ActionScript 2.0 :: Delete All The OnEnterFrame Event In Movie / Swf?
Mar 3, 2007how can i delete all the onEnterFrame event in my movie/swf?
View 4 Replieshow can i delete all the onEnterFrame event in my movie/swf?
View 4 RepliesonEnterFrame=null, onEnterFrame=undefined & delete onEnterFrame....
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
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any consise methods to restart a deleted onEnterFrame that has been deleted?
View 3 Replieshow to add an onEnterFrame event to a newly created movie clip.
This is what I'd do in as2:
Code:
var mc:MovieClip = new MovieClip()
mc.onEnterFrame = function(){
//Code here
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can you delete a onEnterFrame that is placed on the MC its self, for example:
Code:
onClipEvent(load){i=0}
onClipEvent(onenterFrame){
i++
if(i>50){
delete this.onEnterFrame
}
}
the concept is simple and works when placed on the timeline but does not work when placed directly on the MC.
trying to stop the onEnterFrame loop but it won't stop.
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I'm trying to exit the loop and go to frame openWin but that doesnt jumps so I tried to delete the onEnterFrame but the loops contiues.
1) how can I exit the loop to frame openWin? thats most importent it's what I need!
2)if I dont use this.onEnterFrame = function(){ just earth.onRelease = function doent work either unless its in the onEnterFrame why? the earth has animation on it but here i'm using it just as a button so I see no conection to why it isnt working unless its in the onEnterFrame?
i have this code:
Code:
gallery_mc.thumbs_mc.onEnterFrame = function() {
if (this._currentframe == 95) {
loadThumbs(0);
delete this.onEnterFrame;
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problem is when i get to 95, everything works well, but when i get to 105, the onEnterFrame had already been deleted so that code doesnt run anymore. how can i accomplish this so that the code on 105 runs?
I'm using a number of onEnterFrame functions in my project and to slow down the CPU consumption I want to delete them when they've done their job. I've got this code to work with things like alpha fades, but the delete this.onEnterFrame doesn't work with the easeing code. I think it's the division part of the code that's affecting it. Can someone lend me a hand?
Code:
var targetY = 220;
this.onEnterFrame = function() {
[code].....
onEnterFrame = function(){
if(such and such){
delete this.onEnterFrame;
}else if(such and such){
start this.onEnterFrame;
}
}
whats the proper syntax for this one?
I've got a minor issue with a non-functioning delete instruction in a onEnterFrame statement. Here's the code
this.onEnterFrame = function() {if ((_root.gira1 == 1) && (_root.gira2 == 1) && (_root.gira3 == 1) && (_root.gira4 == 1)) {gotoAndPlay("action");delete this ["onEnterFrame"];_root.tunnelaperto = 1;
}}
what you suggest? Till now "delete this ["onEnterFrame"]" always went allright...
[code]How can I create a condition to delete this onEnterFrame at the proper moment?
View 2 Repliesi am using the following AS to scale a movieclip with ease
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should i be using a delete this.OnEnterFrame when the clip reaches the desired width? the problem is that ive noticed a lag in my tweens and i wonder if this is whats causing it.
i am using the following AS to scale a movieclip with ease
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should i be using a delete this.OnEnterFrame when the clip reaches the desired width? the problem is that ive noticed a lag in my tweens and i wonder if this is whats causing it.
When you click on a button and the animation is supposed to play foward or reverse based on which year the user is currently on and which they are selecting. Going forward is no problem However I don't know how to link the button event to the onEnterFrame() event so that when I use the prevFrame(), it will play in reverse at the same frame frequency as going foward. This is the code I have now.It goes back to the frame that it's supposed to, but the animation is not at the same speed as going forward. I goes back as fast as the code can loop.
function frm94to93 (event:Event):void{ while (currentLabel != "Frame1993"){ trace(currentFrame); prevFrame(); }
how can I check if "delete this.onEnterFrame;" is working or not?
View 5 RepliesIs there any method how can I check if "delete this.onEnterFrame;" is working or not?
View 5 RepliesI'm programming a simple game for school, and now I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference.at actionscript::EnemyFighter/onEnteringFrame()
I think this is because the object that calls this function does not exist anymore (it is removed from the stage). However, I did add an event listener for this and let it remove the ENTER_FRAME event listener. Therefore, this function should not be called anymore...
I tried to give the class a variable 'exists', then setting this to 'false' in the function that is called when the object is removed from stage. Also, this onEnteringFrame function first checks whether this 'exists' variable is true before executing any code... This also didn't solve my problem...
So in the end, it seems like the ENTER_FRAME is always called before the REMOVED_FROM_STAGE event. Is there anyway to turn this around?
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I need to use an onEnterFrame event to call a function just once. Here's the code:
my_object.onEnterFrame = function() {
if (this._y == 100) {
my_function();
}
};
So say i drag "my_object" to a y-coordinate of 100, how do i make it so it only calls the function once. Then if i drag the object away from y=100, and then back to y=100, i want it to call the function again.
I'm using the onEnterFrame event b/c i need it to constantly look for the object to be at y=100, maybe except when its actually at 100.
My code of AS2 is given below. I do not know what event handler type is used and which event handler is used in AS3.
onEnterFrame = function(){
//
};
if it's possible to use more than one onEnterFrame event handler at the same time, something like
Code:
_root.container.onEnterFrame = function():Void {
if (_root.container.holder._width != 0) { [code]........
well I tried that and it didn't really work, it only seems to work for the 1st onEnterFrame but doesn't work for the rest... is there a way I can make it work for all 3?
Im using caurnia transitions, and I am adding an onComplete handler to fire up a onEnterFrame Event.
I just cant seem to pass the object through to the ENTER FRAME function so I can do something with it ..
Code:
Tweener.addTween(myObj, {x:10, time:1,onComplete:function() {this.addEventListener(Event.ENTER_FRAME, timer);} });}
function timer(e:Event):void
{
e.x += 1;
}
i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
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I'd like to completely erase an onPress = function() statement.delete movieclip.onPress... and it works because no actions happens when I press that movieclip. But the problem is there's still an on press statement but empty, and I can't make any onpress on the inside movieclips.BTW I still see the hand after using delete mc.onPress even if there are no actions assigned to that event.
View 4 Repliesdelete command inside a mouse event, imagine: I have an mc on stage and attach to this mc, some code(flash 5 style)
onClipEvent(enterFrame){
if(something){
something
delete this.onEnterFRame
}
}
but this dosen�t work, but in thae case I put this code in a frame in the timeline (flash mx style)the code works Why this works.
I wish to have only one onEnterFrame loop for my whole movie (made of many mc and layers), how do I set up this onEnterFrame and get all the other functions to use it. At present im using about 5 or so onEnterFrame events within the movie.
View 6 RepliesI have been digging around the AS 2 forum for some guidance on using the onEnterFrame function. It seems that in general, it is not a good idea to use a frame number (or numbers)for running tweens.I would like to use onEnterFrame (unless it would be a bad practice) to tween letters (the letters are movieclips).[code]I am attaching the movieclips to the stage at different levels.I have no frames set in the timeline (like a keyframe at 1, and a keyframe at 91).When this function runs it never gets out of frame 1.If I put keyframes on the timeline from 1 to 90, then it plays.Is there a way to not have to create a timeline in the editor with a 90 frame span??
View 3 Repliesi have something like this:
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how can i assign the onEnterFrame event to every ["cosa"+k] ...something missing?.
I'm looking for a solution to the following problem and I'm not sure if this is possible to do with Umbraco.We have a Flash movie which will read in images/paths to images and an accompanying title via XML and we need to be able to manage these through Umbraco.Is it possible to program an event for when an image is uploaded or removed from this specific folder so that it makes changes to the XML file and so it adds or removes the corresponding data?
View 1 RepliesI am using movieClipLoader to load external swfs via xml. I am trying to set it up to automatically play the next movie after the current swf is done. The problem is, after the current swf is done playing, the actionscript tries to load all the rest of the swfs in the xml file and not just the next one. So it ends up playing the last swf in the xml file. I added "delete this.onEnterFrame" but still not working.. see code below
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I got these four errors when I tried to create a button on the stage that would delete the text I inputted in the inputtext(ti). Based on the scripts I have and the errors, what should I write to create the delete button?
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