ActionScript 3.0 :: Accessing A Button On A Separate Scene?
May 15, 2011
Okay, so I'm creating a game. I currently have 2 scenes. The first scene is called Opening, the second is Main.The first scene has a title screen and then a button that the user will click to start the game (essentially go to the second scene).However, I'm getting the error: Error #1009: Cannot access a property or method of a null object reference.at code:ocument()t's throwing this error where I'm calling my event listener for start_btnMy code is below:
ive made a button in the scene 1 which i have managed to navigate to scene 2 but when i click the button it goes to scene 2 but displays everthing that is in scene 1 in scene 2, how can sort this out so upon the button click in scene 1 it goes to scene 2 and only display content in scene2.
I made a little slideshow with a few images in a seperate scene in my site and I exported each image/mc in the first frame and it still waits till everything loads till it plays
i am putting a preloader in a seperate scene in my flash movie.for some goofy reason, it will go to the preloader and get to lik 99% and stop, and will not proceed to the next frame. i have tired EVERYTHING that i know to make it work, but it will not.[code]it is placed on a moive clip that retains all the text and graphics for the preloader.like i said the only thing that won't work is that it will not proceed to the next frame.i have replaced the _parent, to _root. i have used frame labels instead of ("Scene 2", 16). i have no idea what else to do.
I'm working on an mp3 player. It makes use of a custom scrollbar I found here: [URL]
I've gotten it to work so far, but there is one bit I would like to add. I would like it to scroll to specific y-coords when a button is clicked. The code for the scrollbar is all in an external AS file, which is referred to by an exported movieclip in the main fla.
how I would go about referring to this file, or just some other method of doing this? I'll paste the AS code as well as the basic fla code.
fla code:
Code: var s:Sprite = new Sprite(); txt_mc.spacer.visible = false; sb.init(txt_mc, "easeOutBack",0,true,2);
When my document class attempts to instantiate a class in a separate package I get the error:1137: Incorrect number of arguments. Expected no more than 0.This is in reference to the following line:[code]As you can see, I have imported the package:[code]And here is the class that expects 0 arguments:[code]As you can see I properly labeled the Level1 class as part of the Levels package:[code]
I'm getting this error in the OUTPUT window, when I PREVIEW (COMMAND + RETURN) my SWF:
ArgumentError: Error #2109: Frame label nGallery_btn not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at BrookBrovazMusic004_fla::MainTimeline/pageSelect()
- The funny thing is that the SWF works the way I want it to. You can view it here: http://brookbrovaz.com
- I just don't like the idea that something's wrong, according to the OUTPUT window anyway.
I believe I'm not alone in this problem but I don't see any answers in any of the forums.I have a movie clip that has a button that I wish to take me and play my first scene at frame 1.I labeled my the 1st frame "startLabel" and my scene is named "mainScene", and that's where I want to go from my "button" that is placed in my "movie clip symbol scene".
everything here is fine. It opens finely. But... i want to pass parameters where if i click a button in html page My.swf should open a particular scene called 'Scene 2' rather than scene 1. i tried
Now then, I am working on a game and I've come across a problem that I simply cannot figure out. I have a symbol with the instance name of "textbox" (genius, no?) and I have a button with no instance name. Now, within the "textbox" symbol, I have two frames; one of which is named "descentlava". When the aforementioned button is clicked, I need the "textbox" symbol to gotoAndStop on the "descentlava" frame. My feeble mind managed to whip up the following code for the button:
on (release) { _root["textbox"].gotoAndStop("descentlava"); }
Unfortunately, this does not work and frankly, I'm losing my mind trying to figure this out all on my own. Anyone feel like they could offer some assistance?PS: Not sure if this changes anything, but I feel I should mention that the button and the "textbox" symbol are both within ANOTHER symbol with no instance name. Perhaps this is whats causing the problem, but taking everything out onto the stage is a big no-no. It must be contained within the symbol.
What I need to do is assign 5 separate dynamic text fields to 5 seperate buttons and at the same time to those same five buttons i would like to add 5 images that i would be able to change merely by swapping out the images in the file theyre in on the server.I would also like to get a nice transition between the images...ALSO i want to dynamically load the images for the buttons that will be used for switching from picture to picture(which im thinking i will be able to do after i know the how to do point the aforementioned things.)
Through tutorials I've found around the net I've been able to get most of the parts together... but i get lost because what they show you for AS2 they don't for AS3 and vice versa, at least that ive seen.so... I guess my question is... would i need to set up 5 seperate dynamic text fields on the stage and then set each one of them to one of the corresponding button. If so what AS code would i need to use to do so. And if not what would i need to do?
The other part of the question would be I know about the UILoader... would i be able to use it as my buttons and images, if so would i need 5 seperate ui loaders for both the Thumbnail buttons and the images or is there a way that would be better to do it? and once i do that would i do the transitions using frames and tweens like with AS2?
This post has been edited to clarify, so that should explain the answer above.I am sure this topic has been covered a million times, but for the life of me, I have been searching the internet for hours trying to find a simple solution to this problem. I am using Flash Cs4 with actionscript 3 and flash player 10 for publish settings. I have a button that I want to open a new webpage. When the button is pressed, I want the window to open so the user can see the original webpage they were on before, and I dont want the original webpage to close. In other words, I want to open a new webpage without closing the original webpage, and allow the user to see both webpages, at the same time doing away with the back button. Is this possible? Here is the script I am using. It is placed on a seperate layer called actions. :
addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); function mouseDownHandler(event:MouseEvent):void { navigateToURL(new URLRequest("https://mycw3.eclinicalweb.com/cent/jsp/login.jsp")); }
It does allow me to open the window seperately as long as I am testing the movie in Flash, but when I publish the movie and imbed in into a Dreamweaver Html document (Xhtml), you have to use the back button to go back to the original page. I know this might not be the best way to navigate but the person I am doing this page for wants it this way only.
If I create a new flash AS3 file and create two blank keyframes in my actions layer I can add actions to each keyframe separately no problem. I can then easily switch between the actions frames from the menu bar on the left of the actions input panel. However if I try and do this on any of my projects i've been working on for a while when I create a new blank keyframe in the actions layer and try to add actions to it, I get sent straight back to my first actions keyframe and not a nice blank page. Can I even apply seperate actions to seperate keyframes?
This is NOT the same as my last thread as i am after three and NOT ONE as last time. In the attached movie there are three seperate movies loading into three seperate tweens. Please note that i am happy with this movie as it is, and do not want to change anything about it except for the script itself. It refurs to three seperate clips "b.a","d.c" and "f.e". What i want is for the script to incorperate all three clips under one name of "mc" And instead of have three seperate widths, "width 1","width2" and "width3" i want the script to also incorperate all three widths and heights into just one name of "width" and one name of "height".
how to add seperate actions to a button group that is duplicated to create 2 buttons from one...this is the code which takes the movie to another frame - i have to load one of two movies depending on which button is clicked, but either button only goes to the same frame...:
Basically I am trying to link two buttons so that two separate areas activate as one button including with rollovers etc. I am creating a flash application that features a series of tabs along the top of the page that when rolled over, will light up. When clicked on, these tabs will take the user to a different page. My problem is that I have an image on the left hand side of the application that features areas of the image that will take the user to the same place. I wish to link the button rollovers so that when the user rolls over the tab, the image will light up and vice versa. I have been unable to find a solution to this myself - the closest I came was making the area one button, but due to the distance the image and tabs are apart, the whole screen becomes one big button!
I made a button a stage, and I want the button to take the user to a separate scene that I have named "Biography page" when it is clicked. The thing is, I want all my actions on one specific layer. So I made an instance name for my button, "aboutme". The thing is... I have no idea how to write the code.
Movieclip I want to fade out: "StartupText_mc" Within "StartupText_mc" I have a frame labels "normal" on the first frame and "over" on the last. On the actions layer I have "stop();" on the first and last frame. On the third layer I have a simple alpa tween from 100% to 0%.
Now, Back to the main scene where the button "ProductMarketingIcon2_mc" and "StartupText_mc" exist next to each other. Here is the code I have for the button:
I am also having issues with the logo loading a second time when I click a separate button that takes me back to frame 1 with the code that creates the empty movie clip.
how can i make a button respond to mouse release and/or Enter key release, depending on user input.. when I press Enter, I would like to have the button(s) behave in the same way as if I was clicking it with the mouse, possibly incorporating the separate graphic stages of the button (appearance of button down when clicked with mouse = appearance of button while Enter key is down, etc.) ... and am also curious as to how you can tab between buttons then just press enter to deploy it... i know how to make a button react to button.onRelease and somewhat to the Enter key... separately.. but not as a combined package
I was wondering if there was a way to have a sort of output panel while testing an SWF outside of flash? I just want it to display text when I click a button on separate lines.
The problem is that i want to make a button that when i click on it open the gallery AS popup in a separate hrtml page + all the configuration[code]...
I am trying to load various swfs into a main swf. The initial swf loads in by default, the others load when buttons are clicked. All of the buttons also call a lengthy function called loadpic which appears later in the code - Currently the buttons load in the swfs as required, however the swfs are always behind the initial default swf. Is there a way to add removeChild to the buttons? I have tried creating seperate functions for each button and added the line removeChild(); however doing that means I would also have to repeat all of the later functions as well. If I add removeChild(); without placing it in a function the default swf doesn't show at all.
I've created an button object in flash. The button contains 2 layers. One is the background image and on top of it is a textField. The textfield is dynamic. I use the button inside a movieclip and I export it in a SWC. The I'm trying to use it in flex.
I'm trying to do this:
var myComponent:MyComponent = new MyComponent(); myComponent.button01.theTextField.text = "Caption";
I get and instance of the button(myComponent.button01 is not null in Flex debugger), but the instance of the textField(myComponent.button01.theTextField) is null and I'm not able to change the text(but the default text appears onscreen). The code is compiled correctly in flex.
I exported the in swc the button control as well. So the button is not the default SimpleButton from Flash, but an derived class generated by flash(with the same name as the symbol defined in flash). It contains theTextField memeber, which is null.
Here is the button timeline(Layer 2 contains the textfield, and the textfield instance is named theTextField):