ActionScript 2.0 :: Stopping A _root.onMouseDown = Function()?

Oct 7, 2003

i have a:

Code:
_root.onMouseDown = function(){
someAction

[code].....

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In the code below i want to change the _root.broj and _root.logo variables inside the function which returns values from .php file. Inside the function everything works fine and all values are correct but when i trace var broj outside the function it's still 0.

var result_lv:LoadVars = new LoadVars();
var send_lv:LoadVars = new LoadVars();
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[Code].....

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I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?

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[code]....

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ActionScript 2.0 :: Calling Function Triggered By OnMouseDown?

Jan 27, 2003

I'm having problems with calling a function triggered by onMouseDown.

Code:
_root.myMC.onMouseDown = function() {
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_root.y = _root._ymouse;
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The idea is that the function 'startDrawing' only has to execute when I click on the mc 'myMC' which contains a (filled) square, a sort of a drawingboard. However, it also executes when I click anywhere else in my movie.

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Is there a way to make the onMouseDown function also work within the MovieClips area in this code example?  It seems like the two functions are conflicting.
 
attachMovie("nutrition","nutrition",4,{_x:715, _y:370});
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[Code].....

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I was wondering, is it possible to call a function in a MC from the _root of the movie?

I have an MC called timer, linked aswith a function in it,

Code:
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On the _root in the first frame I have this,

Code:
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I want to edit a variable in _root from a function

it should look like this:

Code:
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ActionScript 2.0 :: _root._root[eelmine].nextFrame()?

Sep 14, 2004

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how do you stop the execution of a function?

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I'm trying to create a simple 'drum machine' game, where certain keys trigger sounds. I have that part down, but now I am trying to add different 'kits'. I was attempting to do this by simply creating a button to advance to a different frame on my timeline, with different actionscript that calls the new sounds in.

This is my simple AS to play a sound.

Code:
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[Code]....

The problem I'm having though, is that when I hit the button to advance to a new frame, with different AS, the previous functions are still active, and the sounds overlap. So I need my button to somehow stop the function (seen above) and gotoAndPlay the next.

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well its not really a loop in the strict programatic sense, but the effect is similar. I have a function attached to a button that uses the onEnterFrame event of an MC to start some action. When I rollout I want the action to stop, similar to using a clearInterval method. I tried using the setInterval method to create the action but the values inside the interval function are only checked at the first call of the setInterval, not after each interval.I'll admit I am far from a programer or any kind of expert in code, so my methodology may be completely whack. I am open to suggestions to better solutions...FYI, here is the code I am using

scrollRight_btn.onRollOver = function(){
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[code].....

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I have this MouseEvent function that I have totally no idea why it fired twice. Is there a way I can disable the function in a period of time? I tried disabling the button, but seems like it directly called the function and does not trigger from the button.

Addition info:When I add in more object to the array, the function fired more time

The Class the handles the button

package classes
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[Code]....

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I am wanting to stop this yoyo movement when a sound stops.

This is not all the code but the important parts:

I DECLARED THE VAR OUTSIDE OF THE FUNCTION:

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........
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[Code]....

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ActionScript 2.0 :: Stopping A Function From A Dynamically Loaded Mc?

Jul 22, 2003

I'm using a timer on a keyframe to auto refresh mcs every 10 secs. This is working correctly but when I click on a button from a dynamically loaded mc I want it to stop the function from running.

[AS]
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[Code].....

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I just recently began migrating from AS2 to AS3, and I have of course realized that I can no longer move the "_root" by changing the _x and _y positions of the _root (which no longer exists in AS3). How can I do this in AS3 (specifying _x, _y, _z possibly of the "_root")?

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I have a game where the player movement is dynamic but have the same template, so the movement is performed by a Tween() with changing variables. next I create a listener for the "TweenEvent.MOTION_FINISH" event of that tween, the purpose for that listener is because when the movement animation ends I call a function to show the player his next movement options.

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I am developing a game project, in which I have many functions on it. I have all the major functions on the frame 50. And I don't want these functions on the next frame. Indeed I didn't have these functions on the 51st frame, the 51st frame only contains a stop action. But flash calls all the major function on the 51st frame also, I don't want these function to call on the 51st frame. Is there any way to stop this? Or else my program contains error?

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= The 50th Frame =
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[Code] .....

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I need to stop a function, the function is started with a play button and I want it to stop by a stop button, then play then stop, etc. The changeColours function has a timer.start() at the end that triggers another function, which then restarts the changeColours function. These 2 functions keep doing this repeatedly after the play button and MouseEvent trigger the first function. I just want to be able to stop the changeColours function and then be able to start it again at any time.

ActionScript Code:
play_btn.addEventListener(MouseEvent.CLICK, playColours);
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Is there a way to return what's hit when the user clicks? Like if what's hit is a movieClip or a button and so om...

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I'm trying to make a notepad - when you hold the mouse down you can draw like a pen and when you release the mouse it stops drawing. At the moment I can just get it to update after every click.

Writing.as:

ActionScript Code:
//This class is to 'write' wherever the person drags the mouse
class Writing {[code]...............

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ActionScript 2.0 :: Disabling The OnMouseDown Event?

Sep 5, 2009

I am playing a movie clip onMouseDown event. There are total 10 movieclips in array. I want to disable onMouseDown event while movie is playing.PHP Code:

onMouseDown = roll2;
function roll2(){
shimArray = new Array("ani1", "ani2", "ani3","ani4","ani6", "ani7", "ani8","ani9","an

[code]......

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ActionScript 2.0 :: Deactivating The OnMouseDown Listener?

Sep 22, 2009

the code:

---
function react(menu_item, textFile){
if(menu_item.hitTest(_root._xmouse, _root._ymouse, true)){
onMouseDown = function(){

[code]....

Goal: deactivate the "onMouseDown" listener after the mouse button is released.

Limitation: "OnPress" is not an option because it interferes with other code.

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ActionScript 2.0 :: Define An OnMouseDown Area?

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I'm creating an animated menu that I'd like to 'stow away' when the user clicks anywhere but the Menu button.I know this involves adding a mouse listener for an onMouseDown event, but I'm not sure what or how to define this...Is it possible to define an entire area (my site) minus a specific area (the menu button) for an onMouseDown event?

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ActionScript 2.0 :: Ignoring Interface On OnMouseDown

Mar 19, 2007

The issue is that I am making something that has many buttons, and rather making a variable that has it turn true onMouseOver (when I go over an interface object, the variable wont let the click register), making clicking not register, and then register onMouseOut (when I leave the interface object, clicking is registerable) for every single button, I rather have it auto recognize if I am actually hitting the root object like shown in my attachment.

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ActionScript 2.0 :: StartDrag / OnMouseDown / OnMouseUp?

Aug 23, 2009

i need some help with my startDrag function, i have something like this right now:

ActionScript Code:
target_mc.my_thumbEvnt.onMouseDown = function() {
if (this.target.hitTest(_root._xmouse, _root._ymouse, true)) {
my_mc.startDrag(false, 0, 0, -my_mc._width+Stage.width, 0);
}

[Code]...

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ActionScript 1/2 :: .onMouseDown Makes All The Screen Clickable

Sep 1, 2009

I've got this really weird problem. I have the following code:

[Code]....

The thing is, after I setup the onMouseDown, Anywhere I click on the screen run that function, not only the listMask movieclip! The movieclip is just a plain rectangle that was drawn by code, nothing special, no hidden graphics. Even if I don't draw anything in the movieclip, the whole screen is still clickable (as well as areas outside the screen, if we maximize the player window). This movieclip was created with .createEmptyMovieClip

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ActionScript 2.0 :: FMX LoadMovie And OnMouseDown Event - Gets Executed

Jul 18, 2005

I've got a very simple movie clip that is supposed to load an external .swf into an empty clip that gets created when you click on one of the clip instances on the stage.

[Code]....

The empty movie clip gets created (I assume), and the .swf gets loaded in, but when you click anywhere on the stage, this code gets executed, basically loading the .swf back in. It's only supposed to execute when you click on "about_mc" . What am I missing, besides a brain?

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ActionScript 2.0 :: Attach Multiple Movies With OnMouseDown For Each?

Dec 1, 2005

I am having problems with attaching multiple instances of the same mc, and tring to get an onMouseDown event for each of them.

The problem is that if I mousedown on one of the attached mc's, then all the attached mc's will trigger the onMouseDown event instead of only the one I clicked on.

the trace returns "onMouseDown called on 1" ...."n" instead of a single trace statement.

code:

function createSlideIcons(num){
var targetMC:MovieClip = this.form1.slideNav.slider;
var spacer = 5;

[Code]....

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