ActionScript 2.0 :: Making Loaded .swf Do Something In The Original?
Jul 23, 2006
I am trying to make a gallery where I have index.swf call it (1) (main page) that loads gallery.swf call it (2) (by using a movie clip 'loader'). The gallery is width 2000 and scrolls when the mouse moves. When I click on one of the gallery photos, I want it to open up large but not scroll like the rest of the gallery. It is easiest to achieve if (2) asks (1) to open it in another 'loader'.Does such a function call (or something like that) exist?
Also - are these words used correctly: "(2) is the child while (1) is the parent" (or are those two words used only for objects inside the script?
I have made a gallery with xml, and my problem is that when the thumbnails are loaded they move on the Y axis and doesn't want to be in their original placed position. I am attaching a zip with my problematic sample to see what i mean. Attachments: another_problem.zip (147.0 K)
i have built a .flv video player and its working just fine but when it loads videos they start off stopped with a play button overlay so it has to be user initiated to start. Only problem is when they are paused at the beginning of the stream they are invisible. I have tried several things to make the video appear at the beginning but nothing works.
i have tried explicitally setting the visible and alpha props. they dont do anythign (the vid is already visible and alpha = 1 according to traces) i have tried seek(0.1) to seek ahead a bit - this doesn't work at all. tried playing and pausing the stream but that no workey either.
I ma having trouble making a button inactive once a particular image is loaded.I have a portfolio section that has images loading in succession with each click of a button (the forward button)i have another button (a backward button that scrolls through the images in reverse in succession wit each click of the backward button, Problem is the button is active even when it scrolls through the images to the first image. I get the following message in the output panel:[code]I want the button to be disabled hen it gets to the first image thus stopping at the first image Or to the able to scroll through the images in reverse indefinitely just like the forward button - able to scroll through the images forward indefinitely.[code]
My name is Steve Oatman I am a student atAIO for a Web Design Diplomaclass: Interactive Telecommunications IMD412 XAProfessors to bussyI have a flash web site that I am putting together. I am using AS to load some images from an external source. These images are being loaded into a movieclip. These images need to become buttons once they are loadedThe images will link to the particular menu category pages beef, chicken, etc.The images are loading fine they just are not responding like a button or link.I am getting two error referencing the buttonMode and usehandCursor. Below is just one image that I am working on till I get it to work.I am getting these two Compiler error code:1119: Access of possibly undefined property buttonMode through a reference with static type flash.display:Loader.1119: Access of possibly undefined property useHandCursor through a reference with static type flash.display:Loader.This is what I have.
var myLoader01:Loader = new Loader(); myLoader01.load(new URLRequest("entrees_images/beef/beef01.gif"));addChild(myLoader01);myLoader01.x =
if i delete the preloader code/mc the image of the building displays shape but if i keep the proloader code in the movie and publish the building is fussy
I'm using MovieClipLoader to load in external swfs so that I don't need to include a preloader on each one. I'm really unfamiliar with this technique, including how to use and implement listeners and follow the functionality after using it, I've just been playing with borowed code.basically i've been trying to use this code:
Code: var loader:MovieClipLoader = new MovieClipLoader(); loader.addListener(this);
I have my main menu movieclip placed on the main stages and I use it to load some external swfs. However when I load them, the menu disappears because it is covered by the loaded swf. How can I set the depth of my top menu so that will always be visible when the external swfs are loaded? Should the depth be set on the main time line or inside the main manu movie clip? This is the code in my main menu that I am using to load the swfs but my main menu is a movie clip placed on the main timeline...
Code: var swf:MovieClip; var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest("swfs/welcome.swf"); loader.load(defaultSWF); stage.addChild(loader); [Code] .....
For my FLVPlayBack player, I want a "% loaded" message before the video begins, which counts upwards.This wouldn't be a problem if this was just the usual bytesTotal/bytesLoaded calculation, but this is a progressive video that plays with playWhenEnoughDownloaded(). In other words, I'm not counting up to when the entire video has loaded, but to when the video is going to start, based on playWhenEnoughDownloaded().
i want to ask if i want to make a mc loader to make the user see that the data I am getting from the database is still loading. I was using these commandsvIn.getBytesLoaded()lvIn.getBytesTotal()but I do not know where i exactly put these two commands with some formulas or what other function i am missing. Because when i put it in the function(success) part, it gives an equal value which is the total bytes loaded. I am working currently with 900+ items (will be increased after some time ) which gives around 4-5 seconds delay before all data is loaded, so i want to make a loading movie clip so that the user will know that the data is still loading.flash communicates with a php file on the server. php file communicates with mssql servermssql goes back to phpthen php to flashhere is a sample of my script (some parts where already removed to make script smaller)
lvOut = new LoadVars(); lvIn = new LoadVars(); lvIn.onLoad = function (su
I have a pre-loader with dynamic loading text displaying the % of movie loaded. I also have an animated loading bar which goes from left to right.Is there a way of making the loading bar only be fully loaded at 100% an only half full at 50% etc. At the moment the loading bar movie clip plays until loaded and then starts all over again if the movie hasn?t loaded yet.
For a project, I'm making an interactive side scroller.You move the character with the arrow keys and press the space bar to interact with things.So far, I followed DexNote's tutorial on YouTube.I thought that I would make the interactable objects as buttons, while the mouse focus would be on the character and when you press the space bar it make a mouse click in that area.The trouble I'm having now is that I don't know how to make the space bar trigger the "interactions."
I want to generate large text files, basically 4 columns, several thousand rows, of numbers. Making an array with all this info in it occurs farily quickly, it's getting it to a displayable format that takes a really long time. Right now I use something like this:
I have been searching the web for hours trying to find the right code for AS3. So I'm hoping you can help me to get the right piece of code.So I have a background element which I press button and it loads an swf on top of the original swf. The one which loads is a child and I have an 'X' button which I want to close and I have no idea what the code is.Once the 'X' button is on say a mouse down it closes the swf and you can still see the original which is below it.
I'm looking for the actionscript info that would tell me how to have my duplicated MC (using the DuplicateMovieClup function) follow the same path of the origianal Movie Clip.
For example, if my original Movie Clip has an image shooting up vertically, what would be the code to have my duplicated movie clip follow right behind it, on the exact same path or slightly off?
I have a link in my flash and when I click it ,it opens new window and navigte me to other pages but still the original page remain on the screen but I want to navigate from the original page in the same window what should I do ?
I need to delete some nodes from an XML variable and I want to keep the original intact. So I pass the XML to a new variable and delete the nodes from that one but the original changes with it. Is there a way to protect the XML from the original variable?
In my Flex application I load an image into the Image control. After loading the image I can apply filters like color transform or grayscale etc and then I want to save the image with the filter applied. I am having trouble saving the image with the filters applied. With the following code the Image gets saved without the filters.However, if I use [code]...
i have files (.pdf, .doc or whatever) that i have to save from a CD projector to the user's computer.My problem is that the saved file is not the same as the original.[code]
I am doing a duplicateMovieClip code and I want it that i can create another new mc after dragging from the original mc... the thing is, i can create only one mc and when i try create another mc, the first created mc disappears... how should i do this? should i do a for loop? here is my code.
I have a website that is Flash based and the HTML dimensions are set to "Percent" to fill the user's screen. I want to display an FLV on this site but it too is scaled depending on the user's screen resolution and the video quality is compromised.
I am trying to find a way to display this FLV and scale it to its original dimensions of 600X400 regardless of screen resolution.
im doing a drag and drop quiz in as2, and so far it all works, except the Reset function which is suposed to replace all of the numbers on their original position. Here is the function that at the begining of the frame stores in two arrays the original positions of all the numbers:
Code: function posInitiale() { for (j=0; j<=target1.length; j++){[code].....
This, doesnt work, it replaces all of the outside of the scene of flash, if you open the swf bigger you will see them at the bottom of the screen, and they are all on top of each other. But again, if in this function I trace both the arrays I still get the same result, which are the correct position they should go on.
Right now I am in the beginning stages and I have it set up so you can drag different sounds to the timeline (in the game, not in flash) and it'll snap in place which works perfectly.
But here's my problem: When I try to click the reset button the sounds snap to their original places (which sounds good right?) but then they tween back to where you dragged them on the in-game timeline.
I have put in various codes and no matter what I try, when I click the reset button, they always go back to where you dragged them to the timeline, making the reset button pointless.
Here's my code on the Flash timeline:
Code: function dragSetup(clip, targArray) { clip.onPress = function() { startDrag(this);
[Code].....
I know, I know, that whole s(N) thing is very beginner but I didn't know what else to use, and it worked fine.
I wanted to know what is the best way to bring original hand drawn art to use for animations. Should I use Photoshop or Illustrator or would it be best to draw directly to Flash. Also is it better to bring images over to Flash from Illustrator or from Photoshop?
I have a movieclip instance named "ground" i have it set up so that the ground moves constantly to the left as a scrolling BG. what I want is that when the user presses the "space" button, the ground moves down then back up in a a parabolic path. and it does. but I want the movieclip to stop moving vertically(make dy equal to zero) when it returns to its original y position. how can this be achieved?
I have made a tween using the new tween feature in CS4. I would like the tween to end on an exact copy of the original key frame so that it will loop seamlessly but I just cant figure out how to do this. I am unable to just recreate the keyframe because the object has rotated and moved to much to. I can do this with a classic tween but cant achieve the same effect.
I have input fields that have default text. When a user click on the field, the text disappears the original text remains gone.My question is how can I make the original text reappears.If the user clicks on the clear button or has not entered anything in.it would revert back to what was orignially there.[code]