I have been given a rather long and complicated Flash movie which contains a number of bugs. The one that has me most perplexed is as to why the pause button is failing to stop the root timeline.[code]As you can see, the button also controls various mps "voiceovers", which stop and start correctly, yet the timeline animations continue to play.I have looked through the movie and there doesn't appear to be any Play function overwriting the buttons Stop command.
I am trying to create an app that lets the user draw on a stage. I can start drawing, but the app doesn't stop drawing. I don't know if this is an Action Script issue or if I have created a structure that just doesn't work. Here is my code:
This code is from a drawing board, the problem is:
1- When you click outside the drawing area, a dot is drawn (thus you cant click anything except inside drawing area because it will result in undesired dots)
2- When you drag outside the drawing area the dot is drawn (bad), the pencil doesn't draw (good), but if you drag until reaching the drawing area draws (undesired, because it should only draw when you started to drag from inside the drawing area) how to tweak the code or simple add a "deselect" tool option ? That's a link to the fla file ziped, and that's the code of the drawing board: [URL]
i have a problem with functions, i'm creating a painting app in flash as3. i want to draw two different style a pen and rectangle.
When i draw pen style in first frame there is no problem, but when i click rectangle style in second frame it is drawing with both style. How can i stop or kill other function?
How do I make both of the not drawing. And How can i undo my last action in drawing?
Fla is in the attachement (CS4 version)
in first frame drawing pen;
Code: var clip : Shape = new Shape(); addChild (clip); stage.addEventListener(MouseEvent.MOUSE_DOWN, _handleMouseEvent);
This code is from a drawing board, the problem is:
1- When you click outside the drawing area, a dot is drawn (thus you cant click anything except inside drawing area because it will result in undesired dots)
2- When you drag outside the drawing area the dot is drawn (bad), the pencil doesn't draw (good), but if you drag until reaching the drawing area draws (undesired, because it should only draw when you started to drag from inside the drawing area)[code]...
I made a movieclip with 5 frames inside. Well, outside, when i push a button stop, runs the code: this.movieclip_name.stop(); , but, doesn't stop.Inside these frames there is a enterframe function that call drawing api functions.
I want to overwrite a XML file on my localhost, I always geta error "Error #1088: "The markup in the document following theroot element must be well-formed."AS3:
function upload():void { trace("upload"); str1 = "<?xml version='1.0'
I have a for loop that attaches a new mc to the stage fills it with info from a database. I should be left with three mc's but not the case. only the last one shows up on the stage. I went thru it with the debugger and it is filling all those movieClips with data but, overwrites them when it goes back to the top of the for loop.
what do you do when a loop "overwrites" itself and only displays the last value?
Code: for ( var j:Number = 0; j < xml_array.length; j++ ) { //Set state movie clips' parentMC and mainBroadcaster and onRelease functions this ["state" + j + "_mc"].mainBroadcaster = this.mainBroadcaster;
[code]....
here is the code snippet for the loop; I've used this before in a previous project and it didn't have this problem.
I've created two custom classes to contain data for a web forum controller flash tool:
class postClass { public var post_id:Number; //plus some other variables like timestamp etc
[code]....
When I try to assign a new post to a user (by adding the post data to the postArray variable) I overwrite posts that I had already placed under other users. More specifically, if I'm posting the first post for User Y, I overwrite the first post for User X with the exact same data.I thought this was a reference vs. value passing error, but I tried to eliminate this by not copying the "postClass" objects, but assigning the data directly into the user's postArray array:
var userArray:Array = new Array(); function addNewUser(masterPostIndex,UserNumber) {
[code]....
This all seems to work fine until I try to write a new post for a second or third user. If I trace the contents of User X's posts, they immediately become identical to the content of User Y's posts, as soon as User Y's posts are added. Later, when User Z comes along, both User X and User Y's posts are overwritten. This code is kinda long, so I didn't want to post the whole thing - but I can post any parts you're interested in, of course.
This really 'feels' like a reference-passing error (arrays are all looking at the same location in memory), but I can't figure out what I'm doing wrong - I'm not making a postClass object and then pushing it onto the user's postArray (I tried that too, same result).
var newPost:postClass = new postClass(); //read and assign values to newPost userArray[userIndex].push(newPost); //
this is clearly passing the referenceI can see how the latter example would pass the reference to newPost to the user object, then when I change newPost in the next iteration (when user Y posts something), User X's data will change too. I tried to avoid this with the first set of code.
When I make changes to a Flex project and rerun the project, it seems that FlashBuilder4 rewrites my html wrapper that embeds the SWF. But I have additional javascript code in the html wrapper and don't want to keep losing my code. I had to re-write the code once and it was a pain in the neck.How do I stop it from re-writing the html. And the related question: how do I stop it from deleting the html during a clean?I basically need to exclude the html from its processing once it's been created the first time. P.S. I'm using Flash Builder 4, but I suppose it's the same in Flex Builder 3.
I wrote over my actionscript code, saved it and closed it. now i cant get the information back. Do you have any tips. Been writing for 2 weeks on it. Iknoow i should backup it :)
I have a movie clip called "play_btn". The timeline has 2 labels, "paused" & "playing" ... paused contains a movie clip called "playButton" and playing contains a movie clip called "pauseButton". playButton & pauseButton contain images of a pause button and a play button.I am trying to replace the playButton image using:
loadMovie("play.png", play_btn.playButton);
This works when the swf is first loaded but then if I do:
I've been saving plain text files to the hard drive using FileReference.save and everything is working fine. However, instead of overwriting a file with the same name (as the dialogue box says it is going to), the new text is simply added to the end of the text file! I've even tried using a Byte array, but the same thing happens. Perhaps a Mac OS Flash Player bug?
Can methods declared with a custom namespace be overwritten?
Code: // secret.as package { public namespace secret = "http://www.example.com/secret";
[Code].....
If I try the above I get "1004: Namespace was not found or is not a compile-time constant." If I remove override I get "VerifyError: Error #1053: Illegal override of test in Extended."
I am building a dynamic menu system with XML. Back in AS2 I would make a movieclip, then attachmovie and duplicate the attached movie. When I did this I could always over write the old data. Now in AS3, it seems to be overlaying or "stacking" on top of one another. So my question is, is there a way to overwite the addChild, or a way to dump the contents of a movieClip so I prepare it for another attachment? Here's a sample of the code I am using.
Basically I've got a reasonably complex drawing object in a fla and I want to reproduce it in a class definition using the drawing api. However obviously this is a tedious task, so is there some trick or automated method of doing this?
Last time I needed to do this it was a drawing of an arrow and I ended up writing down x,y,width,height values for everything but this one has curves in it which I don't have experience with drawing anyway.
I cannot get this to work. Without the "var drawing", "var drawing being true or false" and the "if statement", it works fine. But I need to add the "var drawing" so that you can only draw if you turn it on by pressing the "draw_btn" button. Note, I do not get an error, the script "apparently" contains no errors. Here is the code:
ActionScript Code: var drawing = false _root.createEmptyMovieClip("myLine", 0);
I've created a drawing tool which allows the user to draw on the canvas, the problem is that if I try to draw over a movieclip nothing happens. Is there a way I can allow for the user to draw over movieclips? For example if I had a background of paper?
Here's the code I'm using for it:
// This code is for drawing the lines on the page //1. var drawingLine:MovieClip = new MovieClip(); addChildAt(drawingLine,0);
I need to draw on stage about 40,000 4x4 squares each a different color. The color is determined by an xml file. I have this working in as2 and have converted it to as3 the problem is the amount of time it takes to draw is causing cs4 to time out. I have extended the script time out to 60 seconds. In cs3 as2 it would draw the squares in about 15 seconds. I was hoping as3 cs4 would improve performance but seems to be the opposite. I have tried several methods such as adding children and various drawing variations. the bellow seems to work the best, but is still causing flash to crash.
I thought I had a handle on the timer class (even just a beginners understanding), but I'm having trouble with it.I have an event listener for the timer and it starts fine i get a delay, then a tween,but when I place a myTimer.stop();in the fuction the listener called (to stop it) it dosent stop.it will repeat placing the first image, and then call the first function again
......Wait its placing the first image in (a couple of lines before the start), so Its restarting the whole movie, not just the function?
myTimer.addEventListener(TimerEvent.TIMER, tweenone) myTimer.start(); function tweenone (event:Event):void[code]...........
I have a contact form for which I have a tween. That contact form consists of two keyframes, first the form, I tried putting the code stop(); in the first keyframe but it didn't stop. I then changed stop(); to _root.stop();, which didn't work either. I have to stop it because otherwise users would see a thank you note before they even enter their details. What can I do? Converting to movieclip didn't work either, besides it puts a funny character when I press AltGr