ActionScript 2.0 :: Possible That Contents (huge) In The First Frame Will Detect Preloaders Scripts?
Dec 11, 2003
Is it possible that contents (huge) in the first frame will detect preloaders scripts?when the contents are being exported to the first frame? I know one solution that the instance of the image or a movie clip can be used. But when I am using dynamic content I cant use instances anyway.
How I can detect a click on the border of a canvas, not its contents?.I am aware that I can validate ranges event.mouseX (Y),but my canvas has rounded corners and in some cases appears to be a circle,is there any way of knowing if the border of the canvas is under the pointer?I have:
here's the basic code i'm working with:lunch_mc.loadMovie("pastramiSandwich.png");when i change lunch_mc contents to chickenCeasar.png, for example, how can i detect that change and use it to drive another function? onChange doesn't respond to programmatical changes (retarded) and onData only works with the loadVariables event.BitmapData?
I seem to be getting a funny problem whenever people click a bit too early on another link whilst a movieclip file is loadingthe prime example is here, you click to enter the site, then a .swf loads within a MC to give you the "homepage" content (in this case some rather pretty girls wearing some t-shirts) the problem comes when the user gets bored of waiting too long and decides to click else where, for example, the user clicks on events.This then begins loading the events.swf file into the loader_MC I have, and once loaded begins mass playing the file constantly ( warning, it does flash very quickly, so if that sort of thing set you off, dont click it =O!)This is what my preloader code looks like in the loading files (such as home.swf, events.swf, etc
ActionScript Code: mycallback = setInterval(preloader, 10); //function to be called to test for download
I want to use flash's gui to do some tweens, creating line black and white drawings (which I know how to do).
NOW THE CHALLENGE:
I now want to be able to extract/infer from the stage which pixels are black and which are white (and fill up a array).
I have two lines of inquiry;
1. Convert the vectors created by the tweens into a "bitmapdata" and then use the getPixel() method to reference the pixels. - This would be great for me (if I could do this on a frame by frame basis), but I do not know how to convert the tween created vector into a bitmapdata object
2. Do some magic and be able to know what vector lines are on the stage, including their position, length etc.
I have built a simple Flash application that will be presented using a projector, the application will show messages in the form of questions that will come from a simple flat-file text file or XML file.
In addition to this I would also like to be able to add my own messages using a simple HTML form.
I've been looking around the web for some resources, but have been struggling to find what I am looking for. The basic idea is that the flash application will loop through these different messages from the XML, but then when a user types in a message that will also appear within these messages. Think of it as a sort of dynamic tag cloud.
I'm customizing an xml flash website and while I can handle all the html and xml well enough, but in Flash, I have no clue how to: Now go on the stage, and delete the contents of the last layer(background & pattern). Here, add from the library, the square movieclip, and name it mcBackColor(see attached image).And then to add your swf background in the "background & pattern" layer from the main.fla file.
I can change the name, but don't know how to delete just the contents of the layer and then add the new clip.I've made a slideshow before and that's all I can do.
Is there some code that I can use to detect whether a frame has already been played? What I'd like to do is detect yes or no, then jump to a specific frame depending on the condition.
Is there an event listener to use to detect whenever I am leaving a particular frame on my timeline? If I am correct, Event.FRAME_EXIT only works on the newer versions of Flash. Is that correct? (I am working with CS3.)
I have a movieclip placed in the main timeline. Inside that movieclip, there is another movieclip.I need to know the current frame number of the inner movieclip when the animation is playing.And report that current frame number back to the actionscript in the main timeline.
I'm building a simple 360 degree image rotation effect using single frames and forward and back buttons. I'm new to AS3 and have managed to create functioning buttons... (so my code may be a bit odd!)But now I also want to advance frames by clicking and dragging on the image itself (or on an invisible button sat on top of the image).Although there are some threads here which have asked the same thing, I don't understand how they were answered. My code is below, and the file I am practising with is on:URL...At the moment if you click on the image area it will advance but as there is no code detecting mouse direction, it just goes forward. Can anyone help me understand how to implement a simple direction detection and then use this to decided whether to advance or go backwards.[code]
I'm new for flash. I would like to know I need to fire what event which can detect frame animation finish? I need to pass a parameter from swf to flex to inform frame animation finish.
I am trying to detect the AS2 stages frame rate w/o timers. My FlashAsset for Authorware and Director can detect it using #frameRate from the outside of the SWF.
Does anyone know a undocumented command or how to address the stage as the MovieClip? I cannot use Timers, etc. to accomplish this do to programming restrictions of an old Flash Asset one of the two platforms I am using requires.
I have a function with Enter_Frame running and have it tween during the function. I know you could use object.y=object.y + 1 instead of the TweenLite i'm using now. But TweenLite gives the best effect I wanted. My problem now is, I wanted to remove the enter_frame function when its not collision each other. But when I traced hitTestObject, it have like a split second where the hitTestObject result return 'false'. So the tweening can't really finish 1st, and remove enter_frame run early while the object is still collisioning.
private function checkCollision (e:Event):void { //detect collision in array
I am trying to figure out how to stop a user from resizing the page below 800x600. I have found how to load a new url or swf when below a certain resolution but is it possible to load a frame or movie when the resolution is resized below 800x600 and goes back to the previous frame if resized back above 800x600? I have symbols attached to the corners of the stage. Resizing looks terrible.
Does anyone know how to trace out the frame rate that a swf is currently playing at?I've tried creating two date objects on adjacent frames, running the getTime() method on each and subtracting the difference but it seems to be the same regardless of what I set the movie's frame rate to in the property inspector...I am basically trying to monitor the performance of an animation at runtime and make adjustments on the fly based on how fast or slow the movie is playing.
I got it working for using the e.target of the mouse but now I need to filter through the array on enter frame and detect whether a collision is detected.[code]
I'm freaking a bit here. I've committed to building this branded, simple quiz for a client, and I've got the basic functionality running now in an un-designed shell UI. The app is just a landing state, a string of 15 questions built dynamically using a single state, and a result state. Minimal Actionscript controls these rather sparse three layouts, and my 'release' exported .swf file is 308 KBytes. That's a bigger .swf than this giant, giant scrapbook application I was just working on strictly in Actionscript. And I haven't even added the design assets (including animations) to the project yet! I'd hate to see what size this file will be once the graphics assets are added.
Is this simply a drawback of using Flex? Is there some way to slim down the library of classes that are exported into the .swf or something? The amount of code I've written in this thing is ridiculously small, so I'm now wondering if simply using the Flex framework adds this much dead weight to the .swf file?
I need to load a very big image on AS3 (currently sized at 8192x8192). I am aware that it does not fit any of the limits imposed by Flash regarding drawing to screen or creating a BitmapData of that size. I just want to load the image so I can copyPixels() some parts of it here and there.The thing is, I'm loading the .jpg file of that size with no problems. The size is recognized correctly from my Loader object. I load it like this:[code]But I am greeted with the #2015 "Invalid BitmapData" error usually reserved for BitmapDatas that are too big. The error also happens if I try to do a copyPixels(), which is what I need to do.Is there any workaround I can use so I can get data from an image this big on AS3?
I've started learning Flash two weeks ago and I have the challenge of creating an interactive political map with about 4000 cities. Some cities will have more than 600 lines defining their limits which will make this project very demanding on processing.People will be able to zoom in/out, select cities and see information about them.As a starting point, I've begun working with 500 cities. I've imported a vectorial drawing of these cities and converted each one of them to symbols using flash javascript, resulting of course in 500 symbols. I don't know if it was a good way of starting this project but worked for me. Then my problems begun.
First I tried to use the mouse roll over and roll out events to change the (fill) color of cities but the city limits (stroke) changed also.Second I want to add some properties to the cities such as city code, name, etc. but I wasn't able to do that using class inheritance. Would I have to create a different City class for every symbol I would like to extend? This approach looks like a lot of headache and redundant work.
I would like to show the top-left corner in my browser and allow user to use automatic browser scrollbars to navigate it.When I publish my swf file, this is well done in Safari, but not in Firefox.Which are the exact publish settings to make it ? I've tried several settings options, but I can't get what I want on Firefox.
I'm running the same flash file ([URL]) on my desktop and my laptop. The dekstop's specs are:
[Code]...
Using firefox and Flash Player 10.0.2.54 The weird thing is, the laptop runs much better than the desktop. The actual calculations (update) take about 1.1ms on the laptop, and more like 3.15ms on the desktop. Even the render time on the desktop seems to be longer. When I publish, I need to make sure that EVERYONE can play the game as it's meant to be played. So I need to know if I should be benchmarking off my desktop or my laptop. I'm guessing something is messed up on the desktop, as it really doesn't make sense atm.
im making a Flash Project using adobe flash cs3 using action script 2, my problem is when i go to test moive flash closes straight away, when i click on certain scences flash again closes, i can't delete the scences because when i press shift + f2 and go to click on that scence flash again closes