ActionScript 2.0 :: Making A Tycoon Game And Have A Few Queries To Do With Controlling Sound?
Oct 17, 2009
I'm making a tycoon game and have a few queries to do with controlling sound. I have two buttons, one is my play button playBTN and my other is my stop button stopBTN. Now i want to play the song mainSong using actionscript from the second frame, but I also want to play the song without it going over the top after you release playBTN.
P.S: I'm sure the stopBTN code is:
ActionScript Code:
on(release){
I am currently making a game with Flash CS5 and AS3... namely Tetris I have created my main menu and the objects and so on and have a few questions
1) How do I quit the game should a player press the quit button?
2) How do I get a button (Z and X) to rotate an object whilst the object is moving downwards (it is moving downwards using the timer function)?
3) How do I get the object to stop once it reaches the bottom of the screen? (im thinking something along the line of the hit detect but havent had much luck)
4) Any ideas on how to get flash to detect if a line is complete and therefore delete it? (it needs to segment blocks off the graphic)
5) My final and most important question (the bit im working on at the minute) how do i get flash to call random functions so that random tetrominoes appear on screen so that the game is different everytime and the blocks are random as the player plays)
currently i making this game and objects would spawn at random and be able to click but when de game starts itself, the spawn is correct but i am unable to make it stop when time goes to 0seconds.
We have a bug in one game whereby the sound of the word repeats. Even when we use stopAllSounds - the sound is still kept in memory and you can hear it in the next activity - it's a disaster and kids get real angry.
im trying to create a basic spaceship flying game and the first problem ive got is controlling the ship.the controls i need are thrust and left-rotate and right-rotate. much like this,[URL]..at the start this tut mentions 'game control tutorials' does anyone know where these are? i think i would find these useful. the above tut doesnt go into scripting.
I am working on a Heads up display and I am having some problems. The Problems are i cant seem to get Flash to do what I want...I am relatively new to flash but I know that I need to use action script 2.0 and Kismet to make what I want happen. (I am using the UDK and Scaleform for the development of the game I am helping with)Here is what I am doing.
I am making a cross hair. When I highlight an enemy it should turn red. When it Highlights an ally it should turn blue.I have made a heart beat Monitor that needs a animation for a heartbeat and Flat lining. The Background of the Heart beat monitor Changes color according what has happened to the player, If the player Gets hit the background of the heartbeat monitor changes color. If the Player gets hit too much the Heart Beat Monitor will flat line.Then I am making a radar for the hud.
I used a template from a flash template website but I just realized that the background control was written to control all sounds, now all the video sound and seperate sounds objects stop when I click on this one button. This is the code below that I found on the button. There are others also.
I have a child SWF with a linked sound that I want to control from the mother SWF. In the child SWF there are different linked sounds in separat frames. The "Control system" is in the mother SWF.
I'm doing a project that I have to use scenes in, I have a sound object that i want to be able to control in all scenes. I set up global variables for the sound object and a boolean to check if the sounds currently playing like this : PHP Code: _global.sound1= new Sound(); _global.sound1.attachSound("song"); _global.soundplaying = 0;
In each scene I have two buttons a stop and a play button, Heres my code for play: PHP Code: if(!_global.soundplaying){ _global.sound1.start(); _global.soundplaying = 1; }
And stop: PHP Code: _global.stewielaugh.stop(); _global.soundplaying = 0; Doesn't seem to work, if I press play in scene one and go to scene 2 and then return to scene one the sound can be played again on top of the already playing sound object.
I'm making an application and I can't seem to find a way to control my sound of an external SWF(SWF2) from the main one(SWF1).Here is the code I'm using to control the timeline of external SWF that is placed inside of the main movie
Code: var loadAnimBox:Loader = new Loader(); var vid_mc:MovieClip; function startLoading():void {
I have a button on my main scene which creates the varaiable "soundoff", then if one of the placed swf's when loaded detect the variable it stops all sounds,
if(soundoff == true){ stopAllSounds();
This works fine but does not target sounds placed in movieclips in the loaded swf's timeline. I've tried targeting them with the _root. command and using linkage but I can only stop the sound in the main timeline level.
I have a loaded SWF file in _level1 that has audio in the timeline. I am trying to control the volume of this loaded SWF with a 'mute' button in the main SWF file. On the first frame I'm using the code:
my_sound = new Sound(_level1); and then on the button script I have: mute_btn.onPress = function(){ my_sound.setVolue(0);//mute volume }
but it's not working. Is the new Sound(_level1) not valid?
I now changed my movie up to where a "empty movie clip" is created that plays songs on maintime of movie. However, I still want to have a tab where it says "sound controls" be automated so that when users roll over it, it slides in and shows controls for sounds instead of them always being present. This roll over effect is the simple AS:
I now have my sound clip working in a container swf (level0).. Can I control this sound clip from other levels that have been loaded into level 1 from the container swf?Would it be something like
PHP Code: _level0.mysound.setVolume(30);
If so, where do I name the music 'mysound'? I have simply dragged the music into the main timeline. Would it be better if I loaded it externally?
When i play the Main SWF the volume is 0 which is good, But when i click on the button to load the 2nd SWF the sound comes on for both FLV's when i want the 1st FLV to stay at 0 volume and the 2nd FLV to play with sound at 100.
I am trying to create a movie that has 3 different background sound loops for the user to choose from as well as an on/off button.I followed one of the Kirupa tutorials which enabled me to create 3 different buttons that linked to the 3 sound loops in my library. The problem is that I don't know the actionscript required to stop whatever clip is playing and play the newly selected background sound chosen by the user.Also I am trying to have one of the loops playing when the movie starts as a default, and also to have a mute button
I have a loaded SWF file in _level1 that has audio in the timeline. I am trying to control the volume of this loaded SWF with a 'mute' button in the main SWF file. On the first frame I'm using the code:
my_sound = new Sound(_level1); and then on the button script I have: mute_btn.onPress = function(){ my_sound.setVolue(0);//mute volume }
but it's not working. Is the new Sound(_level1) not valid?
I've am trying to create a sound control to control the sound of an imported FLV file. The problem is like this. I recorded a video using a video camera and than using the iMovie, I've converted the movie to QuickTime format. Than I use Sorenson Squeeze for Flash MX to compress the video. I manage to compress the files into FLV format and than imported it to my Flash file. Now I want to add a sound control to the movie to control the volume.
Intended idea: User is able to set a beat speed for a music making program.
I'm trying to use for (var i:Number = 0; i < (variable); i++) {"addChild" to duplicate movie clips to visibly show where the beat is and then move the movie clips at a constant rate to the left to get it out of the way and then eventually remove the child.
Problem: The movie clip isn't moving. Once it's spawned and in it's position as defined by the function, no outside function can control it.
Code: stop(); var yesorno:Boolean; var numba:int; var origbeat:MovieClip;
I was hoping to use the slider component to control some parameters in a game. However, after clicking on the slider to adjust it, the arrow keys start controlling the slider and stop controlling the character in the game. Is there a way to disable arrow key control of flash's built in slider component?
how to assign a volume control component available in the video components library to an externally loaded swf once it's loaded into my main flash movie? I want to feature the volume control at the bottom of my main flash so that when you click a button to load the swf that volume control will be able to start controlling it's volume. Also, I want to be able to load several swfs and once each one is loaded--only one playing at any given time--into the main flash that same volume control can control them. Is this possible and, if so, how do I do it?I'm using CS5.
I have a flex application in which multiple sound files are used in various parts of the application. Can i have a single sound handler, which will take care of volume control fo the entire application at once. How can i do that
I'm new to Actionscript and also new here. I've seen a lot of posts on this topic here and elsewhere, but forgive me, as I am having a hard time getting my particular Actionscript to work.
My goal is to have an external mp3 start playing by default, then continuously loop back to the beginning and play each time it reaches its end. All the while, I need to be able to play and pause the mp3 with buttons.So far, I believe I have everything working correctly EXCEPT for getting the sound to loop while retaining the functionality of my buttons.