Whats the best way of waiting until the tween is complete before attaching this movie. Basically I want the attached movie to appear once info._x == 20.
i have an animation with a series of colored squares appearing and disappearing from the stage [URL]..except that the squares appear and disappear). Each of the squares fade in and out using Actionscript, with a custom method that animates its alpha property over time. I want to pick randomly every few seconds a square, to make it disappear and put a new one in its place, and my code is more or less like this:
How to stop the next tween action to start until the previous tween completes playing in as3.0?and also i want to stop the tween to happen on the same object twice.Basically i have a container (movie-clip) in which there are n number of movie-clips (arranged as bricks). When i click on the container the target (brick) will disappear (made scaleX and alpha to 'o'). also i am tracking how many bricks are closed.But the problem is if i do a fast double click the tween seems to happen twice. and the count also seems to increase for the same brick.
I have a tween animation using the tween class and I want to attach an MC when the tween has finished. I Know how to attach a movie clip and everything I just need to know how to fire it at the end of the animation. I know I could always do this with a time line but I would prefer to keep it all code.
What I was looking for is a way to check if a tween has finished for BOTH clips. I thought I could try it like this:
Code: ; import mx.transitions.Tween; import mx.transitions.easing.*; var xScaleT:Tween = new Tween(kText, "_rotation", Elastic.easeOut, 0, 360, 3, true);
[code]....
But I noticed that first the ending of xScaleT is triggerd after 3 secs. and after that the ending of XPosT 9 secs. later. What I want is for this.yoyo() to occur if BOTH xScaleT and XPosT have finished. There isn't something like 'onMotionFinishedAll' ?
I have a tween on this mc and after its finished its supposed to play "goal", a label inside it (code is on the main timeline and the label inside the mc). But, well, i dont know why but it doesnt.. Heres the code:
I have a small problem, how it's possible to delete a tween effect after he has finished the tween?I use tween class, this is the code, and i want in frame 41 to delete the tween.
Code: btn_sector1.holder.loadMovie ("sector1.jpg"); btn_sector1.buttontext.theText.text = "S E C T O R 1";
With the script below I am making a ball move from left to right and back. but when I rollover twice quickly, it also accepts the second rollover command. I would like it to accept that second rollover only when the first one is finished. I mean, I want the first to be finished before it accepts another rollover. I know it is simple to solve this with a tween using frames instead of as, but I was wondering if someone knows how to adapt the script.
edit2: Well I found out what was wrong. answered my own question. * Face-palm* sorry for this waste of space. (if you come across this randomly, my solution is answered at the bottom)Edit: While mulling over my code trying to find a solution, I noticed that when my .swf freezes as it is tweening out, an animated movie clip that is on the stage also freezes mid-animation. which brings me to believe that my problems may stem from the loading/creating image portion of my code. as a result, here is my loading function to supplement the code below:
function loadImage():void { //if it's not already been loaded) if ((currentImageNbr+1) > imagesLoaded || images.length == 0) {
im building a class file that tweens an empty movie clip, containiing an attached mc, using the tween class. How can i make the script wait for the tween to finnish before executing the next function?
I have asked before but that was a week ago and ive changed alot of code. I am still having the same issue of trying to ignore MOUSE_MOVE while a tween plays and then reactivate MOUSE_MOVE on Finish. I have tried timers aswell to anticipate the finish with no luck as if i move some code a error #1009 happens.
I have alos tried motion_finished, if statements and even values with no luck as the code will just not function unless left as below.[code]...
I am trying to use the Tween class to first rotate an object and then after the rotation is finished, use a new tween to move the object off the screen. Here is my code:
[Code]...
The trace runs, just as expected, right after the first Tween completes. But the second Tween doesn't work. What am I doing wrong?
I'm having some difficulties on checking when an animation in a movieclip is finished. It's not a tween, otherwise I could make a tween handler with the "onMotionFinished"-property. My situation is different.My movieclip has 60 frames with each frame containing a 3D image. These 60 frames make the impression that a die is rotated in 3D.How do I check in the actions of my scene (root) when the animation is finished?
I already tried making an interval that constantly polls if a variable "finished" is set to true (which the movieclip sets to true on its last frame).This solution isn't really accurate enough due to the interval number.Setting the interval to 1 millisecond won't do any good either.Is there a listener object or something else that makes this possible?On my last frame of the movieclip is a stop() statement which might be polled by a listener?
created the gallery and made thumbnails vertical everything works fine except my tween for the thumbnails. i need help disabling the hit_up and hit_down buttons for the amount of time the tween is going on so someone can't click on the button till the tween is finished.
What I want to happen is that the quiz_holder box expands sideways, then when this is finished, it expands lengthways. At the moment it's just getting to the point where it's expanded sideways and then stops?
I have a movie clip (mc) with the alpha set to 0 (invisible). if you click on the stage it sets the mc's alpha to 0.4, before fading to alpha 0 again in 1.5 seconds. Here the code:
I am trying to read an XML file from a class, (I'm fairly new to OOP, I got the concept, how to use them and all), I want to do everything without having to break down my code to segments in a gazillion frames, so I work from the documentclass. I need to
1) load XML
2) wait for it to be loaded
3) Start working with the XMLdata
So I made a class 'queryXML' where I do all the loading, and in my Main class I setup the instance of queryXML and tell it what file to load. Now everthing runs fine, BUT i don't know how to wait in my Main-class until loading is done. My queryXML class holds a status variable and I have a method to check it.
The problem I have is that the amount of elements in my XML is variable, and I need to initially place objects on the stage depending on the data in the XML file. Both how many objects to place and their positions are in the XML file. I can't get it to wait until it's looked at the XML file before continuing through my code, obviously erroring when it doesn't know how many there are. It gets through all my code before finally coming back to run the function to grab the XML. I have tried putting setting a variable within the function, and a while loop outside the function waiting to that variable to be set, but it never happens if I do it this way.
Code: var items:Array = new Array(); var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, handleXMLLoaded); loader.load(new URLRequest("[URL]")); function handleXMLLoaded(e:Event):void { [Code] .....
I am trying to make a 3-dot waiting animation using action script.
I want it to go until three dots "..." and than start over again until I manually stop it later in my program. I tried many stuff including arrays and surrendered.
I have an animation stored in a movieclip.I have 5 instances off this mc stored off the stage. Whenever the user enters a wrong response, one of the mc's play a walk animation and a person 'walks' onto the screen. After moving 80 pixels, an if function in the onEnterFrame deletes the onEnterFrame.However, if the user enters more then 5 wrong answers, the persons start a new animation. The problem is that if the user gets a question wrong before the person has finished moving - the person stops and does the new animation.
Thus I was hoping to use setInterval after a check to see if anything is moving. Yet it doesn't see to work. My traces show no delay between the interval trace and the trace after the interval.Here is a section of my code; basically when k = 6, the fifth person has been called previously and the moving variable is a boolean set to true. But when run, there is no 20 second delay, it just says 'slow' then 'delay' and then kicks into the final animation.
Code: if (k > 5){ trace(person5.moving);[code]....
I'm using a custom class to lay out a background consisting of square tiles picked at random. These are provided to the class as an array of library symbols, and they are placed on stage with the attachMovie method.- These tiles are different animations that all end up in a solid colored square. When all the tiles have finished animating, the result will be a large rectangular shape that serves as a unified background for content like text and graphics, so I't simply a sort of fancy build animation for the background.
- Naturally, I don't want to be displaying content before the animation has finished, so I need to do that based on some kind of event being dispatched. The problem is that these animations are timeline-based and I want my class to know when all background clips have reached their final frame.The question: How should I do this? Extending MovieClip for each of the animations seems a bit tedious since that would require one class per background tile MovieClip, and I don't want to be constantly checking the currentFrame of all the clips either.
Code: public function TiledBackground(target:MovieClip, bgSymbols:Array,
I am creating a site where it is loading dynamic images and text within the SWF. Currently for images I am using the loadMovie command. This works typically when I do not have images of significant size, however I am having trouble getting the movie to check up if a larger image needs to be loaded. Here is my current code below, it does not seem to be checking to see if the clip is loaded and simply ignores it if the timeline reaches the actionscript before the image is loaded. _root.generalVars.homeImg is a variable that I define outside of flash
I have an arbitrary number of images I want to load. I want to load them, wait until I get an Event.INIT for each, and only then proceed with the rest of the program. I know I can do that by having an Event.INIT listener update and check some count variable, but is that the standard approach? Is there a more elegant or AS-specific way?
I'm looking to pause on frame 1 of a movieclip for a random amount of time before playing frame 2 and the rest of the movie. This will thus repeat and the movie will play at random intervals.how to set this up in AS3 format. how do i convert this simple line of AS2 code into a working piece of AS3 code?