ActionScript 2.0 :: Executing A Function In OnEnterFrame?

Jul 17, 2003

A function has to "run"(execute) inside the onEnterFrame event method but the function does not seem to run when called.

Example:

_root.onEnterFrame()=function(){
if(something==true){
performFunction();

[Code]....

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onEnterFrame=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).

[Code]...

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Here's a damn useful snippet:

ActionScript Code:
/**
* Use in place of trace(). Calling function will be logged automatically.
* */

[Code]....

Put that code in a utility class, and then from any function or method in your app, call myClass.reportStatus("Something happened"); and you will be rewarded with something like this:

060510 15:48:11com.foo.commands:oSomethingCommand/execute()Something happened

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ActionScript 2.0 :: Function Stops Executing.?

Dec 8, 2004

I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called

PHP Code:
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[code]....

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how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?

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ActionScript 2.0 :: Function Stops Executing

Dec 8, 2004

I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called.

PHP Code:

// Prototype....MovieClip.prototype.moveSprite = function(speed, spriteType) { // Generate random coordinates var tarX = Math.round(Math.random()*(400-this._width/2)+this._width/2); var tarY = Math.round(Math.random()*(300-this._width

[code]....

The function should trace "carn" over and over and over, but instead, it traces "carn" over and over until the prototype picks a new point to ease to.

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I'm trying to execute a fucntion by calling it through an event listener I can't call it directly seems to be out of scope or un intialized or something. I've had luck calling variables in this manner but have never tried to call a function. Can I do it through the event?

PHP Code:
e.currentTarget.parent.timer.timekeeper.stopTicking();

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I'm having no success getting a timer to work, let alone one that executes a function every X seconds (say every 10 seconds).
 
[Code]....

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I have a headerbar.mxml that is displayed when user swipes_down in my app. The headerbar.mxml contains a button component I want to run an erase() in the main application window. The main application is a drawing app that contains an erase(). I just don't know how to call a function from another mxml view file. I thought it would be something like

click="{mainwindow.drawPanel.erase()}";
EDIT:
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[code]......

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I have a main.mxml, child.mxml and headermenu.mxml. I click a button on the headermenu that dispatches an event up to the main.mxml which then executes a method in child.mxml. I know this works because I put an AlertDialog in the function I'm calling inside of the child.mxml. The child.mxml contains a drawingArea object that has an erase(). When I call this directly from child.xml it executes, however if I put drawingArea.erase() inside of the function being called by child's parent (main.mxml) nothing happens.[code]...

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ActionScript 2.0 :: Calling And Executing Static Function

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I have 3 external .as files...
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In Checker.as I have the following function...
static function checkPossibleMoves(){
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I'm able to call and execute this function from Games.as using the following code...
Checker.checkPossibleMoves()
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ActionScript 3.0 :: Flash Function Not Executing Properly?

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I have the following code, it traces hi when increase is clicked, but spinspeed remains at 1.

Code:
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polyStar.rotation += spinSpeed;
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[code]....

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ActionScript 2.0 :: Clear Or Break The Function From Executing?

Sep 10, 2004

I set a function for

this.onEnterFrame = function(){
code;
}

but later I want this onEnterFrame to stop functioning to conserve on processor resources. setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.Is there a command to simply just clear or break the function from executing?

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ActionScript 2.0 :: Executing Show / Hide Function Controlled With Key?

Feb 15, 2010

(Using Flash Pro 8). Currently, I just need to execute a simple show/hide function that is controlled with a key. Currently, I have a circle movieclip with this coding attached to it:

Actionscript Code:
onClipEvent(keyDown){  if (Key.isDown(Key.RIGHT)) _root.circle._visible = true;}onClipEvent(keyDown){  if (Key.isDown(Key.RIGHT)) _root.circle._visible = false;}


And on the first frame of the timeline, I have this code ( so that it is visible = false to begin with ):
Actionscript Code:
_root.circle._visible = false;

Now, my problem is that when pressing the RIGHT key on the keyboard, it reveals the circle, but when it is pressed again, I want it to hide the circle again. Obviously there's a conflict between false and visible, but I don't yet know how to tell flash to make the distinction that the RIGHT key has already been hit once. Is there some kind of 'listener' or something?

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Im currently working on a script which will dynamically create letters and then play the sound of each letter.

I can get the script to work but for some reason it doesnt seem to play the 1st sound the 1st time I click on the button to exectute the function.[code]...

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ActionScript 2.0 :: [Adobe Flash CS3] Stop Executing A Function

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I'm making this game with Adobe Flash and I have this level where you need to stop a bomb from exploding, but when you stopped it and go to the next frame the bomb is still running and you still go to the game over screen when the countdown reaches 0. For the countdown I use the following ActionScript:

[Code]...

(Frame 4 is my game over screen) I also add with the dynamic text the word ''count'' next to Var: So is there a way to make it stop running on the next frame? Also am I willing to use a different ActionScript for a countdown if somebody knows a better one.

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I have this movieClip "Container" and within it on two different frames I have two movieClip/buttons, "pause_btn" and "play_btn", respectively. I would like to call a function on the main timeline on frame two of "Container" where "play_btn" is located.
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[Code]...

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Mar 11, 2011

I'm making a game and the main functions are close to finishing. But I'm having problems with my start screen. I'm working entirely in Flash Builder.My users should be able to click a button to start the game. Right now I don't have a functioning start screen yet, but initially the game started immediately with Game.as. But I now decided I want a start screen. So I made a new class file with the graphics and buttons for the start screen in the constructor function, and I added a Mouse click event listener to the button.The game itself is in Game.as, that runs perfectly.In the function for the mouse click event I added:

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removeChild(startscherm);
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[code]....

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I have a pause function that fires when the first frame of my swf loads.
PHP Code:
Welcome transition
function pauseMC(sec) {
var i = sec - 1;
var MyPause = setInterval(function () { 
if (i == 0) {
clearInterval(MyPause);
[Code] .....

However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.

PHP Code:
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var t = this;
this.opened = true;
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[Code] .....

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Professional :: How To Use This.onEnterFrame = Function()

Jan 10, 2010

as2 this works but in as3 it no work how do you do this in as3
 
this.onEnterFrame = function() { if(Key.isDown(Key.UP)) {  square._y -= speed; }

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ActionScript 2.0 :: Go Back Into The Original Function At The Point At Where Left And Carry On Executing?

Sep 8, 2005

I have a function which contains some code and about half way through calls another function. Only problem is it stops the main function from running so the code following it snt executed. What I want to know is is there anyway to go back into the original function at the point at where I left and carry on executing? I've thought of one solution but its a bit long winded and I just wanted to know if there was a quick and easy method, before anyone asks the code needs to be in its current order.

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ActionScript 2.0 :: Variable From OnEnterFrame Function?

Feb 19, 2009

I need to get the width of mc and pass it to a global variable that i can use.

Heres the code sample.

ActionScript Code:
xCor = -3;// this value is actually in the xml so it depends whether its negative or positve
var dragitem:MovieClip = _root.createEmptyMovieClip("new_item"+dragItemTracker,

[Code]....

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ActionScript 2.0 :: OnEnterFrame Function Not Working?

Nov 2, 2009

I'm not getting errors but my program wont call my function.

Code:
this.onEnterFrame = function() {
if(wm == 10)[code].....

I want to change to my end game screen when my value of variable wm gets to 10. Sorry I cant figure out whats wrong with the if statement. It doesnt work outside a function either.

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ActionScript 2.0 :: Call Function Within A OnEnterFrame?

Dec 3, 2005

i want to call a funtion once within a onEnterFrame, butthe problem is that the onEnterFrame needs to go on and execute the function only once...(if its between the desired x positions (see script below))

my code

Code:
onClipEvent(enterFrame)
{
if(this._x < -150 && this._x > -1600)

[Code].....

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ActionScript 2.0 :: Make A Function Go On Without An OnEnterFrame?

Mar 13, 2006

How can I make a function go on without an onEnterFrame?

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ActionScript 2.0 :: Replaying An OnEnterFrame Function?

Feb 7, 2007

Got a piece of code that moves a line of text I'm calling "eeScroller". I'm using this method because timeline and as tweens make the movement herky jerky (when the movement is slow).

What I want to do is reset the _x of eeScroller to 0.9 once it reaches the _x of -889.3

Here's what I got so far:

Code:
function movething() {
_root.eeScroller.onEnterFrame = function() {
if (_root.eeScroller._x>=-889.3) {

[Code].....

how to implement onMotionFinished if that's even the way to do it...

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ActionScript 2.0 :: Call The Function With OnEnterFrame?

May 29, 2009

cerbatana is the instance of my button.. I need that when I hold left key... the "moverizq" function starts.. so I create a new function.. where I have the condition for Key.is Down and then I call the function with onEnterFrame..

function moverizq() {
cerbatana._x = cerbatana._x-5;
}
function moverder() {

[Code]....

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IDE :: Use An OnEnterFrame Event To Call A Function Just Once?

Oct 5, 2009

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.

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ActionScript 2.0 :: Call Function Only Once In OnEnterFrame

Nov 4, 2010

I've been trying to work this out.
Code:
function ghostGoUpDown(currentGhost) {
//do stuff
} benet.onEnterFrame = function() {
//do stuff
if(maze_mc.hitTest(this._x-16,this._y,true)) {
[Code].....
How can I change it so that the ghostGoUpDown is only run once each frame the hit test is true?

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