor(event:MouseEvent):void[code].................
I don't know if this is possible with Actionscript 3. What I want to do is have a loseAll(); function that calls other function that in turn close sections of an application. I would be easier to have all the close functions in the closeAll() function and then pass a reference to the once that i don't want to be called. something like this.
I have Flash 8. I created a Flash movie a number of years ago, probably in an early version of Flash. I use it on my website. I want to redesign my site and make the movie smaller from the standpoint of making the canvas/stage size smaller. I don't mean just compressing the flash movie to a smaller swf. Is there some quick way to do this without having to recreate the movie and put in smaller elements?