ActionScript 2.0 :: OnEnterFrame Not Working?
Dec 13, 2007var mcHolder:MovieClip = _root.mcHolder;
mcHolder.onEnterFrame = function() {
trace"hello");
[code].....
var mcHolder:MovieClip = _root.mcHolder;
mcHolder.onEnterFrame = function() {
trace"hello");
[code].....
onEnterFrame=null, onEnterFrame=undefined & delete onEnterFrame....
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
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I am running a test using onEnterFrame in flash mx but its not working for the life of me... Heres the code:
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I am trying to get the text box to always register the width of the "test_mc" however it will not change from 100 it doesn't even start at 100! I tried changing the "_xscale" to _xmouse to see if it would change the text and it worked but still not for "_xscale"!
How can I combine these two functions without any of them failing or interrupting each other.
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I'm not getting errors but my program wont call my function.
Code:
this.onEnterFrame = function() {
if(wm == 10)[code].....
I want to change to my end game screen when my value of variable wm gets to 10. Sorry I cant figure out whats wrong with the if statement. It doesnt work outside a function either.
why?
//This doesn't work
my_mc.onEnterFrame = function() {
this.alphaTo(1,1,"easeoutSine");
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I used kirupas tutorial 'Complex Button RollOver/Rollout Effects' to make a menu that slides down when you roll over it. I have buttons inside that menu_mc - but they dont work.
My question is - does the on enter frame function prevent buttons from working?
Here is the code that is inside my menu_mc:
stop();
this.onEnterFrame = function(){
if(rewind == true){
prevFrame();
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why does this not work
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as soon as i put an object into an array it stops working with onEnterFrame
I am working on someones as2 file and I noticed that they had an onEnterFrame running non stop in the movie. I don't use onEnterFrame personally. So I tried to create a conditional to stop it. While the conditional worked its stopped the fluid animation they had used. So I need to figure out some other way to get rid of the onEnterFrame. Anyone have any ideas here? The AS basically resizes a box on stage when certain movies are loaded.[code]
View 5 RepliesThere is a function that I use all the time written in AS2 with buttons and rollovers to create a smooth animation in and out that doesn't relly on gotoAndPlay or gotoAndStop methods (as I have found them to be quite buggy. The AS2 code follows. I have started to write the same function in AS3, but keep getting errors when attempting to create a nested even listener for the onEnterFrame function that will drive the animation forward. How can I rewrite the AS2 function to work the same way in AS3.This is the AS2 Code
Code:
btnBox.onRollOver = function()
{
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i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
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any consise methods to restart a deleted onEnterFrame that has been deleted?
View 3 Replieshow can I check if "delete this.onEnterFrame;" is working or not?
View 5 RepliesIs there any method how can I check if "delete this.onEnterFrame;" is working or not?
View 5 RepliesI use this:
this.onEnterFrame = function(){
if((kropp==2)&&(huvud==4)&&(bg.BGtyp==1)){
bg.nextFrame();
trace("good");
}
to know when different variabels are right. But I don�t want the check to be once every 2 second and not every frame. I could put the code in a looping mc but could I do that in a code?
I have a main.swf file and it will load an external swf file.I have this code in the external swf file:[code]So when the external swf file loaded in the main.swf, the color_picker is visible in the main.swf.Everything works just fine but I just need to know how to remove (Kill the onEnterFrame) when the external swf file has been unloaded or replaced with another external swf file?
View 2 RepliesI have a script with some onEnterFrame's.. my problem is that I can't evoke more than one of the functions in "onframe()".. after the first function "onframe1()" has ended nothing more happens.. if I switch the two functions ("onframe1()" and "onframe2()" arround or I escape the first the script still ends after the first function is done
function onframe(){ var i = 0; onEnterFrame = function() if(i == 10) onframe1(); if(i == 200) onframe2();//delete this.onEnterFrame; i++; }}
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as2 this works but in as3 it no work how do you do this in as3
this.onEnterFrame = function() { if(Key.isDown(Key.UP)) { square._y -= speed; }
i have a few onEnterFrame functions like 6 to 7 which I want to combine them into a single function. But it doesn't work after adding the function.
View 4 RepliesI'm trying to write some programs with kinect sdk in c# , I'm a flash developer and my skills are in actionscript , and I've written some simple projects with c# , the thing I wanna know is that is there a function like onEnterFrame in C# ? or something like tween functions in C#
View 1 RepliesSay I have 100 MC's (movie clips) in my scene that are spreading out in _x and _y. On every frame I need to check each of those MC's for a hitTest (or anything really). Would it be more programatically efficient to:A) Create a single array to hold all the MC's and do a for...loop to check all of themorB) When each MC is created create an onEnterFrame to check only itself (x100)?Hope this makes sense. This is an argument between me and my partner as to which will be the less processor intensive. My theory is that there would be no difference but I've read no documentation for it
View 3 Repliesmy prblem is my mc cant stop after hiting the mc hoe to stop ms after hitingI used this code to stop this Mc and its work Butthe mc hit only one time 2nd time its doesn't touch the mouse
if(this.hitTest(block)==true)
{
//this._x= this._x+60;
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I have a set of movie clips that are attached to the stage every so often. The attached movie clips all move independently with their own class code. After I changed something in an unrelated class, my attached movie clips only run their onEnterFrame() code once, instead of once per frame. I called up the list of variables, and my movies (which are passed into an array) are all "undefined". I'm not really sure whats causing these movie clips to not run their code properly. This is the code for attaching them:
ActionScript Code:
var target = _root.attachMovie("Target", "Target" + _root.getNextHighestDepth(), _root.framework.depth[7]);
target._y = _root.framework.paths[attachlocation][0]._y
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Ok, This actually works butI want it out of EnterFrame. what is going on is this... The user moves a movieClip called selector.selectorCollisionBox over the movieClip called fG.buidling1 Then the string buildingName is no longer NULL or "", it becomes whatever I set it to. Also a Button is added to the top of the selector so the user can click that and 'enter the building' to view info about it.(or that last part is the plan down the road)
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problem is, it seems like it is checking this constantly because I have it on EnterFrame. Is there a way to make an event that just specifically looks for if (selector.selectorCollisionBox.hitTestObject(fG.bu ilding1)) ?? Or better yet, maybe I can have a boolean, overBuilding1 = true that fires all those properties off once instead of every EnterFrame? That way onEnterFrame just fires off a condition? I am so close to understanding this.. I feel like I am at my last brain hurdle.
can you delete a onEnterFrame that is placed on the MC its self, for example:
Code:
onClipEvent(load){i=0}
onClipEvent(onenterFrame){
i++
if(i>50){
delete this.onEnterFrame
}
}
the concept is simple and works when placed on the timeline but does not work when placed directly on the MC.
ok, should this work or am i barking up the wrong tree?
Code:
onEnterFrame = traceMe("test")
traceMe = function(param){
[code]....
Im quite confused its early in the morning i have just made a vnice website layout and i cant think of how to play a MoveClip on enter each page... On enter page to play a "Flash" Effect like a page transaction.
View 1 RepliesI have this code to go through all my movieclips and give EACH of them an onEnterFrame function.
Code:
for (var i = 0; i<menuTot; i++) {
var thumb:MovieClip = holdThumb.attachMovie("thumb", "thumb"+i,holdThumb.getNextHighestDepth());
thumb.onEnterFrame = function() {
//whatever
}
};
So the problem is that the only onEnterFrame function that works is the last movieclip. Obviously there is somthing wrong when defining it as it is only taking the last thumb variable for the name. How do I get it so each thumb clip gets its own onEnterFrame function?
[code]Why won't the onEnterFrame work?
View 1 RepliesI am studying �classes� in order to develop one that allows me to drive a car. After some tries a doubt came out: where to put the controls to drive the car? I mean, where to put the OnEnterFrame handler to refresh the position of the car? In the class or in the main fla?
Code:
//Main .fla
stop();
var Car:car= new car ();
var onEnterFrame:Function = Update;
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Is it possible to have the handler in the class?