ActionScript 2.0 :: Calling Functions Of Loaded Mcs Inexplicably Not Working?
Feb 15, 2011
i've got this movie clip. I've loaded a swf called "page1.swf" into a holder called "page1MC". This child movie DID have a button in it called "page1_buttonA" in it when I made it, but I can't get it to do anything once I've loaded it. I recently discovered you can trace movie clips, and the trace below is coming up undefined, which might explain why it's not working. Now, can anyone explain WHY it's coming up undefined?
The code for the entirety of this debacle is as follows:
stop();
//Create empty movie clip holder:
this.createEmptyMovieClip("page1MC",1);
page1MC._x =0;
[code]....
I'm a mostly self-taught actionscript hatchet-artist, so there's a HUGE chance I'm missing something obvious because my knowledge is completely unstructured with large gaps where much foundational learning should be.
I'm loading a flash file using the built in Loader class. How can I call one of the original swf's functions from the loaded swf?I know about LocalConnection and using that with other SWFs on the same webpage, but is there a better way of doing it if you're loading an swf within another? The reason is that I need to get a return value from the function, and local connection's send() only provides a true/false.
I have a main Flash file that loads up other SWF files using Loader objects. I want to be able to call methods of this main object from within the loaded SWF files. For instance, I want the loaded file to be able to add an event listener to the stage of the main file. I've found this example:
[URL]
Which appears to do what I want, but I can't figure out how to implement it in my setup.
My 'main file' that loads up other SWF's is called 'main.swf' and has a document class Main.
My loaded file is called start.swf, and has a document class "Start".
[Code]....
How can I reach the stage from a loaded SWF? Or at least, how can I call a function in my Main Class from the loaded start.swf file so I can move the functionality I need to the main.swf file?
basically, each time i hit a letter key on my keyboard, i want a new .swf to load. All of the external .swfs are looped, which is working fine, but for me to get this one to do what it should, i need to press another key to get it to advance to the next frame and play. Since i'm operating it from a loader, i can't get the function to call.
so here's my loader function:
Code: on (keyPress "e") { _root.createEmptyMovieClip("container", 1); // Container's positions on stage
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I'm a longtime flash animation hobbyist and I've encountered a problem I've simply never seen before. After I publish my entire project to SWF it plays as it should without a hitch, but just about the midway point of the cartoon the animations simply freeze on me. What's even more confusing is that the audio of the movie, all set to play as Stream, do NOT stop and continue playing in the proper order and that includes audio from subsequent scenes. So basically once my cartoon reaches X I can hear my movie playing normally but everything else is frozen.I'm working in Flash8 and using FlashPlayer9 There are no actionscript commands in the scene where the animations stop. The only actionscript commands in the entire project are a Preloader/Start button at the beginning and a Stop command at the very end. When I publish only the troublesome scene it plays fine. This project is actually a very long movie, clocking in at just under 24 minutes. There are a total of 42 scenes in it and all principle animations take place directly on stage, not broken down into graphic numbers or movie clips.
If I have a function and I want to call a variable from another function (only 1variable), how do I do it? I know in the olden days you could set the variable to local or global, but that does not seem to work anymore. There is only 1 variable I need access to, but all the tutorials I have come across talk about making classes for multiple variables.
I can't get it but, i'm coding in as3 and i can't target a function from a swf file loaded in the DisplayObject loader in any way. I don't want to create a class to make this function works. It's a simple function, made to change a picture every time the user navigates on another swf. Well. The point is, why in the name of God, the as3 cannot target another swf? How can i do it?
After I publish my entire project to SWF it plays as it should without a hitch, but just about the midway point of the cartoon the animations simply freeze on me. What's even more confusing is that the audio of the movie, all set to play as Stream, do NOT stop and continue playing in the proper order -- and that includes audio from subsequent scenes. So basically once my cartoon reaches X I can hear my movie playing normally but everything else is frozen.
-I'm working in Flash8 and using FlashPlayer9
-There are no actionscript commands in the scene where the animations stop. The only actionscript commands in the entire project are a Preloader/Start button at the beginning and a Stop command at the very end.
-When I publish only the troublesome scene it plays fine.
-This project is actually a very long movie, clocking in at just under 24 minutes. There are a total of 42 scenes in it and all principle animations take place directly on stage, not broken down into graphic numbers or movie clips.
I have made an event listener:text0_mc.addEventListener(MouseEvent.CLICK, showMe);showMe is a function, but I need it to call more than 1 function at once i.e. -ext0_mc.addEventListener(MouseEvent.CLICK, showMe1, showMe2, showMe3, showMe4, showMe5, showMe6, showMe7);Each function contains an if statment as below.
function showMe1(event:MouseEvent):void { if (shuffledArray[1]==orderArray[1]){
Is there any way to call two functions concurrently at the same time in AS3? I have two functions which do very sensitive things, a difference of 0.1 second is considered failure.
I have this function that builds menus, and I'm using a tweening class function to move the menu items around. The thing is that when calling the tween function I need the submenu building function to wait until the tween is finished otherwise things start freaking out. It's organized like this (pseudo code):
[Code]...
The problem is that I need the first tweening to finish before I can build the submenu. I've tried using the onMotionFinished, but it doesn't seem to want to call a function nestled into another function (in this case buildMenu()).
while the condition of a if statement is true, as in the following hypothetical example, will it keep executing that code continuously until the condition somehow becomes false?
i.e. - will it keep trying to load the photo into the photo_movieClip instance continuously until the condition is false?
Code:
if (condition == true) {photo_movieClip.loadPhoto(image); //send image from array to load into photo_mc};
[i]...If so, how can i make it call that function only once even if the condition remains true?
I have this REALLY wierd problem. I have a MovieClip that is attached onto the stage. In this MovieClip I have the init() function. When I try and call this function, after the MovieClip has been attached on stage it doesn't work! I can't belive it!
its a site about interior design. my job is to add some code to do something. i checked the code and his approach is not so good.. he's coding inside objects and frames at the same time. (ive read many actionscript books and this is a really bad practice). Here's the problem... he wants this to be implemented in the site...1.) in the gallery there is a scrolling thumbnails, he wants this to pause about 4 seconds then it will start to scroll..(ive already fixed this by creating a function interval.
Here is where my problem is...2.) When you click the thumbnail, the enlarged view will pop up.. the enalarged view are external swfs... the client wants that when you click on the thumbnail, the scrolling will stop and the external popup enlarged image will come out...this external swf has an exit button to go back to the main gallery window which is another swf... so the client wants that when you hit exit from the external swf popup window, the scrolling will resume.... im having a hard time figuring this out because i dont know how to call a function from an external swf to the main movie (the gallery page) Ill post the fla of main movie, gallery and a single external swf link of the thumbnail. just click on the first picture that will appear on the gallery
I was able to find different threads about random loads: the most are photocontainer, well I also found a text random loader But I can't find some about function random calling: in a site I'm building I have three functions (but other will be added) that when called in callback change general graphic appearance, loading a dozen of different parts in various container with attachMovie; I wish a function that loads them randomly
Actually I'm trying: //variable "funArr" with the three function names var funArr:Array = new Array("montaspazio", "montabilancia", "montaaereo");
i'm trying to call a function on a clip, but i want to use a variable that i'm sending to the clip so that when the one function gets done it knows what to do next. i just have no idea of what the syntax would be. here's a sample.
I'm having some trouble calling a JavaScript function from the HTML file I've embedded my SWF in.I'm currently using Flash 8.I'm trying to to simply call a function which will open an alert window, but when I click my button, nothing happens.
I'm new to writing several different class files.. and trying to make a set of boxes that expand/collapse by mouse click and timer..
I have 4 class files, Box, BoxGroup, BoxTimer, and Main.
I can call the functions in Box class from BoxGroup class, but not the functions in the BoxTimer class. it keeps throwing this error. I don't understand why since i'm using the same method between the other 2 class files...
ReferenceError: Error #1069: Property timer_start not found on CollapsingBox and there is no default value. at CollapsingBoxGroup/on_click()
I've used the code below to load swfs into my tileList and set their colors using setData() within each swf. Everything seems to work except "source:e.currentTarget.content". The swfs seem to be mixed up randomly each time it runs. Their colors are set correctly and all the other tilelist info is correct. What have I done wrong with "source:e.currentTarget.content"? I can swap "source:e.currentTarget.content" with "source:myXMLList[loadPosition].source" which gives me the correct swf but then the colors aren't set.
for(var f:int = 0; f<myXMLList.length(); f++){ var ldr:Loader = new Loader(); ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event):void{ Object(e.currentTarget.content).setData(myXMLList[loadPosition].param eter[0], myXMLList[loadPosition].parameter[1]); [Code] .....
I don't understand why within my function, initially the status of stage.scaleMode via a trace() is NO_SCALE, then it becomes SHOW_ALL. The code below is found at three different location in my overall code.
I'd like to have a class that will resolve calls to static functions that don't exist.If you have an object that subclasses the Proxy class, you can override the callProperty() method to catch calls to functions, as properties of that object, that don't exist.How can this be done with static function calls in a class? It cannot be done by making the overridden callProperty() method static. Is there another way?