Code: // Drag a piece of garbage. rubbish_mc.onPress = function() { this.startDrag(false); }; // When the garbage is dragged over the trashcan, make it invisible. rubbish_mc.onRelease = function() { this.stopDrag(); // Convert the slash notation to dot notation using eval. if (eval(this._droptarget) == trash_mc) { rubbish_mc._visible = false; change_score(); } };
My question: I have numerous movie clips for the rubbish. Is there a more elegant way of calling them than repeating the above lines with rubbish2_mc, rubbish3_mc etc.
This code takes the value in a clicked cell within a List and positions the playhead on the frame indicated by the value. The label is a simple string and the value is the name of the named frame.I know that I need to use an event listener,
I have made a header with images that fade in/out for a site that I am designing. I have a preloader on there with the following [code]...
All of the preloader images and script are on the first frame, with the content starting on the second frame with the action "play();" so that the fade will start. Everything works beautifully - except that I can't loop it for the life of me! I am a newbie to flash... I published the file with the "LOOP" checkbox checked under the html tab in the publish settings and placed loop parameters in the html of the site, but to no avail.
So I'm trying to make an walking animation but I don't want to move a symbol in motion tween for each part of the leg each time. So how can I make a loop of it?
im trying to make a For loop that when run will create a movieclip containing 3 text boxes (title, summary, date) for each one of the XML items. Am i way off here?
Actionscript Code: function onLoaded_2(e:Event):void{ xml_2 = new XML(e.target.data); xml_2.ignoreWhite = true; var il:XMLList=xml_2.channel.item; for(var
I have a little video that is supposed to be an endless loop. I embeded it into a web site as a swf, it streams and than stops at the end. I just read there is a action script to make it loop.
I looked through the documentation on looping, but I don't understand it. I'm trying to make this function loop, until the user stops it:
function playMusic(evt:MouseEvent):void{ channel.stop(); //to prevent users from starting files multiple times over top of each other - is there a better way to do this? channel = myMusic.play(songPosition); myTimer.start();}
All I want is my circle to go across the page and to keep looping. My circle is moving great with this code: onClipEvent(enterFrame) { speed = 9; this._x += speed; } What do I add to make it loop?
i developed a short movie in actionscript 2.0 with all of the AS is in one frame, and i chose "loop" under publish settings. the swf file has been added to a web part on my sharepoint site, but the movie will not loop. how can i get it to loop infinitely? is there AS that i can add for this? or does some coding need to be added to the aspx file?
I am doing a really simple flash piece and was wondering if someone could help me real quick...all I want is my circle to go across the page and to keep looping. My circle is moving great with this code:
I am needing to make the flv loop from my .fla file which contains .flv files. I know there is a piece of AS 3.0 I need in order to make them loop/make the entire movie loop but I am not sure what it is.
I have an embedded 10-second video (of water ripples, for example) that I would like to loop continuously without displaying an obvious break/jump from the end frame to the first frame.The video itself does not end at the beginning, so it cannot simply be looped. The only way I can think of to simulate a seamless loop it to use the alpha/fade tween somehow, but I have no clue where to begin, or if this is even possible in flash. I just have these two theories:
THEORY #1: If a movie clip can be reversed, then I can append a reversed copy of the clip on the end, which would create an actual seamless loop.
THEORY#2: If I can cut the first 2 seconds of the clip, and paste it over the last 2 seconds of the clip, then fade in on the first one, this would create a virtual seamless loop.
Of course, I have no idea if these options are possible in Flash (I have CS3).
I played around quite a bit and came up with exactly the effect I was looking for. Basically a movie clip with floating icons that come in and out of the stage. All was done in actionScript 3.0 and Code Snippets. There is no timeline per se, using the classic timeline view it is only one keyframe, the animation lasts for about 45 seconds.
I want the animation to loop continueously. Even in the HTML output I did click Loop Cont. under Publish settings. That does not work either.
How to make time delay in a loop..[code]But I want every containers_array[i] to be added one after another. I don't have them scaled to 100%, they remain being 1%, just like little dots on the screen when I write down:[code]
I have spent the last four hours trying to work this out, using a number of different tutorials and always running into roadblocks in one form or another.
I'm using Flash CS3 with Action Script 2.0 enabled.
Essentially, I want to be able to make individual buttons to play in one frame on the main timeline that turn on and off simple loops that I've made.
I have a video of a man dancing, and I want to give the user the ability to press nine buttons and activate each loop to play over the video.
- I need each loop to be able to layer - so, each button controls only it's own loop - giving the user the ability to compose the music that the dancer is moving to.
The way I though I would do this would be to make a single button for each loop, that when clicked played the loop, and then when clicked again muted that single loop, and then when clicked, played it again and so forth.
- I have the nine loops cut up and in the library, but I don't know how to program this.
Additionally, I would really prefer the loops to not be playing, and for the user to have the chance to build the piece of music around the dancer.
I've been trying to make a sound-loop player for quite some time now (i'm new to as3).i've made six letters converted them into buttons and i want them to play a different wav sound loop each one whenever i click on them and to stop the sound when i click again.This works fine for the first button but not for the rest of them because i dont know where to insert the similar code for the rest of the buttons.
Here's the code that works perfect for the first button:
import flash.media.Sound; var sound:Sound = new The_Rloop5(); var soundControl: SoundChannel = new SoundChannel();
[code].....
Now the only thing that i managed to do is to play the same sound on both of the two buttons.
I'm just wondering, how would I go about making a counter in ASC3 count more then once? Because, counter++ updates once, but counter+2 gives you some kind of error. counter+1 also gives you error.
So I got a loop that I'm loading into Flash with the Sound object. The sound loads good and it starts playing but when it loops back to the beginning there's some silence and then it loops again. The sound loops fine in a sound editing program, the only problem is that Flash leaves a gap when its going to start again. Anyone has come up with a solution to make a sound loop seamlessly?