well I tried that and it didn't really work, it only seems to work for the 1st onEnterFrame but doesn't work for the rest... is there a way I can make it work for all 3?
i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
i have this code that should get a face (eyes, shape, etc) in motion on Mouse Over. The thing is i dont know how to loop this onMouseOver code so it works like an onEnterFrame handler (while onMouseOver).Another way to put it: as long as the mouse stays over the Mclip i want the code to loop. How can i do this?Here is my code:
When you click on a button and the animation is supposed to play foward or reverse based on which year the user is currently on and which they are selecting. Going forward is no problem However I don't know how to link the button event to the onEnterFrame() event so that when I use the prevFrame(), it will play in reverse at the same frame frequency as going foward. This is the code I have now.It goes back to the frame that it's supposed to, but the animation is not at the same speed as going forward. I goes back as fast as the code can loop.
function frm94to93 (event:Event):void{ while (currentLabel != "Frame1993"){ trace(currentFrame); prevFrame(); }
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).
I have an event listener for a custom event type. This custom event overrides the clone method as required.In this event listener I want to dispatch an instance of a different type of event... a different custom event instance altogether. It also overrides the clone method as required.The problem is I'm getting a type coercion error: TypeError: Error #1034: Type Coercion failed: ...I do not know what is trying to do the casting. My code is:
/* elsewhere in a method */ addEventListener(GestureEvent.GESTURE_SCALE, handlePinched); /* the event handler */
I am writing a program that needs to go to a random frame after clicking a button. However, the program also needs to start on a random frame. When I call the function at the start of the program it gives me an 1120: Access of undefined property event error. The function is originally written as followed:
function randomMatchedTrial(event:MouseEvent) { ... lots of code that probably doesnt matter, but let me know if it does... }
the program starts by calling the function as followed:
randomMatchedTrial(event)
Can event handler functions be called outside of the event listeners they are handling?
I'm programming a simple game for school, and now I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference.at actionscript::EnemyFighter/onEnteringFrame()
I think this is because the object that calls this function does not exist anymore (it is removed from the stage). However, I did add an event listener for this and let it remove the ENTER_FRAME event listener. Therefore, this function should not be called anymore...
I tried to give the class a variable 'exists', then setting this to 'false' in the function that is called when the object is removed from stage. Also, this onEnteringFrame function first checks whether this 'exists' variable is true before executing any code... This also didn't solve my problem...
So in the end, it seems like the ENTER_FRAME is always called before the REMOVED_FROM_STAGE event. Is there anyway to turn this around?
So say i drag "my_object" to a y-coordinate of 100, how do i make it so it only calls the function once. Then if i drag the object away from y=100, and then back to y=100, i want it to call the function again.
I'm using the onEnterFrame event b/c i need it to constantly look for the object to be at y=100, maybe except when its actually at 100.
I'm adding event handlers to dynamically created movies. The event handler is not active and the cursor does not change to a finger over the clip Here is the applicable code.
Code: function loadSubNav():void{ //Load Thumbnails
I would like to use System.showSettings(0) up front and trapwhen the user chooses Deny instead of Allow in an onStatus eventhandler as I show in attached code.
I want to extend my function to a better design to where I can pass a canvas object into so I don't have to write N functions.. I'm not sure as how to do this properly I've come up with a naive design with a switch but even then if I add another canvas I still need to write new code for the new canvas.
function fadeCanvasOut(event:TimerEvent):void { canvas1.alpha -= 0.1;
We (AS3 coders) all know that one of the great things about the AS3 event model is that handlers are scoped to their containing objects. I'm writing an EventDispatcher for JavaScript, and trying to achieve the same effect.My question could be answered in a couple different ways:A: How does ActionScript 3 set scope within an event handler to the handler's container object, rather than to the event handler's caller (the IEventDispatcher on whom dispatchEvent() was invoked)?
I'm loading some images from a database using a PHP script through CodeIgniter, but when I try to add an event handler to do some stuff with these images, Flex compiler is showing me an error:1180: Call to a possibly undefined method cloneCar.Why I can not add an event handler in this context?
I'm using a progress bar component in a movie clip and this progress bar works loading an external movie clip. However, once the external clip is loaded, it seems the "complete" event is not registering with the object listener. This is what I have:
ActionScript Code: this.createEmptyMovieClip("FOB", _root.getNextHighestDepth()); var progressBarListener:Object = new Object();[code].......
The code a little more complicated than this in that there is an array that stores some information and a setInterval command that calls the loadContent function loading each external movie clip. I can past the entire code if necessary.Also the progress bar component is set up as thus: in the main movie (root) there is a movie clip called progressBar. Within progressBar the component resides with a variant name of PB.For some reason, when the external clip is finished loaded, the progressBarListener doesn't seem to be called.
I'm trying to find a way that I can control how a flash movie handles the click event from the HTML page outside the movie.
I run a website where we have advertising space for Flash Ads provided by our customers which, when clicked, open their own website in a new browser window (i.e. target='_blank') - however this causes us a few issues:
1.) We want to track the success of their ads, so we give them a custom URL that their ad should link to instead of linking directly to their site. This URL logs the click before redirecting the browser to the customer's website.
2.) Often the flash files we get use GetUrl() which seams to trigger the popup blockers in IE 7 & 8.
These two points mean we have to provide them with the custom URL for them to include in their flash ad, and/or tell them how to set up the movie to handle the clicks in a way that doesn't trigger the IE popup blocker, and this doesn't make it as seamless as it should be to place an ad on our site.
So, what I'm trying to do is find a way that I can reference the Flash movie object with JavaScript (or similar), and set the click event to open up a specified URL - so if the customer's flash movie doesn't have the right URL set in it, or is triggering IE's popup blocker it doesn't matter because when we display it, we can modify the event handler to use the correct URL and to open up their website without tripping any popup blockers.
I'm editing an xml gallery.you can see how it works now here (thumbnails are different than images, cause it's just for the sake of testing now)[code]...
oki. this all works via for each loop which creates thumbnails dynamically. the event handler for the click on the thumbnail is inside the - also dynamically created via this for each loop - button over each thumbnail. more or less like this[code]...
and now: i'd like to add "next" and "back" buttons,so that the user doesn't always have to click the closing cross and go back to the thumbnails, but that he can also -once he selected an image - simply loop through the gallery image by image.
oki. so first i tried to get the name of the button clicked previously and store it in a variable, a thus this would tell which image should be loaded via loader (say, name instance56 means Image00002 was loaded, so if now user clicks next, Image00003 should follow) . but i'm simplytoo simple to get the variable out of the event handler and for each loop scope. i also tried to do it inside the event handler,but then it gets terrbily messy, and i can never force loader to load the right image.
So I am trying to essentially have one class dispatch an event into the flow when it is added to the stage, and have another class catch the event, but I'm having problems. I set up a little test to simplify/display the problem I'm having. There are 2 classes, and then just some init code on the timeline.
Is there a way to get the handler(s) function(s) of an event listener?
I'm trying to find a way to remove them without knowing what they are.
For example:
ActionScript Code: if (mc.hasEventListener(MouseEvent.CLICK)){ // this object has a MouseEvent.CLICK listener mc.removeEventListener(MouseEvent.CLICK, null ); }
Instead of null, I was hoping to find some function that retrieves the handler function.
I have classes that need to communicate with each other, but are instantiated at different times.Therefore I feel I need to create a universal Event Handler that my classes can add event listeners to,and can receive dispatched events from.
I'm creating a button to play an movie clip using onClipEvent() but I couldn't get it works. It contains a button (text) and a cube (movie clip). On that movie clip I have a button.I want the animation of movie clip play while my mouse is rollOver on my text. Does anyone know how to make that works??[code]
In a kiosk application (with NO mouse action) I try to mimic the action of buttons...with movie clips.I was wondering if that would be possible to create new event handler for MC?So that, by script, I could tell something like:
my_mc.selected = true my_mc.focused = true then have an event handler function like: