What I'm trying to do is have an image fade in, pause for 6 seconds and then fade out.My 6 seconds is doing something, but it's not what I want it to do and I'm not sure why. Here's my code:
What have I done wrong here? I need a movieClip to fade out, pause, then a new movieClip to fade in.
[Code]....
What I've tried to do is to set the target_MC alpha to 0 and fade out the current mc. Then when the fadeOut has completed to setTimeOut. After this the mcs will swapDepths and the target_MC should fade up to alpha = 0I've attached the flash and xml files. The images were too large.
is there a way to extend a function, or override it, without having to rewrite the whole function. e.g would it be possible to add a simple trace statement at the beginning/end of the addChild() function. im looking for something similar to super() in constructor. just as i dont have to rewrite the whole constructor of the class that i extend, but i can add my own code, then call super(). ive read something about prototypes and that they could be possible solutions.
I am trying to make an effect where a bunch of square fade in sequence (without using Voetsjoebas code btw, I'm practicing my own), but I have a problem with the handlers. I want to assign a handler to _root["square"+(i-1)] but it doesnt work if I do. Check out the comments in the code as well. What you see now is the proper effect but I need to move the handler to a different place so that I can assign a different handler to _root.
I have looked around a fair amount and cannot find any information as to whether this can be done.
I want to know if it is possible to entend functions of a parent class i.e.I have a parent class which has a draw method and extends sprite. I want to draw something in this class e.g. a Box. Then I have a child class which extends the parent class. I then want another draw function in this class so that it still draw what is in the parents draw class as well as what is in the child draw class.[code]...
I'm trying to load an external swf into another swf and acces some variables and functions. This actually works quite well, however I'm dealing with some variables from the external loaded swf that are read-only.I'm wondering if I could somehow change the variable to be writeable as well by extending a function from the loaded swf.Maybe there's also another way to change the read-only variable, but I have no clue.I know all the variables, functions and class names from the loaded swf, I just can't change them myself, I have to do it by loading the swf externally.The class from the external swf is called "Application" where I want to change the "public const DEV_SERVER_URL:String" to another string, or extend the function: "private function get serverUrl()" returning a string.[code]
I need to pass a variable to a function inside a function. However this parameter (i) seems not to be passed (to function ...onRollOver). This is required to attach a textfield to a movieclip (reading the adress and showing it as a tooltip).
ActionScript Code: for (i=0; i<array_BE_ElecCities.length; i++) { var attachElecCity = mc_map.mc_places.attachMovie("Plant",
I'd like to have a filter applied to one movie clip and then after an eight second delay, I'd like to have a filter applied to another movie clip, and then after a 5-second delay, I'd like to have a filter applied to a third movie clip.[code]...
I have written a timer code but now i want to be able to pause the timer on the click of a button...i have searched all over but cannot find what i am looking for.
I am using a stop(); gotoAndPlay with setInterval on a series of swf files that are loaded into a container movie. There is a bug in doing this, in which when one of the swfs is loaded into the container and you click on a link to load a different swf before the current swf has gotten to the frame in which you reach this function, its stops the function and nothing pauses/plays anymore. [code]...
I have a movieclip that when pressed does stuff. I want the mc to finish playing before the function is executed. Below is the code that I've worked with do far.
var spinningLogo:Button; var aboutUs_mc:MovieClip; var capabilites_mc:MovieClip;
I have a movieClip that is basically a slide show.It is controlled by AS that is on its own timeline. It moves forward on its timeline, then a few frames later, I have it pause for 8 seconds with:
It then resumes playing and,a few more frames later,I have it jump to a different random slide. This all works fine. There are other frames on the MAIN timeline that do not contain this moveiClip. The problem is, if I go to one of those other frames in the main timeline, the above movieClip function is somehow still active, and after the 8 seconds it sends the play command. In this case, it causes the MAIN timeline to start playing.
Here's what I want to do in code. Animate an MC of a car for a duration of x seconds. After the car is done, move an MC of a dog for y seconds. And so on...
With this code, all animations execute simultaneously. car.slideTo(200,100,1); dog.slideTo(200,100,5); blimp.slideTo(200,100,2); ... Is it possible to write a pause function to put in between those lines? I've tried using getTimeout, but I want to avoid having to define each animation as a separate function.
I'm implementing a pause function in a game, it stops the main game timer and then dispatches an event ("Game_Paused") to stop a second timer. Both timers stop (and start) correctly but the second one throws a null object reference error.
Here's the ActionScript Code: private function onAddedToStage(e:Event):void{ _timerD = new Timer(100); _timerD.start(); _timerD.addEventListener(TimerEvent.TIMER, onUpdateTime); stage.addEventListener("Game_Paused", onPauseGame); [Code] .....
And this is the output: Code: Paused Timer=null TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.rtr.game.UI::timer_display/onPauseGame() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.display::Stage/dispatchEvent() at com.rtr.game::Game_Timer/onKeyDown() Paused Timer=[object Timer]
What's really confusing me is that the timer is still getting paused correctly, and the trace is showing up in the output before and after the error with two different objects.
I'm trying to run a function for each item in an array but I don't want it to happen all at once. The end result is to fadein an item in an array then fade it out, then move on to the next item in the array and do the same thing.
i guess in simple form I could demonstrate this with just using text:
I am just learing ActionScript. I have following code. when I click play button, I want to completeHandler function to wait 5 seconds before executing. Another word, I want movie clip (playstop_mc) to play first. Once it is done playing the movie then I want completeHandler function to run once. How do I do this? or point me to the right direction
playstop_mc.stop(); // Register the function as a listener with the button. play_button.addEventListener(MouseEvent.CLICK, playAnimation);
I seem to be having trouble with TweenLite in AS2.I've created a class which I call on the main timeline. Within the class I've loaded images and once they are loaded I want to fade between them. I am calling (inside my class) the following code when the images have finished loading:
I have this problem when I try to fade in sound with the function below. It just doesn't work and I can't figure out where the problem is.I would like to fade in a looping sound but nothing happens.this is used to play a sound via events
I am trying to use fade in function for loader.loadMovie(this.main), but if I change the code 'loader.loadMovie(this.main)' to fade_in(loader.loadMovie(this.main)', it only can running for first frame, then stuck.
I have this fla file... 40 frames to be exact, each frame is a movie clip with AS3 code for a fade transition. I implemented to auto play with delay of 10 seconds on each frame, then next frame and so on. I also have implemented the next and prev button (next frame, prev Frame) and the arrow keys on keyboard function.
Now I need help on sorting out the play/pause function on the button (play>pause button) I did a code, it pause on the the frame when i click pause, but the as code on the mc clip on the frame proceeds and when i press the play button, it plays at current frame, but plays fast straight to the last frame.
I am trying to control a external swf file with a pause function. The main idea is loading an external file and when I want, pause it and its childs. The loader object is "introStage"
I'm using this function function wait(mc, n) { mc.stop(); var myInterval = setInterval(function () { mc.play(); clearInterval(myInterval); }, 3 * 1000); } _root.wait(this, n)
To delay events along my timeline. That code works fine. My problem is that is that I also want the user to be able to pause the movie at any time. However, if the pause button I'm using is pressed by the user while the timeline is delayed using this function it starts playing again after the interval even if the pause button is still pressed. How can I override this wait function with a pause button?