ActionScript 2.0 :: Actions To Occur After OnLoadInit Is Checked
May 27, 2008
I have a problem with some code. Its in the else statement below. Essentially I am trying to make sure I can read in the mc._height value before I continue with the code, I use a listener to check that I can get the value which I can,however it seems to do all the code after the loadListner.onLoadInit function before this function.
I have a series of frames one the timeline. Each frame has a graphic and a mouse click leads to the next frame. Think Myst.
[Code]...
When the middle frame is returned to, clicks no longer change anything. I believe that the actions of the 'left' frame are replacing the one's in the middle frame so then it is told to gotoAndStop to itself.
I'd like to know if that is indeed what is happening and how I can make it stop.
I am loading a few thumbnails from XML.When they load in, I want them to perform a few simple functions.However, when I load them in, Only the LAST thumbnail takes the onLoadInit() function.
Code: function AttachThumbs(xmlData) { xmlNode = xmlData.firstChild.childNodes; var total:Number = xmlNode.length;
[code]....
It's as if I need to create multiple loadListener objects.. one for each thumbnail, but I dont know how to do that when declaring a variable .. ie: one cant say:
I have a project where I am loading in an external swf and when it error loading I want it to show the error on screen which I have accomplished and then I want to provent it from going any further . i.e no more frames entered no more axtionscript run
I tried this and got nothing
function ioError(e:IOErrorEvent):void { error_txt.text = e.text; trace(e.target.loaderURL); stop(); }
I've got a lovely little drawing of a tree, and when I hover over it, the leaves turn from green to brown, which is exactly what I want it to do, however, I only want it to do it once. At the moment, once it's finished it's colour change, it stays that shade of brown, but if I hover over it again, it starts the little green to brown animation again. Is there any way to make it only listen once? ie once it turns brown, it stays brown forever?[code]
1. Can i put another set of actions in frame 2 of the actions layer?i tested but it doesn't seem to work..it has 836 rows of code and it's getting annoying when tryin to search for a function..
2. I am not that familiar with classes, i usually put all the code into movieclips or in actions layer.. i am not sure if i can call a function from a actionscript class..
3.I am curios if there is any way i could specify an alternative for the if statement like in this pseudocode:
if ( apple is not clean BUT is tasty) { eat(apple) }
I need to get the width and height of the image before it finishes loading with a moviecliploader instance. This is for placement of another clip, which will always load before the image. Is there any way of doing this??? onLoadStart does not give dimensions of the image.
how do I access a button within the emptymcholder, and place it at a specific position?? Is this possible??
I tried doing emptymcholder.buttonname._x, but it does not work.
I am using a moviecliploader object to load a clip into the timeline. I have a loader movieclip for the graphic placed on the stage. The idea is to gotoAndplay a certain frame as per the percent loaded so far.But the percent value is always 100. Is this because I am testing it on my local machine? But even so, shouldn't every trace fire, as percent value will fall in these categories sometime. The code within onloadInit is:
I am working on a full screen background with multiple images fading into each other. I already have something working with images that are loaded from inside the library. you can see it here: linkNow I am working on a script to dynamically load the images via FlashVars.I have the folowing function, witch gets called the moment I want to load the second image and replace it with the first. The idea is to start the putImage function the moment the image is loaded, but i cant get the loader.onLoadInit to triger.
ActionScript Code: // load second image switchImage = function() {
I have a main swf with a button that loads a simple Papervison3D cube swf.It loads just fine...but when i click a different button on my main swf (which removes the Papervision swf and loads a different swf) i see endless repeating lines of the same error build up in my error window. Visually, everything works (the Papervision swf is removed immediately and a new swf replaces it) but these errors suggest otherwise It looks like the Papervision swf has not completely been unloaded or something...i dunno. Is there some removal step that i'm not doing?
The strangest thing has occurred with one of my apps (Flash/Coldfusion/mySQL). I use a simple INSERT statement to save member details into my table. The table has a Primary Key on the memberID. Recently, one of my entries was saved multiple times (not supposed to happen). The datetimestamp shows the save occurred at the identical time. This has never happened before. I've read on Stackoverflow that there are alternatives to INSERT e.g. REPLACE INTO, but I'm wondering why this would have occurred in the first place?
var shapeString:String = "Princess,Round,Radiant,Princess,Heart,Round,Radiant,Emerald,Radiant,Radiant,Pear";
I need to figure out how to return the the 3 items that occur most in the order of highest to lowest. In this example it would end up being.
newString = "Radient,Princess,Round";
I imagine I would use indexOf somehow but I am not going to know what pattern I am searching for in the string so it is just based on the items that end up in shapeString based on a bunch of selected elements.
I have many movieclips -I have 10 movieclips for each type-and i have around 7 types of movie clips (ex. 10 red squares, 10 green triangles, 10 blue circles movieclips) now I want a different action to occur if any of the movieclips get clicked-but the same action should occur if the same type gets clicked (ex. if the user clicks on any of the blue circle-it should get dragged, if they click on any of the green triagles-it should get deleted and so on)what's an efficient way of doing it except for
if square1.onclick=square2.onlick=function()...
if triangle1.onclick=triangle2.onlick=function()...
there's a prototype-but that affects all the movieclips-is there a way for me to make each of the movie clips-sort of a different category (object) so that way I can use prototype keyword-or anything else-to have the same affect? and not have to write repetitious code?(maybe some sort of inheritence to movieclip)
when I click a checkbox in form 2, if i navigate to form 3 using a button then navigate back to form 2 using a button, the checkbox is no longer checked. I tried using a variable to store whether the checkbox is checked or not but I'm having troubles.
The onLoadInit is broadcasted before the target is indeed initialized.Searching about this, I founded at the macromedia documentation that other developers are having the same problem,
I'm using cacheAsBitmap to create a gradient mask. The code I set up worked great and all was well but I soon discovered problems when cacheAsBitmap was being nullified when its parent mc was loaded into another mc. I read up on it and from what I understand, since I'm using the MovieClipLoader class, this code should be included in onLoadInit in the root mc (start_mc). Basically this is what I have: start_mc loads main_mc (target) and rollMask1 and roll1 are contained within main_mc. Here's the script for onLoadInit:
I try to use onPress function inside an onLoadInit function but nothing will be traced. I can see my hand cursor over my icons though. I also tried with onLoadComplete, but no change...
I have a function that I use to load images. I center align the images after loading by using loadClip() and attaching the function that centering to the onLoadInit event. The problem I'm having is that the centering stop working when I upload the flash movie to a webserver. I was also able to replicate this when I Test the movie and then go to View->Simulate Download.
Here is the function in question: Code: Select allfunction displayImage( img ) { // trace('displayImage()'); // lets mave the container invisible before loading the clip _root.mcLargePhoto.centerPhoto._alpha = 0; _root.mcLargePhoto.createEmptyMovieClip("centerPhoto",this.getNextHighestDepth()); var mclListener:Object = new Object(); mclListener.onLoadInit = function(target_mc:MovieClip) { // trace('onLoadInit()'); [Code] .....
Generally, I like to use onLoadInit because it gives me accurate widths and heights. But when I have an external SWF file with a video embedded in it, I find that onLoadInit always fires a second or two after the video has started playing.
How do I get the for-loop's i variable to be available inside the onLoadInit function????
Code: for (var i = 0; i<nTotalPics; i++) { main.createEmptyMovieClip("container"+i,i); var container:MovieClip = main["container"+i];[code]....
This has been bugging me for about 2 months now. Maybe I'm looking at it the wrong way, but I need to create more things in the onLoadInit function using a for-loop.
I had a function that occured on mouseclick called go_out. I want this function to occur when the timer fires after 5 seconds. After the 5 secons I receive this error:
How do I make an MC or other object listen always for an action to occur. I know that sounds vague and I don't mean it to be. I'm wanting to dynamically load MCs into another base MC. The deal is the amount of child MCs is not defined. I want each MC to be "listening" for an action to occur in a base MC and in other child MCs. I tried using localConnection, but it doesn't do the above.
Is there a way to make event flow occur synchronously?
Basically this is my scenario. I have a single method call that gets triggered by a server request. I want to be able to notifiy subscribers that the method has/is executing so that they may return a result. By modifying an attribute of the actual event object, the method can return that result to the server dynamically. Eg:
Code: //method invoked by server public function whatever(...parameters):* { var event:MyEvent = new MyEvent(MyEvent.TYPE);
[Code]....
This code works around 70% of the time, but sometimes I see things are really happening asynchronously in Flash Player's event flow. Is there anything I can do to regulate this and make sure it happens synchronously?