ActionScript 2.0 :: Put An Object Into An Array It Stops Working With OnEnterFrame?
Aug 13, 2006why does this not work
[code]...
as soon as i put an object into an array it stops working with onEnterFrame
why does this not work
[code]...
as soon as i put an object into an array it stops working with onEnterFrame
I'm trying to set up an app that moves one movie clip to the top of the screen, regardless of where it is or how deeply it is nested. To do this, I take the full path of the movie clip and go in, movie clip by movie clip, putting the depth of each nested clip on top. This part works perfectly. Afterwards, I want to move everything back to where it was. In the first step, I store the current depths of everything in an array before changing depths. In the second step, I'm trying to change everything back to its original depth, as shown in the array.
The code is below:
_global.videoPath = _root.clip1.clip2;
var pathString = String(_global.videoPath);
var videoPathArray = pathString.split(".");
var depthArray:Array = new Array();
[Code] .....
Code:mcRotation = [000, 001, 002, 003, 004, 005, 006, 007];works just fine as is (well, it generates no errors). But as soon as I add one more element to it, 008, it generates an error:**Error** Symbol=alphabet bar graphics, layer=actions, frame=1:Line 8: ']' or ',' expectedI might as well forget about inputing the rest (up to 025). Just to verify, here it is up to 008 as I'm typing it:
Code:
mcRotation = [000, 001, 002, 003, 004, 005, 006, 007, 008];
You're probably wondering what's with the extra leading zeroes, well they are there for
[code]....
I'm using the gskinner.com bridge to load and talk between a as2.0 object in as3.0 . The library works smoothly. If I upload the html it works smoothly. But when I embed it as using fb:swf on facebook, the as2.0 object stops loading, any clues?
View 1 RepliesI have a bunch of thumbnails i'm getting from XML that have this code on them...
Code:
for (e = 0; e < total; e++) {
_root.web_thumbs.thumb_button.duplicateMovieClip("button" + e, e + 12);
_root.web_thumbs["button" + e].c = e;[code].....]);
It loads the XML variable fullimg into an empty movie clip on its own layer in the timeline.The movieclip, "container", is assigned this code, but the code isn't on the movieclip, it's on a frame designated for just actionscript.This is the code
Code:
container.onEnterFrame = function() {
this._x = int(content._x - (content._width / 2) + 30);
this._y = int(content._y - (content._height / 2) + 30);
}
The Problem Is...When there is no image loaded into the movie clip, it works fine, and shifts around depending on the location of the other movie clip, "content". But, once there is an image loaded into "container", it stops shifting around depending on the location of "content", and just sits in its last location.The only thing i can IMAGINE being problematic is, on another frame, where I have the XML being cut up and assigned to variables, at the end I have a remove _root.onEnterFrame, removing the onEnterFrame at the beginning of the XML to variables line of code, so that is stops running.
I created an array in the var declarations with Code: var private eDrag:Array In a function that adds imported mcs to the stage, I also added code to push each to the array. Here is an example of a block of code loading the object with the part pushing the object to the array at the end:
[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.
why?
//This doesn't work
my_mc.onEnterFrame = function() {
this.alphaTo(1,1,"easeoutSine");
[code]........
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 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 some movie clips that hold the contents. (ie I have a movie clip to hold my navigation buttons and another to hold the actual content.) I wrote some action script on a separate layer that is outside of the movie clips, the AS adds event listeners and a few simple functions. All my navigational buttons work prefectly, I have a button that I use for email, this works the first the frame is loaded. If I go to another frame (another page of the website), and then go back, the button no longer works, I tested with just using trace("the email button was clicked"); oh, I thought I might add that each page of the website is a different frame, that is inside my content movie clip. my AS looks like this:
stop();
navigation_mc.home_btn.addEventListener(MouseEvent .CLICK, homeClickF);
navigation_mc.rates_btn.addEventListener(MouseEven t.CLICK, ratesClickF);
[code].....
What I'm trying to do is, generating some movieclips in a loop and putting them into an array and then enumerating the array and set an endpoint for each instance of that movieclip:
mc[i].onEnterFrame=function(){
this._y -=8/N;
if((getTimer()-lastT) > myLevel){
this.onEnterFrame=function(){}
}
}
lastT is the time where the scene was run for the first time. So i'm comparing the time for each instance to that "initial time" and check if its larger than myLevel which varies for each of the instances. So this code first runs for all the instances, each having a different "myLevel", then I expect to see they moved differently. But the result I currently get is all of the instances move to the lowest "myLevel" value and then stop.
I am trying to implement an onEnterFrame method within an object that is not applied to a MovieClip. The onEnterFrame is not running, most likely because it is not a movieClip. Is there a way of making it run without attaching anything to the stage?
View 2 RepliesI am trying to implement an onEnterFrame method within an object that is not applied to a MovieClip. The onEnterFrame is not running, most likely because it is not a movieClip. Is there a way of making it run without attaching anything to the stage?
View 2 RepliesI updated FlashPro from 10.0 to 10.0.2 through the adobe updater.After the update applied, Flash ignores any code entered on my action layers as if it were not there, even simple stop(); command.
View 2 RepliesI have a Flash Animation which i am running in a Browser Window .. Suppose a Man moving from Left to Right and also a BackGround MusicNow when I change the browser Tab to suppose check my gmail account while the man completes his walk from Left to Right .. The problem is the music is running but the man freezes at his place and continues his animation only after i return to the Flash animation containing browser Tab.
View 2 Repliesuse the "this.onEnterFrame = function()" function within a Color.prototype function? I'm trying to write my own function to go from one color to another, but nothing works within my this.onEnterFrame function, but anywhere outside of it it works fine.I've done this before, but using a movieclip prototype, so I know it' not syntax. And if you can't, for some reason, use this.onEnterFrame within a color prototype, how do you pass the name of a color object to a function so that I could just say changeColor(myColor, 0xffffff); to change it to white?
View 3 Replies1 main flash movie called game.swf 1 external flash movie called maze.swf
The thing is from my main movie game.swf I load the external "maze.swf" true the LoadClip procedure. This works "fine".
The maze.swf as you can guess contains a maze game, and as you all will know this works with the Hittest commando to check if the character doesn't walk up against the wall.
If I start the maze.swf as a stand-a-lone this works fine, but as soon as I load maze.swf in my main movie. The hittest doesn't work anymore, because in some way the hittest is now checking with the coordinates of the entire main movie instead of only the boundaries of the maze.
I checked If I was calling to the right path, with _root and _level0 and etc. This is al correct because I can trace all the properties from maze.swf in my main movie. But the hittest simply won't work.
I imported a .aif sound in to my library and gave it a class name of "Beat". I'm using this sound as a rollover effect. So I have my variable initiated at the top like so:
Code:
var snd:Beat= new Beat();
My listener's function like so:
[code].....
When creating a dropdown for a button, I noticed the dropdown will stop working if the button does not run the entire length of the timeline. i.e.: if you navigate to a page that is out of that button's "range" it will stop working unless reset by returning to the root page. Nesting the problematic button in a movie, however, solves this problem...
View 3 RepliesI have installed FMS 3.5 on an Intranet server, and it installs its own version of Apache.This has now caused the localhost to open the FMS page. Disabling FMS 3.5 returns back to the Localhost page.It is not possible to run FMS 3.5 on an existing Webserver with Apache?
View 1 RepliesThe following code is from the CS3 Language Reference.Pasted into a new file it works.Pasted into my current project it doesn't.what settings I might have that are disabling it?
this.createTextField("news_txt", this.getNextHighestDepth(), 10, 10, 320, 240);news_txt.border = true;news_txt.wordWrap = true;news_txt.multiline = true;news_txt.text = "To see the custom context menu item, right click (PC) or ";news_txt.text += "control [code]....
I've tried it on several different copies on Flash(on college computers and at home) with different files and no matter what, once I save the file, any action script I had will stop working and will never work again no matter what.
When I create a new document and put in some Actionscript (3), it will work at first. For example if I have one line telling an object to have a lower alpha. Then, consistantly, when I go to "save" it'll stop working.
I have a class which extends a SWC , in the swc i have two boxes, front and back and an animation on the same timeline. The animation works fine without swapping when I swap them the animation stops working.[code]...
View 7 RepliesMy friend and I have been working on a game for about a year. There's a few buttons on the stage that have been on the stage for six months, and always worked fine, but today my friend moved them and I just realized they don't work anymore. They are literally completely unresponsive to all mouse input, they have event listeners for mouseover and click but the events never get triggered (I checked for sure with breakpoints and traces).
I tried the obvious things first; move the buttons to the top layer and set .mouseEnabled = true, but that didn't do anything. I tried moving them around the stage in case something invisible was covering them but that didn't work.
We've got one button instance named "btnSell" that is broken, and another named "btnMenu" that works. They are instances of different objects in the library, but I tried swapping their instance names on the stage; then "btnMenu" was broken and "btnSell" worked.
So I swapped the names back, deleted the broken "btnSell" and created a new instance from the library. Only, it still doesn't work.
My friend deleted a bunch of old and no-longer-used assets, including previous versions of the PNGs that make up those buttons, so maybe that's related to the problem?