ActionScript 2.0 :: Get A Simple Fade Out Of A Logo To Work?
Oct 11, 2004
I've been trying to get a simple fade out of a logo to work. I converted the logo to a movieclip called logo_mc I click on the logo_mc movieclip and insert this actionscript.
I have also tried putting the code on the main timeline without any success.
If I understand correctly this should see if the alpha is greater than 0 and if it is it should decrease the value by five increments until it reaches 0.
I'm new to the forums and to actionscript. I've been trying to get a simple fade out of a logo to work. I converted the logo to a movieclip called logo_mc I click on the logo_mc movieclip and insert this actionscript.
[Code]...
I have also tried putting the code on the main timeline without any success. If I understand correctly this should see if the alpha is greater than 0 and if it is it should decrease the value by five increments until it reaches 0.
I have a simple text fade movie clip that will "play" but won't work when I "Test Movie." What am I missing? I don't regularly use Flash as of yet, and have been successful before, but this is ridiculous - and I know I'm probably missing something very simple.
I have a page with alot of logos (buttons) and I would want so when the mouse is over a logo all the others fade like 50% and when you move your mouse away they go back to 100%, This should be for every button on the stage.
i made a simple flash banner inwhich images are fade in and fade out but rite now i need a logo in that banner that should not be fade in and fade out just images changes not logo Logo should be stick on banner and border too just images fade in and fade out
For my site I've got a logo in flash. But I don't got enough knowledge of actionscript 3.0 to get it working properly. What I want is an eventlistener to go to my homepage when clicked on. [URL]. This is the code I've got until now.
Code: logo_mc.buttonMode = true var url:String = "[URL]"; var request:URLRequest = new URLRequest(url); try { navigateToURL(request, '_self'); // second argument is target } catch (e:Error) { trace("Error occurred!"); }
I have a flash button link using actionscript 3.0. The animation is a fade in of a logo. The problem is that the button is only a link during the animation, ie. when the logo has fully faded in it stops becoming a link.
Here is the actionscript code I am using: import flash.events.MouseEvent;myButton.addEventListener( MouseEvent.CLICK, myButtonFunction); function myButtonFunction(event:MouseEvent):void {var request:URLRequest = new URLRequest("[URL]"); navigateToURL(request, "_self");}
I was looking to hir someone or make this myself but i could really find any tutorials or anything. Does anyone know how i can make an effect like this in Flash:can you make one like it for my website CreationCrave?
I want to load the logo on the stage in a fade in manner. What I mean to say that its alpha properties will increases gradually and once reached to 100 it will stop. But in my code it loops continuously . It is very easy for all of you but I have some confusion how to write the Delete on Enter Frame.
Working on the following site [URL] On the "What we Do" page (one click to the right) each company logo is linked using the Action Script 2 below. Only the "Zipfizz" button works though. The rest of the buttons only work very rarely. I made a stock button from a white box then turned the opacity to 0. Put one over every logo with the proper dimensions and gave them the right instance names. If you click the logo repeatedly in different areas the link will sometimes work. Anyone have an idea what's going on? I not very familiar with AS2, only AS3 but the site was built by another designer awhile ago.
How should vector artwork be drawn in Freehand so that white details sitting over a blue base are still readable when alpha of e.g. 50% is applied in Flash 8 ? In Freehand 9 I created a logo. Logo has an rgb mix blue base rectangle and rgb white drawn shapes on top. I also drew over the text and gave it the rgb blue as a fill with line none. That sits on top of one of the white shapes.
i am trying to fit gallery to my needs and actually i stop on problem with fading in and fading out. What i wanna do is fade in new picure on last visible picture - so last picture is still visble in backgroun when new one is fading in on same place and so on.
here is code that load the images (i also attached fla file cs3):
I am trying to have a simple swf with a static background image that will have phrases at random locatoin slowly fade in, stay for a few seconds,and then fade out. Then the next phrase, and the next one,and then next one,until it loops arround again. The phrases are coming from a database,and I have already created my asp code to give me a page with &phrase=phrase1,phrase2,phrase3,...&status=1&. My fla file has two layers--one for the background and the other for a movie clip wich contains a dynamic text field. My first frame loads my variables, and my second frame looks to see if status equals 1 (the last variable being loaded). If status is not equal 1, I send the head back to frame 1, otherwise I split the phrases into an array, get the height and width of the swf, and init a count var to 0.
Code:
//Look for a way to test the number of times the loop back to frame 1 //has been doen so that we can set a time out. Additionally, maybe put //logic in the system to test for a blank services? if (_root.status == 1) {
[code]....
However, many parts of that code does not work. I broke the math stuff up so that I could see the values in debug. Anyhow, Text_Width and Text_Height are undefined, which causes Text_X and Text_Y to be calculated for positions that may put the text off screen?
In order to fade-in 3 Movieclips that I have in 1 frame, I'm using this AS code for each MC: [AS] setProperty (MC1, _alpha, 0); setProperty (MC2, _alpha, 0); setProperty (MC3, _alpha, 0);
[code]....
It all works fine, the fade-in effect is accomplished but I've found out that Flash keeps on checking over and over if the condition is made (although it has already reached the 100 alpha value). The result is that the Flash movie eats almost any computer's resources up to 100% because it keeps on checking these 3 values endlessly.Is there a way to tell Flash to stop checking these values once the condition is reached (true)? Or is there another way to get the same result with a similar AS code?
I am aiming to create a looping array of images so that each fades in and fades out again ... here is the code i have so far ... it works EXCEPT ... it stops at the end of the array and appears to jump or hop a little between images ... want it to be smoother.
Code:
var aImages:Array = new Array("flashcontent.png", "flashcontent2.png", "flashcontent3.png");[/quote][quote] var imageFolder = "../images/"; var fadeRate:Number = 1;[code]....
I'm learning how to tween instances using AS and not the timeline but I've run into a rather odd little problem regarding Alpha fades. It seems that the instance I'm fading in only remains on screen for a while (a minute or two) and then promptly disappears. Similarly in a simple slideshow I've made (where the images just fade in over the top of one another) the second rotation runs without a fade in/out.
Here's the code I'm using attached to the instance:- On clipEvent (enterFrame); instance = +10
I'm trying to create a cursor that follows the mouse around and leaves a fading trail behind it, and know I would never put something so "1998" on my site, but I thought it would be fun to try and recreate one anyway for my own enjoyment. Okay this is the issue that I'm running into the fading ball cursor does actually work but for some odd reason after about 4 or 5 seconds it leaves a small trail behind it that does not fade all the way, it's almost as if code was resetting and starting all over by dropping the current execution of the code and starting over????
Here's my code. I'm using FLASH CS4 with all current updates IMPORTED FILES import fl.transitions.Tween; import fl.transitions.easing.*; stage.addEventListener(MouseEvent.MOUSE_MOVE, moveBall); function moveBall(e:MouseEvent):void{ var ball:Ball = new Ball(); ball.x = mouseX; ball.y = mouseY; addChild(ball); var fadAway:Tween = new Tween(ball, "alpha", Strong.easeOut, 1, 0, .5, true); }
I can't get a simple fade to work, despite research and trial & error.My procedure (FYI):
- I create a layer just for this fade object. - I drag a .gif image from the Library to the stage in this layer. - I convert it to a symbol (tried Button & Movie symbols.Graphic symbol not an option because I need to reposition the object programatically). - I select the first frame in this layer, select the symbol, and set its Alpha to 0%. - I select another frame in this layer and Insert Keyframe. - I select the symbol again and set its Alpha to 100%. - I select the range of frames from start to end keyframe, I right-click this range, and I insert a Classic Tween (I've tried Motion Tween as well).
Bottom Line:
-When I try Control --> Play, the fade works perfectly. -When I try Control --> Test Movie, the fade never happens and the symbol remains invisible.
Why would the fade work in Play but not in Test Movie?What step is missing/wrong in getting this fade to work?
I would like to fade in and out and object with the colorTransform-method.When I apply the colorTransform to my object it does fade out the thing but not fade in.At first I set the alpha of the bitmapData to 0 (for the fade in-effect). After applying the colorTransform it does nothing. No fade in.Otherwise when I set the alpha of the bitmapData to 100 and let it fade out it works.I don't know where the error might be so is there anyone who might help me with this problem? Or do you know another method for achieving the same goal?My object (tempScore) is no display object. It is blitted onto a canvas.This is the function that shall colorTransform my object:[code]
I am just testing out how to place a button to go to a scene.I have 2 scenes named, one and two and 2 buttons...One on each scene to get them back to the other scene.The instance names on the buttons are scen1_btn and scene2_btn.My Functions are just called scene1 and scene 2.The code I have below is what I wrote, and I thought would work, but isn't.[code]
I have this little slideshow, it is for practise for my students. It always worked well in as 2.0, 5 slides, and two buttons: back and next.The script in2.0 has: prevFrame and nextFrame in the code and for the exceptions in frame 1, and frame 5 we made a new frame 1 in the actions layer, and coded the back button, gotoAndStop(5); and a new frame 5, and coded the next button: gotoAndStop(1); Works.
Now I put the thing over tot as 3.0: And I can not get it to work properly....the buttons work, but when I am on frame 5, and go back to 4, it will go no further than 4, evenso when I go back to frame 1 from 5, I can not go further up than frame 1.
I'm not familiar with AS3 at all.I'm working on a simple 2 minute presentation. For testing purposes, I have a layer named "label" that I am using to set a label called "test" (currently it's on frame 1445)I'm trying to put an action in the timeline, frame 1, that will cause the play head to automatically jump to the "test" label so as I build the presentation and test it, I don't have to sit through the entire thing just to see if my latest animations are working as expected. I'd like to move this "test" label down the timeline as I continue to build new parts of the presentation. I would expect this code to jump the play-head to where ever I put that "test" label..Instead, it either doesn't work at all, or it jumps to some other random spot around frame 160. NO other labels are being used in this presentation (I'm using the FlashEff component plugin for effects, in case that info is necessary)
I'm an AS2 guy finally being drug into the AS3 world and finding it difficult.I just want to make a simple rollover effect.[code]I noticed the first line in the code, do I have to import something? Either way my text in the button doesn't move when I rollover. It moves upon render but then it stops.URl...
I am using Flash 8, and for some reason, my if statement won't work. I have a scrollbar which scrolls a movieclip (that contains AS loaded material (eg. attachmovie). I want it so that only when the material is longer than the scrollbar do I see the scroll bar.For some reason, it doesn't work. The traces don't even work!
if (scrollbar._height < menu_mc._height) { scrollbar._alpha = 100; trace("works");[code].....
I have a scene for the title screen and a scene for the game itself. On the title screen i have a start button, that when clicked it is supposed to go to the game scene; but for some reason this wont work.
actions for startclick (start) on(release){ gotoAndPlay("Game", 1); }
I would like to fade in and out and object with the colorTransform-method. When I apply the colorTransform to my object it does fade out the thing but not fade in. At first I set the alpha of the bitmapData to 0 (for the fade in-effect). After applying the colorTransform it does nothing. No fade in. Otherwise when I set the alpha of the bitmapData to 100 and let it fade out it works.
do you know another method for achieving the same goal? BTW: My object (tempScore) is no display object. It is blitted onto a canvas. This is the function that shall colorTransform my object:
I am having trouble getting a hitTest to work. My two MCs are lines, one horizontal, one slanted. When the horizontal line gets within the "bounding box" of the slanted line the hitTest is true, but it's not touching the slanted line yet. I saw that the shapeFlag property comes into play here, but only when using coordinates... I'm not sure how to apply it to these two lines. I want the hitTest to be true only when the lines actually touch. I have attached a simple FLA of the problem.
What I'm Trying To Do: Modify the y coordinate of a MovieClip on the stage from an external .as File, simple as that.If someone could tell me why its not working and how I can go about fixing it without modifying the existing class structure (ChildOfMain must subclass MainClass).
Download Source Files 6 kB
For those of you who don't want to download the source files (I thought it would make it easier if you could handle it yourself)
Document Class For Project: Main Class Objects In Project Library platform (movieclip) subjectMovieClip (movieclip)
I'm trying to get a simple random SWF loader to work. and I'm close...I have 10 movies saved as movie1.swf to movie10.swf saved in a directory.For my index file (swf file that will load one of the 10 movies randomly) I have one single frame with this in the actions:
stop(); var movieArray : Array = ['movie1','movie2','movie3','movie4','movie5','movi e6','movie7','movie8','movie9','movie10']; var loader : Loader = new Loader(); loader.load(new URLRequest(movieArray[Math.round( Math.random() * movieArray.length-1 )] + '.swf')); addChild(loader);
For the most part it works. But every now and then the screen comes up empty on a refresh. My guess is the math might be slightly off and is calling a file that is not there.