ActionScript 2.0 :: Make A Graphic Visible When "complete" Cuepoint Is Detected, But Function Doesn't Work?
May 24, 2007
I'm using Flash 8 (in case you need know what version I'm using).There's three flvs I have assigned a cuepoint, "complete". The goal is to make a graphic visible when "complete" cuepoint is detected, but this function seem doesn't work, any feedback on function?:
Code:
var nc:NetConnection = new NetConnection();
nc.connect(null);[code]....
i was trying to make a movie clip visible (it starts invisible), than invisible again. It gets visible, but i could't make it turn invisible again! Same thing happened with buttonMode propertie. I applied both only for movieClips and buttons, have no idea what is happening.
I've created three functions, which should be done at "onRollOver".[code]But only the first function is really completed, the others are ignored by Flash, it seems... The functions itself work, i've tested them..
For some reason, in the past few days, the auto complete feature doesn't work well when I'm creating a new class file. I'm trying to write a new class which uses away3D, and even though the auto-complete works well when I start a new AS3 file, it just doesn't work as far as away3D is concerned when I try to create a new AS3 Class file. Other features of the auto-complete don't work as well, for some reason.
I have a button object that I need to scale to align with the variable width of an array of images.However, when I set the width in code, the button does not actually become that width. Tracing out the width gives me the correct value, but on screen.. it's off.
I've proved it to myself by scaling the same button object manually in the properties pane and visually comparing. Both of the buttons below have a width of 410.
I have a set of Cue Points in an FLV I'm playing. It's an interactive quiz, so the idea is that flash will change a variable, theAnswer, to a different letter depending on which question it is. The answer to question 1 is B, question 2 is D, etc. Either the cue point event listener isn't working, or else it is working and Flash isn't declaring the variables. 1120: Access of undefined property theAnswer. I literally can't find a single problem with my code. I have an almost identical Event Listener further down which works.
i have this script to animate my button. so fare it works fine. the buttons are mc and have three states: one for up, one for over and one for press.when first loading the swf, i want to have the first button already in the 'press' status.i tried to do it with this:but1.mc_butup._visible = false;but that confuses my function of the button states.this is the scrip i have so far:
Code: var buttonActive; _global.buttonRelease = function(which) {
I have an enterFrame action that I use on a graphic:
[Code]....
Because I want to use the above code more than a few times, I tried to make it a function.
[Code]....
But for some reason the function call does not work when I call it via an action on a graphic where initially the code worked when it was explicitly written and not called as a function.
I have this graphic symbol in Flash, let's call it 'graphic1'. Above the graphic, there is a button, 'button1'. Now I need some code, so when you move your mouse OVER 'button1', the alpha of 'graphic1' is set lower (so it becomes less visible).
I'm making an educational software by AS3.I call "part1Act()" from frame1 and everything works very well.But when I call the same "part1Act()" from the frame 58, flash throw me this error.
TypeError: Error #2007: パラメータ child は null 以外でなければなりません。 at flash.display::DisplayObjectContainer/addChild() at L_oni_fla::MainTimeline/loadSnd()[L_oni_fla.MainTimeline::frame2:699] at L_oni_fla::MainTimeline/part1ActT()[L_oni_fla.MainTimeline::frame58:6 7]
I only called the same function from different time frame.The script I wrote is following.
//--------------------- code ---------------------------------// var progressBar:progressBarL=new progressBarL(); var context:LoaderContext = new LoaderContext();context.applicationDomain=appDomain;var ldSnd0:Loader = new Loader();var ldSnd1:Loader = new Loader();var ldSnd2:Loader = new Loader();var ldSnd3:Loader = new Loader();
I'm programming a dinamic flash/xml website. up until now I've kept the info for the menus and the one for the gallery (the site has a gallery that displays both text and images) in separate xml files. but I'm trying to make all of it work out of a single xml file. I've managed to make the menus and the gallery all go get the info correctly to the xml (text and images), but then I came up with a problem that jeopardizes the whole show: a path inside the xml's onLoad function refuses to work! the code that bears the function has to be placed into the same clip as the clips that contain the text fields to wich info will be passed or it won't do a thing.
supose this is my actionscript code:
Code: var contentSubMenu = new XML(); contentSubMenu.ignoreWhite = true; contentSubMenu.load("example.xml");
[code]....
no information is passed to that clip. If the path targets that clip one should expect it to, right? even if all this code is placed on _root, right? well, it doesn't happen...I tried tracing for info that comes from the xml, but nothing is displayed in the output window.
I've attached a zip file that contains a fla file, an xml file, a txt file with the full chunk of actionscript code and the fonts you'll be needing should you decide to take a look (they're only two).
The fla file has been built in the following manner:
_on the right side, the clips that hold the text fields to wich the contentSubMenu.onLoad function will pass info to are directly placed upon _root (so, following the code example from above, it would be like having var buttonList = _root;)
_on the left side, the clips that hold the text fields are down into buttonListSlide_mc and the contentSubMenu.onLoad function is there as well, only commented so it doesn't display anything.
I am trying to stop a function in as3, I tried: delete.functionName - but it didn't work, I tried to achieve the same things using addEventListener and then removeEventListener, but that is not what I need that function has caurina tweener inside it and it has multiple tweens with multiple delays seconds, so all of the tweens are started and the seconds continue to tween but what I want is to simply stop that by stopping the function which holds the tweener so it should stop everything what is inside that function for example it could stop that function when it is mouse hovered on any object
I have a function ("advance_slideshow()") that ticks a slide show up by one, then it loops back at the end. It works when called from the key listener I set up for debugging. However it does not work when called from setInterval. I added a trace to the function to confirm that it was being called, which it is; it just doesn't work when called via the interval
Code: ////////////////////////// /* IMPORTS AND INCLUDES */
There are other animation added to this function also.So the function works well but sometimes when I move the mouse out of the window from middle of stage to its out,the function doesn't work.Meaning it works for some fraction of time and then hand cursor is shown and camera rotation is not set to zero.Is there any trick that must be done to force Event.MOUSE_LEAVE work properly.
whenever I try to call the removeMovieClip function in a callback handler, it just doesn't work! Maybe I'm tired, or I've just missed something this is apparantly obvious. In my code exert below, is just a simple script that attaches a movie clip to stage (square_mc) and creates a duplicate instance. When the component button is clicked, I want the original movie clip to be deleted, but nothing happens!
Code: this.attachMovie("square", "square_mc", this.getNextHighestDepth()); square_mc.duplicateMovieClip("square_mc2", this.getNextHighestDepth(), {_x:50}) var listener:Object = new Object;[code].............
So Every time when I click left mouse button, the setClickedTrue function should be triggered. And that's what happen normally. But when I make a fast move with a mouse, and in the meantime i click left mouse button, or i make a fast move and finishing i will click left mouse button, the function is not triggering. Something like MouseEvent can't hear this Event. I'm making an avoid game, and it's very important. I'm using Timer class with delay = 30; I'm also have got 30FPS on Flash Proporties.
However, either I'm declaring my variables at the wrong bit/way or there is another problem, as I have been able to add the child I want to from the display list (sidepoint: is it right to call the display list everything in the library on stage at runtime plus those things you have exported for actionscript usage??!)...but when I want to remove it at the next cuepoint nothing happens. I feel this is a basic principle that is alluding me here.
Code: vid.addEventListener(MetadataEvent.CUE_POINT, cueText); function cueText(e:MetadataEvent): void{
I'm try to make the Collision Detected with hitTest for long time but it doesn't work. I have two objecct one is the Spaceship and rock. When those two hit each other. I want it to show text "Collision Detected" This is my script
Frame1 script var rockCount = 0; var rockTimeGap = 1; var nextRockTime = 0; var startTime = getTimer();
When you are dragging a movieClip on the stage, it generally works fine. But if you are performing some calculation or hitTest while you dragging, the location of the cursor and the movieClip starts to go unsynched. For example, in the following code, I am running an ENTER_FRAME handler while you drag a box, and this onEnterFrame_Box method contains a bogus for loop to slow down the process. The drag & drop works snappy if you comment out that for loop... But if you bump up that 100 to something like 200, Flash Player runs quite slow, and the location of the box won't match where your mouse cursor is...
ActionScript Code: var box:Sprite = new Sprite(); box.graphics.clear(); box.graphics.beginFill(0xCCCCCC, 1); box.graphics.lineStyle(1, 0x999999); box.graphics.drawRect(0, 0, 100, 100); [Code] .....
Lets say that I got movieclips A,B,C,D in my scene and E,F which only come into scene when A hitTest B and C hitTest D.I was able to make the A+B and C+D hitTest functioning properly. But when E,F came into the scene, I tried to make E to hitTest F to get something else function but they won't work.# note that there is some short animation before E & F come into scene.I am pretty sure all the instance names are named properly.
I am using in AS3 "External Interface ". When I call the JS function that is on the same page as swf everything works fine.
I added a link in the html page to an external JS file, when I move the JS function to the external JS file the website crushes.
I would prefer to have all my JS functions on an external file so I can use them in the future in other project and it also makes it easier for me to update the site.
how to call a JS function that is on an external file from AS3?
I was wondering why my current code for calling a setInterval on a function doesn't work inside my class.I have this code inside one function, calling a second function.
The selfReferential keyword refers to the current class,but was defined previously (selfReferential = this; ).I get no errors, but the dupe() function is never called.and I had the selfReferential variable replaced with the this keyword at one point as well.
One of the the most annoying errors to get is the "duplicate function definition" error! Flash doesn't want to see the same function twice... But what about the same function used in two different sections (labels) of one site? I've got two different slideshows in two different sections of my site, and I need the same function called out for each. The function is function nextImage():void If I remove it one, that slideshow doesn't work (remains fixed on image 1 of the slideshow).. if I keep it in, nothing works! I had wanted to use the same script for both slideshows, but forget that! So, I found another script for a different type of slideshow.