ActionScript 2.0 :: Extend This Function To Fade A Sequence Of MCs Passing A Pause Sec?
Jun 8, 2005
How I can extend this function to fade a sequence of mCs passing a pause sec. value too?
Ex:
function fadeTo (mc, value, speed, pause)
steps:
fade mc1
when fade ends wait pause continue to next mc if exist
MY ACTUAL FUNCTION:
MovieClip.prototype.fadeTo = function(value, speed) {
this.onEnterFrame = function() {
this.aV = Math.floor(value-this._alpha);
[code]....
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Aug 5, 2009
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:
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Jan 19, 2010
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.
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Dec 17, 2010
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Sep 4, 2003
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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]...
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Apr 10, 2008
Here's some great code I pieced together using this forum. I would like to add Play/Pause functionality to it.
photo_gal_fade_resize.zip
Code:
delay = 6000;
p = 0;
// ///////////////////////////////////
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[Code]....
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Apr 21, 2010
How do I execute callback functions dynamically by passing a function in as an argument to another function?
Look at this example:
Code:
package {
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[code]....
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Sep 16, 2009
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ActionScript Code:
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I am working on making a flash game and I have a pause function in it that doesn't work every time.
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Sep 21, 2006
If you have a function that works like this:
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Mar 28, 2010
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Oct 6, 2005
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Sep 26, 2006
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;
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Mar 25, 2010
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:
Actionscript Code:
stop();setTimeout (function() {play();}, 8000);
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Jun 10, 2009
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);
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Jun 8, 2011
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Here's the ActionScript Code:
private function onAddedToStage(e:Event):void{
_timerD = new Timer(100);
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_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]
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Code:
myFunc = function(theGreet){
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}
[Code]....
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[code].....
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TweenLite.to(_root["loadedimg1"], 1, {_alpha: 100,
onComplete:doImageLoop, onCompleteParams:[1], onCompleteScope:this});
I then have the following function to do the fade loop:
public function doImageLoop(imageId:Number):Void
{
trace(imageId);[code].....
This function never gets hit but this first image does fade up.
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Jan 9, 2012
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
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND, Main.SOUND_AMBIENT, false, true, false, 999999, 0, 0, setSoundVolume));
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public function playSound(soundName:String, isSoundTrack:Boolean = false, fadeIn:Boolean = false, fadeOut:Boolean = false,
loops:int = 1, offset:Number = 0, volume:Number = 1):void {
if (fadeIn) {
tempSoundTransform.volume = 0;
[code].....
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Feb 13, 2006
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.
this.thumbHolder.onRelease = function() {
loader.loadMovie(this.main);
title_txt.text = this.title;
};
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Oct 18, 2007
function that I can re-use and pass movie clips to and cause mc's to fade in and out?...such as
Code:
function fadeMeIn(fadewhat,fadespeed) {
if (fadewhat < 100) {
[code]......
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Nov 9, 2011
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.
[Code]...
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Mar 8, 2012
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"
[Code]...
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Aug 24, 2004
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?
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