I designed image viewer and the main functionality of the code is written in an external class - AS file. The connection between the fla file and the external class work ok. In the fla file I added some movie clips as buttons and when I press them, the external pictures are loading successfully.
A) When the picture is loaded, I am using a tween , and the picture is moving inside the screen.For this I call inputfade() function from the external as.
B) When I choose another picture to be loaded, I want the current picture to move outside from the screen, and the new loaded picture to move inside (same as explained in A).For the current picture to move outside I used outputfade() function, and for new loaded picture to move inside I am using the same first function inputfade()
Here is the main code:
//moving inside
public function inputfade(){
var easeType = mx.transitions.easing.Bounce.easeOut;
[code]....
I have a problem with the part, when the picture is moving outside from the screen (when outputfade() is finished,) I can not add new coming tween. (- I can not call any new tween function).It seems that any code related to tween (exept yoyo)or other type of mc motion is blocked after after finishing the function outputfade(). I also add with some trace (�test�); after finishing the inputfade function and the trace work. Also interesting this.yoyo() function works as well after finishing outputfade, which is not same case with calling inputfade();
I've created a movie clip. This movie clip contains a strip of images put together. I use actionscript 3.0 to tween it into position every time a arrow button is pressed. The green space is a mask so it can't be seen until it enters that space. I am only focusing on the right arrow button at the moment.[code]...
for (i=0; i<humans; i++) { ranDistX = Math.floor(Math.random()*(20-(-20+1)))+-20; ranDistY = Math.floor(Math.random()*(20-(-20+1)))+-20; var humansMoving = new Tween(_root["human"+i], "_x", Linear, _root["human"+i]._x, _root["human"+i]._x+ranDistX, 2, true); [Code] ....
The tween works only once. I need it so when the tween is finished, it does the same tween (with a different random number (different position)), however after the first two tweens (x and y) have finished the movieclips just sit there.
I'm trying to find a function that will repeat my Rotational tween function. I found the yoyo() function to be what i want to do but i don't want the tween to change the rotation to CCW while originally moving CW. Basically i want the animation to move CW at a steady rate continuously.
I'm using the following code at the moment, i'm not too sure if this is the most suitable code for this situation, maybe im off track.
From my thoughts, i assumed that i would need to put the stars function in a onEnterFrame to repeat the animation and change yoyo() to continueTo() function. or maybe some sort of if statement in the stars function?
ActionScript Code: import mx.transitions.Tween; import mx.transitions.easing.*; var stars:Tween = new Tween(ring, "_rotation", Regular.easeInOut, 0, 360, 4, true);
I'm a print designer who is getting his butt kicked by actionscript 3. It's probably very simple, but I can't figure it out. I need to either "refresh" or "repeat" a tween. The problem is that the user can only mouse over twice without the tweens getting screwy while going to and playing the frame.
I don't know much about flash.. I've created a MC with tomatoes falling.. when the MC repeats itself, which I want it to, looks too "rough". I am hoping to make the transition a little smoother.. I've read a little about mathematical random function, but it looks so complicated.Here is the flash: http:[url].....
Im wanting to change the variable numSound. At the moment it is a random number 1-5 which works well but I dont want repetition. Tried all sorts of things but no luck.
Code: private function randRange(min:Number, max:Number):Number {
2. the shoot at the same time and start dragging towards the edges of the screen like this: <------ (center) ------>
3. fill the centerish area with smoke from the gunfire while the guns are moving away
4. as the smoke clears my name appears in the middle
5. then a few more frames of smoke coming out of the guns (i want this part to repeat, only this part though so theres just infinite smoke coming out)
now i'm still a bit fresh to flash. here's what i have down. i got my gun pics and the tilt up when fired and got them to drag away (motion tween). i also got my name to fade in from a frame in the middle to the end. i still don't know how to make the bang, or smoke (then make the smoke vanish), and then have the last few frames repeat.
I've 3 movieclip on stage which is mc1,mc2,mc3 at first they are alpha=0 What I want is when i click on revealBtn, 1 of them will show up as alpha=1. But with my code below, sometimes I need to click about 5 times or more only can make all those mc show up.
I got some code to make a video loop indefinitely with the nsvid4_loop function, but i want it t be toggleable via a button I am trying to set up a function to do that (vid4loopwitch).. i'm getting stuck though on how exactly to incorporate the one nsvid4loop with its event listener into the function for repeating it is probably pretty straightforward i'm just still learning my way around AS. check the code to see what i have so far.. i just need to know what i need to add to the vid4loopswitch function to get it going. it is really hurtin my brain
var nsvid4:NetStream = new NetStream(nc); nsvid4.client = this; nsvid4.play("clips/video1.flv");
I've 3 movieclip on stage which is mc1,mc2,mc3at first they are alpha=0What I want is when i click on revealBtn, 1 of them will show up as alpha=1.But with my code below, sometimes I need to click about 5 times or more only can make all those mc show up.Is there any solution for what I wanted? I've try splice but it's still not working well.
var mcArray:Array = [mc1,mc2,mc3]; for (var j:int = 0; j < mcArray.length; j++) {
how i should go about making a function that returns a random int w/out repeating? i was thinking:
[Code]...
would this be sufficient? i'm tracing my output and sometimes i don't see anything. is this because it could take a while to iterate through w/out a repetition and that may cause the variable to be undefined during that call of the function?
I have managed to develop code that will run a php script by passing a variable (obtained from a combobox control) to the MySQL database. Initially this works fine but if I try to repeat the excercise using a different value nothing happens.[code]...
I have this code:my_txt.text=a = myArray[Math.floor(Math.random()*myArray.length)];Is there a way to do so that one element in myArray doesnt show more than once. I have tried different methods some days but canït succeed.
I'm trying to create a simple news scroller. The scrollers is no problem, but I'm not good with XML. I am able to display a simple text in an .swf file with some AS code and an XML file. The problem is that I want to be able to display an number of sentences with the same tags. I want to have some AS code that checks if I have more of the same tags and then displays al of the scentences. I don't want to use several dynamic textfields, I just want to use one, cause it's easier and faster to edit the text.
This is the code I use in the .swf:
Code: function loadXMLTB(loaded) { if (loaded) { _root.datum = this.firstChild.childNodes[0].childNodes[0].firstChild.nodeValue;
In AS 2.0, I have an array of swfs that I'd like to play randomly end to end. With the following code I can make the swfs random without a repeat of the same swf back to back. What I'd like to do is have all the swfs play randomly until all have been shown. and then repeat again randomly or load a separate final swf.
From what I've read I need to add a splice function to remove values from my array but I can't seem to make it work. Can anyone tell me what I need to add to this to make it work? Here is my code:
I've got a game going where portals are randomly placed across the map every X seconds.However, I can't figure out how to stop the portals from spawning on top of each other. I know how to easily do the collision, and check if they're too close to each other.Pretty much what I do is create the portal object, then randomly assign it X and Y values. Then, I do a for loop that loops through all the portals in the portals array, check THEIR X and Y value, checks to see if they're too close...then what? I can't just go "okay, it's too close" and randomly assign it new X and Y values, otherwise it could be on top of ANOTHER portal.What I'm looking for is something that will check the X and Y values of all the portals, then if it is on top of another portal, it will assign new X/Y values. Then, if these are on top, it will do it again. And again, until it gets the job done!
I recently came across this script which I believe I have used before. However, I can seem to recall how to use it right as I can't get it to work. It is suppose to play the frames at random and not repeat any. Once that takes place I want it continue that cycle over and over. [code]...
I have a flash banner with my stage swf that I have loaded four swf files into and they play through sequentially. Now, I need it to repeat and play through again.
I would like to create a repeating pattern using a bitmap from my library as a background. I would like the pattern to always fill the stage area when the brower window is scaled. The code below works, but I think it may not be the most efficient way to handle this. Seems to be a little slow.
function onResizeStage(evt:Event):void{ backGroundSprite.graphics.beginBitmapFill(pattern(0, 0)); backGroundSprite.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight); backGroundSprite.graphics.endFill(); }
I have the code below on my mc, i would like it to gotoandPlay a random frame instead of a specific frame, as I have it set up now. I would like it not to go to the same frame twice.
on (release) { _root.circle_mc._visible = false; //Movieclip GotoAndPlay Behavior
I want it to begin at y=0 and x=0 after like 7 seconds and then repeat going down the y axis as you can see in the code.
So the car movieclip starts moving slowly from the top going down then after like 7 seconds when it's out of the scene it begins at e.g x=0 y=0 and going down for 7 seconds then starts at x=0 y=0.... etc, so it keeps looping.
I'm new to flash. and action script.. I'm trying to repeat my Movieclip 'wave' using TimeLineMax from com.greensock Package. I'm able to repeat it in the correct way... with the following..
var tl:TimeLineMax=new TimeLineMax({repeat:20,yoyo:false,repeatDelay:1.5,ease:Elastic.easeIn Out}); tl.append(TweenMax.to(wave,1,{x:"2200"}));
But, I want my mc to start back from the starting of the stage, when it cross the stage. i.e. the part that cross the stage should again start from the 0 of x and follow......
I am attempting to have a text sentence slide out from behind and to the right of a company name. The company name is a movie clip and the sentence is a movieclip within a movieclip.On a mouse_over the sentence scrolls out from the right of the company name and then on a mouse_out the sentence scrolls back to the left behind the compnay name. This is working perfectly.Here's the trouble: after the sentence has scrolled back behind the company name and when the mouse is placed over the company name again, the sentence will not scroll out from behind the company name. The movieclip performs perfectly only one time and it won't repeat itself. I would like it to work everytime the mouse is placed over or removed from the company name. Perhaps you know why this is happening. Here is the code I am using on the main timeline. The inner movieclip has its own timeline for the sentence. It has a 60 frame tween on it with a stop() command on the first and sixtieth frame.
I have an actionscript that moves a box across the stage when the mouse is over a left or right arrow shaped button . The script below does just that. BUT what I want to do is have the box repeatedly move until the mouse is moved off the arrow button .I have removed a lot of the code but hope this is enough to get my point across.
right_arrow.addEventListener(MouseEvent.mouseOver, moveR) ; left_arrow.addEventListener(MouseEvent.mouseOver, moveL) ; function moveL(e:MouseEvent) {