ActionScript 2.0 :: Pause A Game When Switching Windows?
Oct 20, 2010
I've noticed since the last few version of flash player that when your main view isn't focused on the flash game, it tends to mess the game up.How do I make it so the game automatically pauses when I switch to a new window or lose focus.
I have a simple HTML page that contains two tabs that show/hide content in the same space.The first tab contains an SWF file that is embedded using SWFObject.js.When switching between tabs, I would like the SWF file to pause or stop. This works fine on all browsers except IE7+, which is a known problem.What could be possible resolutions?A simple solution would be to remove the SWF file from the DOM and re-insert it every time the first tab is selected and loadedThe SWF file is generated using Adobe Captivate 5. Do I need to expose a pause/stop method using ExternalInterface API that Javascript/jQuery can call? Or, is there a standard method for pause/stop that is exposed for all SWF files that I can simply call?
[URL], but this is a completely different question. I now have a fully functionnal jet plane which fires tiny red bullets. Now, I want to be able to alternate between bullet/ammo types on the fly, (with a shortcut like shift or something, but not neceserilly that) from the red bullet to something like a yellow laser. I'll attach the file I have up to now.
I have written the game. It starts at once, when running the program. EVERYTHING works in one Document Class. Now, I want to do some basic intro, for example, animated countdown before the game starts. How can I kinda pause the game? there is only one frame on the main timeline which contains the background.
I'm making a game, and I'm at the point where I want to add pause and resume functionality. The main onEnterFrame is no problem, but I have a bunch of objects that have their own onEnterFrame functions. These objects also have different functions, for example one for moving, the other for exploding. So each object is in a different state. I can't use hasEventListener, because it only checks for the type of event and not which function is part of the event. Is there a way I can check which functions the ENTER_FRAME event has? If a particular object doesn't have a particular function in its ENTER_FRAME event, I don't want to put it back when I resume the game. I suppose I could have a global variable that tells each function whether or not it's paused, but that feels messy since I would need an if in every single function I have.
I'm working on a flash gaming site, BeardedGames.com. I just recently implemented a "Panic" button that makes the entire site display: none and display: block's a iframe with a allowed in school website of the user's choice.It works well so far, but the user's flash game still runs in the background while hidden. Is there a way to pause (not reset) the game, that will work on most, if not all, flash games? It needs to be accessible from javascript (possibly just javascript, or a flash wrapper?), and it has to work in IE 6 and greater (I know... I know. Can't help it.).Failed to make it clear that the user must be able to "un-pause" their game after the unpanic button is pressed.I haven't made these games, these are already made games like linerider.
I'm implementing a pause function in a game, it stops the main game timer and then dispatches an event ("Game_Paused") to stop a second timer. Both timers stop (and start) correctly but the second one throws a null object reference error.
Here's the ActionScript Code: private function onAddedToStage(e:Event):void{ _timerD = new Timer(100); _timerD.start(); _timerD.addEventListener(TimerEvent.TIMER, onUpdateTime); stage.addEventListener("Game_Paused", onPauseGame); [Code] .....
And this is the output: Code: Paused Timer=null TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.rtr.game.UI::timer_display/onPauseGame() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.display::Stage/dispatchEvent() at com.rtr.game::Game_Timer/onKeyDown() Paused Timer=[object Timer]
What's really confusing me is that the timer is still getting paused correctly, and the trace is showing up in the output before and after the error with two different objects.
So mys question is this, I want to have a hidden button on a flash game where I press the 'P' key and it pauses and unpauses my flash game. To do this I want to use the stage.framerate command.... where I would pause the game by hitting the P key and setting the stage.frameRate = 0.01; and then unpause the game hitting the P key again and setting the stage.frameRate = 24;I used to tinker around in Flash stuff using as2 about 5 years ago and not touched flash since.
Like when pressing (not clicking!!!) the windows |X| button on the game window. Is that possible? Or will I have to write custom pause function? :S I have a very complicated program, and now I want to add PAUSE button.
So your playing a flash game that's fast paced and mouse-based (hey that rhymes somewhat)... And then you accidentally move your mouse outside of the area of the swf... And then it pauses automatically with a "Continue" button, instead of you just dying or whatever. I've thought you could have a huge button the size of the stage and make it do something when the frame isn't 'mouseover' or whatever, but there's gotta be a better way. Also setting limits on the _xmouse and _ymouse wouldn't work cos sometimes the mouse moves too fast for them to accurately get the last mouseposition...
I need to simulate a pause command for multiple parts of a game I'm programming. How do I start the timer, then stop it after 10 seconds in as few lines of code as possible without using multiple functions?
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I made a game as the same site URL..Anyone knows how to prevent user open and play game on multiple browser windows at a time?I used flash control to embed flash into aspx page and connect to sql server
I'm having an issue with the PDF displaying outside the viewable area of the mx:HTML control in Flex. When the application starts up - the mx:HTML is set to a certain size, but can be enlarged if the application is maximized. These are the following conditions to replicate it: Issue only happens in Windows (Windows 7, not on Mac) Issue only happens with Reader X installed (not with previous versions) Issue only happens when running the built app, does not happen in debug / development mode from FlashBuilder
I want develop an application on windows mobile.In this app, i need to show some Flash games to the end user.ow should I do?embed an Flash ActiveX Control (in Windows mobile Form application) ?embed an IE control?BTW (because i do not have a windows mobile device now)Can I views flash in IE of the windows mobile device?for play flash, Macromedia Flash Player 7 for Pocket PC should be installed on your windows mobile emulator.DIT2:after practice i found following package should be installed before your windows mobile progr
Vista SP2 Visual Studio 2008 SP1 Windows Mobile Device Center
I'm running ant to compile a Flex application, and the build keeps failing when running it on a windows command line. Other people in my team can successfully run the very same build under mac and linux. This is the error shown in the command prompt:
[Code]...
All tokens are set in corresponding build.properties and filter .properties files (and, as I said before, it compiles perfectly under mac and linux). The windows version is 7 Ultimate, FLEX_HOME is set as an environment variable to the Flex SDK 3.5 (the 3.5.0.12683 build that comes with Adobe Flash Builder Burrito). ${compiler.fork} is set to false, to avoid an issue with the SDK and the source files being in different logic drives.
I'm using Flex in Flash Player 10 on Windows, using FileReference to load a file into memory, as below.My issue is that when a file is locked by Windows, my FileReference is not giving me any feedback that the file is inaccessible--it simply never dispatches any events after my calling load().Does anyone have insight into how to tell that Flash Player is unable to open the file?
var fileReference:FileReference = new FileReference(); private function onClick():void { fileReference = new FileReference(); fileReference.addEventListener(Event.SELECT, onSelect);
From an Adobe Air application, I need a function to launch the Windows Virtual Keyboard (c:windowssystem32osk.exe). I tried the Native Process, but it didn't work when telling it to execute cmd.exe /C osk.exe. How should I launch the keyboard application from an Adobe Air application?
I have a mp4 file which is to be used in an application. Currently i am in the stage of figuring out the technology to be used for this job. I am familiar with flex and am hoping that i be able to use it for the application. But i can not figure out a way to play the file in flex. I have been able to play the file only in windows media player and that required the installation of three codecs : Mp4Audio.ax, Mp4Video.ax, Mp4Src.ax.
As i see it, it will be very convenient if i could embed a windows media player plugin in flex or i could specify the audio and video codecs in the flash player
I have a flex application (.swf) and want to create a projector file. When I choose File-> create projector I get the .app file because I work on a Mac. I know I can create both projector formats for windows and mac using the export feature in Flash Professional. But this is not an option since it's Flex.Is there any other way rather than switching to windows to create the file?
I want to provides an option in my air/flex application. A user can check an option and the application starts when windows starts.I don't find with google how to do this, someone knows do that ?
does anyone have an idea or developed before windows authentication through flex application.I have a semi solution when user enters his/her AD username and password, and application send this data to web service which handles AD authentication, but this is one extra step which will give full comfort for users.
I am trying to create a pause button that will pause everything on the screen including movieclips/audio. Right now I can't figure out how to pause the movieclips.
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
I am using Macromedia Flash Pro 8. I have a flash intro that has words (phrases) which slide in. I would like to add a 7 second pause between each phrase to give people time to read them (no buttons). Could someone tell me the script(s) to use with all functions, etc. included - as I am so new to all this. I have been looking for weeks & tried many codes but none seem to work - or I don't know exactly where to place them - or both
I have a timeline of 30 frames, each it's own mc (page01_mc, etc.). In each mc I show a picture or two and hear narration.I have a first, prev and next nav on the main timeline. I need to add a play/pause btn that will pause both pictures and sound. I assume I do that in each mc, but do not know where to find the code.Here is what is in each mc now:
var mySound:Sound = new Sound(); mySound.load(new URLRequest("english/Intro01.mp3")); mySound.play()