ActionScript 2.0 :: OnEnterFrame Not Working, But OnRelease Works?
Dec 9, 2005why?
//This doesn't work
my_mc.onEnterFrame = function() {
this.alphaTo(1,1,"easeoutSine");
[code]........
why?
//This doesn't work
my_mc.onEnterFrame = function() {
this.alphaTo(1,1,"easeoutSine");
[code]........
my code is listed below. basically, i wrote this code to generate a rectangle that surrounds the movie clip called 'SELECTED' along with a small square that appears at the bottom left corner of the new rectangle.this new rectangle + tiny square are supposed to act as resizing tool for the movie clip 'SELECTED'. hence, if i press and drag the small square, the mc SELECTED should get resized accordingly. that is happening to some extent, except that when i release the mouse button, neither the onRelease nor onReleaseOutside function gets called.
onLoad = function()
{
pressed = false;
mulx = 1;
[code]....
i have this code that should get a face (eyes, shape, etc) in motion on Mouse Over. The thing is i dont know how to loop this onMouseOver code so it works like an onEnterFrame handler (while onMouseOver).Another way to put it: as long as the mouse stays over the Mclip i want the code to loop. How can i do this?Here is my code:
Code:
package{
import flash.events.MouseEvent;
import flash.events.Event;[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).
[Code]...
var mcHolder:MovieClip = _root.mcHolder;
mcHolder.onEnterFrame = function() {
trace"hello");
[code].....
I am running a test using onEnterFrame in flash mx but its not working for the life of me... Heres the code:
[Code]...
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.
[Code]...
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.
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();
[Code].....
I have two buttons. Each one calls in an external swf. I would like one of them to call it in onRollOver but nothing happens. It works fine when I change it to onRelease.This is the code I have for the two.
Code:
// Instantiate MovieClipLoader Class
var thumbloader:MovieClipLoader = new MovieClipLoader();
case_btn_1.onRollOut = function() {
[code]....
I have set up the XML as follows:
[Code]...
I have a serious situation regarding the onRelease Funciton not working properly.I have a FVLplayback componant inside a flash project inside a movie clip. Inside that movie clip I have two layers, One for actionscript and and the other for the actual component which contains instance name of 'myPlayer' (without quotes)[code]That cameraRoll is the instance name of another movie clip I have located in the movie clip as shown in path above. Inside that movie I have rollover, Rollout effects. The actionscipt is in an invisible button right on top of the objects. The actionscript is:[code]The objective: the movieclip to carry out the rollover Rollout effect and to have the function that will start the video.The Problem: When I run the flash project, it does the effect but won't start the video. If i move things around, I can have the video start playing but then the button won't do the rollOver, RollOut effects.
-the path to the video component:-root.menu.video
-the path to the movie clip taht contains the timeframes for rollOver/rollOut effects )which contains invisible button on top of everything. root. menu.cameraRoll
I have two buttons. Each one calls in an external swf. I would like one of them to call it in onRollOver but nothing happens. It works fine when I change it to onRelease.[code]
View 1 Replieswhy does this not work
[code]...
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()
{
[code]....
i have a movieclip on the main timeline, and inside that mc I have 1 button on first frame and 1 button of second frame...From the main timeline i run this script for frame 1 button...
publisering2.avpubliser_btn.onRelease = function(){
publisering2.gotoAndStop(2);
}
And this works fine.. however, i run the exact same script for the button on frame 2, ofcourse changing the path and gotoAndStop(1) instead... And this isnt working.. The button's over frame works so its activated...
I am working in CS4, but using as2 as the publish setting since the swf I need to load in was previously done in as2.I have an interface that I am loading a logo.swf into. This logo has animation that works properly both in test and in the browser. There is, however, a function in the logo.swf that is not working.
this.onRelease = function() {
getURL("http://www.yourdomainhere.com");
}
When I test with the IDE this is clickable within the interface, but when I view via the webpage it is not. AllowScriptAccess was set to sameDomain, but I have also tried that set to always.
I can't get my getURL to work. It works when I use "_blank" but not when I use "_self" or "_parent" or "_top" or leave it empty. I've got it right off the main timeline. I've also tried putting it within an onRelease function.
So, this doesn't work:
Code:
getURL("images/aboutus.jpg", "_self");
But this does:
Code:
getURL("images/aboutus.jpg", "_blank");
Its suppose to create a Movie called container which has a text field in it then when the container movie clip is clicked on "Goodbye World" pops up in the trace window.So far the only thing this code does is display "Hello World" but no action is taken when it is clicked on.
Code:
var container:MovieClip = this.createEmptyMovieClip("container", this.getNextHighestDepth());
var label:TextField = this.createTextField("label", 1, 0, 0, 150, 20);
label.text = "Hello World";
[code]....
I am new to Flash/Actionscript and am having problems getting some movieclips to link to different URLs on release. I am able to get them to animate, and I am able to get them to link to an html page in the same folder, but I can't get both functionalities to work at the same time. I've tried putting the actionscript in the instance object, in the action layer, and other things and nothing seems to work!?
Here is the link to the source file: [URL] believe that the actionscripting needs to be done in the "banners" movieclip, but it could also be the "Symbol 3" movieclip. Here is also a link to the .swf [URL]. See, if you mouse over the first two clips, they animate, but they do not go to the HTML page if you click on them [URL]. The third clip will go to the page success1.html in the same folder if you click on it, but it does not animate on mouse over.
the seven dots u see on the stage are 7 emptymovieclips. i've coded the action script to load the thumbnails in 6 emptymovieclips on left side arranged in grid.script is working fine till 6 thumbnails are loaded in the grid.(from externel xml file as i've coded)as logically u can guess that, when we click on a thumbnail, it's bigger copy should be loaded in the black square on he stage. but it is not happening ; i;ve coded for it also ;in the following script u can see that the last command is:
_root.thumb0.onRelease = function() {
trace ("clicked");
}
it should dispaly "clicked" on output window when thumb0 is clicked but it isn't showing anything. not any error even. the above line is in firstframe's action script; and it must should work from here only, not under the AS of thumb0 movieclip.
//////////////////////////////////////////////////////actionscript for the first frame of layer1///////////////////////////////////
xmlData = new XML();
xmlData.ignoreWhite = true;
[code]...
I am trying to load images into movie clips then add a .onRelease to then dynamically so that when a user clicks on one it will pop up a bigger image of what they clicked on in a box.The images load in just fine but when i click on them i get nothing. Here is the code:
Code:
var tdata:String;
var submitListener:Object = new Object();
submitListener.click = function(evt:Object) {
[code]...
I'm loading an item to the stage and trying to apply a function to it but it doesn't seem to work.
Code:
_root.attachMovie("FullScreenBTN","FullScreenBTN",_root.getNextHighestDepth());
_root.FullScreenBTN.onRelease = function(){
trace("test")
}
When I press the button nothing happens, but when I remove the attach code and just put the button on the stage with the appropriate instance name it does work.
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:
[Code]....
any consise methods to restart a deleted onEnterFrame that has been deleted?
View 3 RepliesIs there a way to ADD onRelease method on movieclip that already has a onRelease method? Without replacing the first one.
ActionScript Code:
mc.onRelease = function(){
trace('1');
}
I was thinking this, but it doesn't work
[Code]...
how 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 RepliesCan someone take a look at this AS and see if they notice any reason it wouldn't work in Flash Player 8?[code]
View 10 Replies