ActionScript 2.0 :: Ignore Double Rollover Until The Animation Is Finished?
Feb 2, 2006
I created a little news viewer, that when you roll over a button it plays an animation. The problem I am having is:if the mouse moves over the button (the animation starts)
then if the mouse moves off the button and then back over the button before the animation is over the animation snaps back to the first frame.Is there a way to tell flash to ignore this Double rollover until the animation is finished?
I have asked before but that was a week ago and ive changed alot of code. I am still having the same issue of trying to ignore MOUSE_MOVE while a tween plays and then reactivate MOUSE_MOVE on Finish. I have tried timers aswell to anticipate the finish with no luck as if i move some code a error #1009 happens.
I have alos tried motion_finished, if statements and even values with no luck as the code will just not function unless left as below.[code]...
Okay, now things are getting a little complicated. I need to build a Flash object that can sit over the corner of an image to serve extra content. It's way beyond my Flash skill level, my work is usually limited to print work in Photoshop and Illustrator so please excuse me if any of the following isn't clear. I am trying to learn though, So this is how it's all supposed to work, along with my issues; When the image & Flash item load a small looping animation will play to draw the eye/show the item as interactive.
When the user rolls over this the corner will peelback. I have a working peelback animation for the rollover, that reacts to mouse over/mouse off, and a looping animation for the initial, but I cannot work out how to make the initial loop until mouseover, then play the peelback when the mouse is over. And go back to the initial animation loop if the user rolls off. (Each of these animations is stored as a movie clip in the Library) Then it gets more complicated... if the user stays on the corner until it is fully peeled back I need to make a small countdown (sort of a 3, 2, 1 situation) show, before launching a lightbox (would this have to be jQuery, or could it be done in Flash?) in the browser to serve the content.
i have a over and out animation but i only want to play the out animation when the over animation has completely finished and the same with out animation. i have this code
With the script below I am making a ball move from left to right and back. but when I rollover twice quickly, it also accepts the second rollover command. I would like it to accept that second rollover only when the first one is finished. I mean, I want the first to be finished before it accepts another rollover. I know it is simple to solve this with a tween using frames instead of as, but I was wondering if someone knows how to adapt the script.
The animation/rollover works well but it still abruptly stops when I rollover another button. The link below is an example on what I want to accomplish.
I have an swf loaded into my main swf. So far I can get a button in the loaded swf, to link to a frame in my main swf. However, how can I let my main swf know when the loaded swf has finished playing?Here is my code so far:
Code:
stop(); var imageRequest:URLRequest = new URLRequest("dylanTalking1.swf"); var imageLoader:Loader = new Loader();
after i done all the animations and i want to paste it another fla. the movie clip animation positions not in the stage anymore, after i click on the timeline of the movie clip, it set path the movie clip to -8000+ X and Y. even i want to set to any number, it pop out invalid position. i have to use mouse drag the number back to position that i want. it's totally drive me crazy... really unstable.. sometimes i open back my fla, the movie clip position run too and i need to use transform tool double click set back to 0.
I'm just wondering if there is an event for MovieClips that tells when the MovieClip's animation has finished playing. Basically, I have an explosion movie clip that I put on the stage. I want to have it animate once through it's loop, then remove itself.
How do I scale and move a finished animation (with more than one simbols - do I have to group them or something since I don't wan't to touch the background?) without having to do it on every keyframe?
I have an intro animation inside of a MC on frame 1 of my timeline, when it's finished playing the 100 frame animation I want it to jump to frame two of my main timeline.I've tried root and parent scripts at the last frame of the animation but it's not working. Do I need to add root to the package?Even gotoAndPlay isn't working
I'm having some difficulties on checking when an animation in a movieclip is finished. It's not a tween, otherwise I could make a tween handler with the "onMotionFinished"-property. My situation is different.My movieclip has 60 frames with each frame containing a 3D image. These 60 frames make the impression that a die is rotated in 3D.How do I check in the actions of my scene (root) when the animation is finished?
I already tried making an interval that constantly polls if a variable "finished" is set to true (which the movieclip sets to true on its last frame).This solution isn't really accurate enough due to the interval number.Setting the interval to 1 millisecond won't do any good either.Is there a listener object or something else that makes this possible?On my last frame of the movieclip is a stop() statement which might be polled by a listener?
I have linked a button to another scene, in whic the second scene automatically plays some animation. I want to create a button on this new scene, after the animation has finished, which reverses the animation and then automatically goes back to the original scene. I have this code:
I am trying to get an equalizer animation to redirect to a url AFTER the called on MP3 track has finished playing. But I am pulling my hair out in trying to figure out how to do this... Based on some help and more research, I think i need this following action script inserted somewhere into the original action script, but i'm not sure. Am I even on the right track?
Im looking to create a rollover animation that looks like the one you will find on the 2advanced sites lower navigation bar. Click on the button "view demo reel" for the example.
im making a button and on the rollover animation I want to have it splatter paint, only thing is I dont know how to get an image into flash that doesnt look crappy. I know that I need a vector image, but im not familiar with vectors as I usually use photoshop. I tried using a photoshop brush image, a simple paint splatter in which I was just going to tween to a larger splatter but like I said the image looks blurred because itsa bitmap.
another newbie question, but when you make an animated button, is the background included in the animation? Like lets say I import a button, give it an animation to glow on rollover or something, if i went to use that .swf would the background that it was placed on show? or would it just be the animation that shows on the default web browser background.
I was wondering how to create a button that will animate with rollover and rolloff? For example, if I have a box and when you rollover, the box will slide up and a text slides down. and once you roll off, the box will slide back down to its original place and text will slide back up behind the box?
What I'm trying to do is have a button that when you roll over it, this image gallery I have will appear. I need it to stay after the roll over though and not disappear again
rollover play anim issue I am having? this is what I am trying to do:
1. a button that when rolled over animates(working)
2. the button when clicked should play another 'animation' that is placed on the scene(can't get to work)
3.Inside the 'animation' the button plays, there is a 'close' button that should playout the 'anmation' timeline.(not working)not sure what script to attached to the 'close' button .
I'd like to pause an animation loop when I rollover a button(the button is part of the area that is being animated and I want all the other buttons to stop animating except for the one I rollover) and then start the animation back up again when I rollout.
I have 2 simple MCs I am trying to control via rolling over the actual animation itself, not a separate button.
Here's the catch though: In one MC the animation is up and down, the other, left to right. I need the user to be able to not only trigger the animation by rolling over it, BUT, control the up and down/left to right action.
When they move the cursor up and down, the animation follows... you get the idea.
Can this be done with an invisible button covering and on top of the animation?
This is a project I am working on for my job's website. When you rollover the red dots I want the wave animation to play but I also want words to come up in the blue bar describing the location of that specific dot (e.g. Singapore), but I dont want the wave animation itself to have rollover because that causes problems. Right now the "dot" button has a "hit" area that plays the wave movieclip so the wave doesnt have a rollover property. I tried just adding another rollover property to the whole "dot" movieclip that would display the descriptions, but that made it where the wave mc wouldnt play on rollover. I also want the wave to play out in its entirety, not disappear as soon as you rollout.
I am a complete novice in Flash and action scripting, but i'm trying to create a button for a website that simply fades in on roll over and fades out on roll off. I've successfully managed to make the roll over effect work, but i'm struggling to figure out how to reverse the animation on roll off.
I'm trying to get the animation of this actionscript to pause on RollOver and then play again on rollOut, but no luck so far. Sample file is attached (FLASH 8).