I'm making a game where every level is a separate swf. The problem is, when each level starts, it doesn't load entirely before displaying on the screen, and gives me unpredictable results. I also don't want load waits between each level.Is there some way to do all my loadMovie's at the start, loading them into some place where they wont actually be on the stage, and then calling them out one by one as you play each level of the game?
I'm a beginner in flash. I'm trying to make a script let me advance to the next keyframe by clicking right.I'm making a game. I tried if( Key.isDown(Key.RIGHT) ) gotoAndPlay (11) But it doesn't work. Also, should I put the script on an object or the entire keyframe?
I need to create a simple presentation that displays a bunch of photos.I want to be able to hit the space bar to advance to next picture.I am able to stop the playhead at the picture, but i want to advance to next labelled frame by hitting the space bar.
Why won't the following work? I have an arrow button that when clicked moves the movie forward 5 frames. The movies does not advance when the button is clicked. The trace only displays "NaN".
on (release) { var curFrame = _root.theMovieClip.currentframe; _root.gotoAndStop(curFrame += 5); trace(curFrame); }
I have a mc with a button to start the animation. User will press the button, mc will play once. Now, how do I advance the main timeline once that mc ends? Right now everything is on frame 1 in the main timeline... frame 2 is where I want the menu etc to appear. I am using flash cs3 and as3.
I have some buttons on the frame. I also have an event listener that is waiting for the user to press the Tab key to advance to the next frame. Is there any way, using ActionScript 3, to have the Flash player not recognize the buttons, because when I'm testing it, using the Tab key, it goes through the progression moving from one button to another, and then finally it advances to the next frame where I want it to go directly to the next frame and bypass the buttons. The simplest way is not to have the buttons, but I need them.
I have a button on frame 1 that, when pressed advances to frame 2. On frame 2, there is an animated symbol that starts playing right as you get to the frame. I want this to play once, and then advane to frame 3, but I can't seem to figure out how to do it? Please help, all it does now is loop continuously on frame 2, and I can't figure out how to advance to frame 3.
I have a small flv embedded in the timeline of my movie clip (instance name = bg)
now what I want to happen is when I hit my button (instance name = b1)I want the bg movie clip to goto and play the from the next frame on the timeline.[code]...
I have my game on Scene 1, and my preloader on a separate frame. The preloader loads, but it doesn't advance to the game when it's complete. Where to look for my error?
Code: class preloader extends MovieClip { var amount; function onEnterFrame() { amount = ((this.getBytesLoaded() / this.getBytesTotal()) * 100); this._xscale = amount; if (amount == 100) { _root.gotoAndPlay("Scene 1"); }}}
I am looking to create a flash based image slide show, but have some restrictions. Can't use XML to store the images, b/c this is going into powerpoint, and the client uses an older version which doesn't support external files. Also, this won't be advanced by a button, click, but will need to be timed between transitions. There is voice-over, music involved so the transitions times may not all be the same. I did a Google search, but every example involved XML and/or button controls.
We create training material for nuses and working on a mask that will shadow everything but what is seen in a highlighting box. Basically I created a movieClip with a box border and no fill.I then move that onto the stage on the timeline when I need it to come on screen during the movie.I move the box and size it.The box is assigned a var myPos (just so it knows it's name by an array). At frame 1 I have this function set up:
I am needing to create a preloader that advances a 10 frame animation every 10% loaded. So there will be a percentage indicator (dynamic text) and a short animation as the load bar (10 frames). The animation is of tape winding into a tape measure, and when it's fully inside the loading is complete and timeline moves onto next frame. I have been able to do this with AS2, using a combination of (stop) and (play) commands whenever the next 10% was loaded.
URL...Basically, you press button to enter and the tape measure will roll in time with the amount of data/frames loaded. So if 50% of data/frames loaded, the animation would be halfway completed. Upon completion, it zooms in on tape measure and I have animations from there to get to the main site.This was successfully done in Actionscript 2.0, but I need it to work in Actionscript 3.0.
Create a scripted movie with seven keyframes and seven thumbnails below main image, each thumbnail being a jumpto button.I've set the file up with each frame displaying a different image, but with all images in thumbnail size as buttons below the displayed image.I would like to have it move to the next keyframe after a 10 second time lapse and take the viewer to the next frame, which would display the new image.[code]However, when I click on one of the thumbnails to skip the 10 second wait and move directly to the specified frame it doesn't reset the 10 second count, which results in the timer getting all out of whack.This is the actionscript on each of my thumbnails at the bottom of the slide show..[code]Can somebody please help me by either helping me code the thumbnail buttons to reset the timer when entering the new keyframe or by editing my actionscript and have it advance a different way? I have tried everything... AS2 and AS3.... At the point of pulling my hair out. Ideally, I'd like to have the script on each new keyframe so I can set different time intervals for each keyframe.
i was wondering if their was a way to load external files in advance and to integrate these in the loading progress of the flash file (in the beginning ... you know, with a load bar)i used and changed the photogallery of kirupa, and in the code i integrated a piece that positions every image depending of its size.i put it in the tag where "if" says that the file has loaded completely and the fade in may start.... wel, it works, but some times it doesn't position well. just like the image ain't loaded well. when you go to the next image and then go back it works.if you want to see it, here's the url
What I need to accomplish is advancing (playing) the timeline each time the same movieclip is clicked. It's basically an animation of a clock and each time the user clicks on the the clock face i would like to have the hands animate to a certain time. Everything will be set up with frame labels and stops on certain frames. I'm just not sure how to start this. instance name: clockface_btn
I have a layer that contains a movie clip, instance name wwr_mc, which has nineteen frames. I have figured out how to script a roll-over function to continously move from one frame to another by rolling over the prev, or next buttons, using this code:
wwr_mc.gotoAndStop(10); var t:Timer=new Timer(250,0);var dir:int; t.addEventListener(TimerEvent.TIMER,onNextFrame);[code]...............
This type of navigation, while functional, is not really codusive to what I'm trying to accomplish. I would like to be able to click and drag the mouse and have the frames advance forward or backward depending on the direction of the mouse movement.I tried using the MOUSE_Move event with very limited success.
Take a video on infoq.com (like this one: [URL]... If you play the movie linked above, you'll see the slide deck advance as the appropriate part in the movie is hit. If you advance it forward and back with the slider, you'll see that it triggers to the appropriate location in the slide deck.
I have a project coming up where I'll be rendering text paths on a circle; the text has to be dynamic, so I can't just bring in a precomputed set from illustrator. Now, laying text on a circle ought not be too hard, I'll do it per character with per character rotation. The trouble is, I can't seem to figure out how to get per-character advance from flash's font engine. It's 99% probable that I'm just overlooking something obvious. But as far as I can tell, the only way to get flash font metrics is via flash.text.engine.FontMetrics which ostensibly is per-font, not per-character.
A fallback that I'm not looking forward to implementing is pre-computing per-char advance on my own ( since this project will be using embedded fonts known in advance ). I've got ObjC code lying around for generating glyph maps for opengl, so I could generate that data offline and make it available to my flash code ( probably as static constants or some malarkey ).
For example : Having four columns in advance datagrid like company,contact_person,product and date. In this, first i want to sort by product followed by company and followed by date.
I have been fighting with Flash for the past week attempting to change my code so that when you click on the movieclip photo_mc, the playhead will advance on the main timeline. I have tried everything:
eg: (code on mc) on (release){ _root.gotoAndPlay("options");
Is it possible to create a PPT-like presentation in which I can advance the 'slides' from my computer, and the slides that my viewers are seeing will likewise advance without their interaction?
I'm developing a presentation based on flash and would like to utilize a presentation clicker to advance to the next slide. The presentation is a bunch of SWF files loaded from an XML file. My question is; is there a way to use a presentation clicker to access a snippet of code to advance to the next SWF file? If so, what do I have to use to make this work.
Can I make this gallery advance on its own without a external button? I just want the images to automatically fade in and out with the user having to interact. This will be used for a large slide show. In a bind here so, This is the gallery tutorial code: