I have created set of dials/meters with moving arms that change as buttons are pressed. The arms move based on a "Classic Tween" set-up I created. I then applied my buttons to the flash document and then coded in some "gotoAndPlay" on an actions layer to get the arms on the dials to move when I click on the buttons. My problem is that since I have 3 buttons (High, Medium & Low) and the tweens follow one frame right after another (0, 41,78) there is no stop. When I click on Low it plays the low tween, the medium one, and the high tween. When I click on the medium it plays both the Medium and then the High. The High button obviously only plays itself. I don't know how to insert a stop between these buttons.[code]...
I have created set of dials/meters with moving arms that change as buttons are pressed. The arms move based on a "Classic Tween" set-up I created. I then applied my buttons to the flash document and then coded in some "gotoAndPlay" on an actions layer to get the arms on the dials to move when I click on the buttons. My problem is that since I have 3 buttons (High, Medium & Low) and the tweens follow one frame right after another (0, 41,78) there is no stop. When I click on Low it plays the low tween, the medium one, and the high tween. When I click on the medium it plays both the Medium and then the High. The High button obviously only plays itself. I don't know how to insert a stop between these buttons.
stop(); low_btn.addEventListener(MouseEvent.CLICK, onLow); function onLow (Event:MouseEvent):void { gotoAndPlay(0) } med_btn.addEventListener(MouseEvent.CLICK, onMed); function onMed (Event:MouseEvent):void { gotoAndPlay(41) } high_btn.addEventListener(MouseEvent.CLICK, onHigh); function onHigh (Event:MouseEvent):void { gotoAndPlay(75) }
I've got a movieclip called screenHover, which will fade in on rollover and fade out on rollout. It will contain some buttons, and basically work in the same way as the Brightcove-player. Here is the AS-code I'm using for tweening the mc;
ActionScript Code: // Import classes for the fading of the rollOverControls. import mx.transitions.Tween;[code].....
Now, the buttons inside of the movieclip don't work when I use this tween. When I comment it out, the buttons inside work perfectly. Why? - It looks so good, but I need both the tween and the buttons.
*EDIT* Oh, the first line where the _alpha is set to zero is commented out in this code, but it doesn't make any difference, though. It was just me playing around trying to figure things out.
I'm making a website using flash,And on my movie it says Welcome to Blah Blah Blah,And then a button appears, To make sure my button works,The writing turns to bold and goes bigger,When the button appears it works and goes bigger, Until it reaches the point in the timeline where it has stop();It stops my movie from looping or restarting which is what i want, But it stops my buttons from working aswell, How to keep my button working but movie stops,If you want me to explain more just ask
I have three buttons and when I click the second one, the first stops working (e.g. no trace event and it won't go back to the frame "tab1") but the third still works. Then when I press the third button both the first and second no longer work. If I take out the gotoAndStop lines, the buttons work fine. The subsequent frames simply have stops on them.
b1.addEventListener(MouseEvent.MOUSE_UP,b1Pressed);b2.addEventListener(MouseEvent.MOUSE_UP,b2Pressed);b3.addEventListener(MouseEvent.MOUSE_UP,b3Pressed); function b1Pressed(event:MouseEvent){ trace("b1 pressed");
Been trying to solve this for a couple days now. I have an invisible mc that rests on a layer above a movieclip that tweens on the button roll over and scales to show another side of the card with info and two links. The links are mc buttons within the tweened mc. I cannot get the two buttons to work. Im certain its because the invisible button that triggers the twin is overtop the moveclip these buttons are in, and it cannont find the button to trigger. Anyone know how to make buttons on the same plane?
I am just trying to get my as3 tweening skills locked down around the basics. So, for this example, I have a logo / home button fading in, this code is working for that... however, is there a way to addChild (home in this case) via the tween code, so that I do not have to add the child at alpha0 "then" fade it in?
import fl.transitions.Tween;import fl.transitions.easing.*; var home:Logo = new Logo();addChild (home);home.x = 400;home.y = 300;home.alpha = 0; var fadeIn:Tween = new Tween(home,"alpha",None.easeNone,0,100,200,true);
I'm creating a very basic tween of an image which scales down to half it's size. It looks fine in Flash but when published the scaled down image looks like crap, all pixelated. I've done this hundreds of times in other versions with no problems except now. The publish setting for jpeg is set at 100% etc...
Sometimes in Flash, alpha transitions will just drop out without reason. They still appear in the preview mode, but when you export a swf it drops all tweened alpha animations. they become cuts instead. I've even tried opening the same file in CS4. Same dilemma.
I have a string of about 5 movieclips that are tweened so that when you click left or right they slide in that direction. When you click on the movieclips themselves I want them to:
on mouse down - move to (y-5) on mouse-up - move back (y+5)
this all works fine, however after I have clicked on one of the movieclips to make it jump, when I click left or right to slide them all over again they don't slide with the rest of the clips anymore?
I have some text that I'm starting at a large size, and Classic Tweening it down to its regular 100% size. Originally, the text was Static, and it Tweened smoothly... but I had to make it Dynamic Text, and now the animation is very jerky!
I have an embedded video on time line. I gave it an instance name and tweened it to move left using the tween class. Video moves as expected, but while moving it stops playing itself. I want the video to play as well as move.
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: ActionScript Code: var tweens:Array = new Array();
I have a button that when pressed moves out of view and moves a second button into view. Then I have two movieclips, they look the same only one is animated and the other isn't, both on different layers. That part is working just fine. What I also want the button to do when clicked is show the animated movieclip (and hide the other if possible, but not necessary since it'll be under the animated one). Now I haven't gotten that far because I can't even get the animated movieclip to be hidden! I've been using visible = false; command for everything and it's been working up to now. Is it possible to hide a tweened movieclip? (It's a classic tween)
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: Code: var tweens:Array = new Array(); var aryObjects:Array = {mc1,mc2,mc3,mc4}; function someFunction():void { for(var i:int = 0; i < aryObjects.length; i++) { [Code] .....
Is it possible to access current mc the tween is moving through TweenEvent here? If not possible, how would I pass the current object in the loop to the function? I had one idea of creating a function within the addEventListener line and passing both the event and current object, but it is not working for some reason. Code: tweens[i].addEventListener(TweenEvent.MOTION_FINISH, function done(e:TweenEvent){tweenFinished(e,aryObjects[i]);}); I know that Tweener or TweenLite would work well but I want to do this without using them.
I have 2 main movie clips, one for the menu bar and one for the content, there is then a movie clip within each one of those, one to hold the set of buttons, and one to hold the content movie clips. The menu bar has a control to flip between 2 sets of buttons. the viva content button works fine to begin with, but after the menu bar control is clicked, the content buttons stops working. Code is as Follows: All of the code (bar a few stop() flags on cirtain frames) is located on frame 1 of the root, which is the only frame on the root.
I have a project where i have 5 buttons (all on seperate layers) that i want to link to frame 2, frame 3 frame 4, frame 5 and frame 6.So for example i want my about button to link to frame 2 and latest news button to link to frame 3.The seperate pages are housed on the 'page layer' layer.I am using the built in code snippets in cs5 to do this, therefore i am using the 'click go to frame and play' command and changing the frame number accordingly.My problem arises when i use the stop command on the first frame. If i dont use the command the swf cycles through the 6 frames continously, but when i do use the stop command the buttons do not work as the application has stopped.
I have a Flash playerbutton that plays MP3:s. I have about ten of them on a page. How do I stop the other(s) from playing when I press a new playerbutton?
It seems that I have to number the Flash playerbuttons somehow and send out a stopAllSounds(); or similair.
I have buttons in my container that fade out at one point of my website. But they stay active as obviously the movie that is playing at that point is loaded into the same container. How do I stop the buttons from being active?
I'm building a point&click application with hundreds of buttons, functions and so on I've added to the main gamepanel two buttons, one opening a navigation map and the other opening a paper with a long text. There is nothing strange, no interactions with those addings (both loaded with attachMovie or loadMovie, doesn't matter).
Obviously, when the map or the text are opened, the buttons below continue to be clicckable and usable...It exist a way to stop all buttons in all scenes?
I have 2 main movie clips, one for the menu bar and one for the content, there is then a movie clip within each one of those, one to hold the set of buttons, and one to hold the content movie clips.
The menu bar has a control to flip between 2 sets of buttons.
the viva content button works fine to begin with, but after the menu bar control is clicked, the content buttons stops working.
Code is as Follows:
All of the code (bar a few stop() flags on cirtain frames) is located on frame 1 of the root, which is the only frame on the root.
I'm working on an external mp3 jukebox for an Interactive Design course and I've almost got it. However, none of my 'stop' buttons appear to stop the song. I have 3 songs, so I have 3 sets of 'play' buttons and should have 3 sets of 'stop' buttons. The way I have it set up is the 'stop' button is onion-skinned behind the 'play' buttons, so once the user presses a play button, the stop button should appear.....but, it does not.
I'm stumped because the play buttons appear to work. It's just the stop buttons do not appear after the play button is selected. Here is what I have in the first frame of the actions layer.
Code:
stop (); play_btn1.onRelease = function () { stopAllSounds ();
I have 3 pictures and animated it using motion tween asusual.Now, I want to create a slider so that user can drag alongforward and backward so that the tweened animation movesaccordingly. Eg the whole motion ends in 10 secIf user drag slider to far right it goes to 10 sec frame andif it position to middle the movie go to 5th sec. etc.How to do this to associate the slider to frames ?
I'm trying to update a dynamic text field based on the scaleY value of a mask that I'm tweening using TweenLite. Example: as the mask scales from 1 to 0, the date in my text field would change from 1970 to 1980. But it doesn't want to broadcast that scaleY property during the tween.
why my key frames are disappearing when i turn my shape tween into a mask. I have shape tweened a mask ontop of a tree branch and all the frames are there as a plain shape tween, but when i turn that layer on as a mask the key frames go blank..
In flash cs4, i've created motion tweens on 4 separate layers with 4 different movie clip symbols that were created with the pen tool. it seems to be fine when i scrub the playhead, but when i test the movie, 2 of the movie clip graphics distort, and the bottom halves of them move faster than the top halves.
I've been working on an AS3 application and it's nearing completion. At the same time, one of the designers I work with has been building a movieclip in a separate .fla that acts as an intro animation to the application. The intro uses the 3D motion tweening capabilities of Flash CS4 / Player 10, and runs fine in the .fla in which it was built. The problem is that when I import the movieclip into the main .fla for the application, when I dynamically instantiate the movieclip and add it to the stage, I get a barrage of the following runtime error:
ReferenceError: Error #1069: Property null not found on fl.motion.KeyframeBase and there is no default value. at fl.motion::KeyframeBase/getValue() at fl.motion::MotionBase/getValue() at fl.motion::Animator3D/setTime3D() at fl.motion::AnimatorBase/set time() at fl.motion::AnimatorBase$/processCurrentFrame() at fl.motion::AnimatorBase$/parentEnterFrameHandler()
I'm guessing just based on the number of errors like this that I receive that there's one per keyframe in the tweening movieclip. I've checked to ensure that the Flash publish settings are identical across the two .fla files, and although the stage sizes differ slightly, I don't think that's the issue here.
I have a problem with a timer-controlled event. The animation breaks on half of its way - the tweened textfield gets pulled back only half the way as if the timer finished too fast. Here is my code:
PHP Code: function throwErrorMessage (e:Event):void { var metaErrorTween:Tween = new Tween(__errorText_txt, "y", Strong.easeOut, -32, -2, 65, false); var__autoToggleTimer:Timer = new Timer(1000, 1); __autoToggleTimer.addEventListener(TimerEvent.TIMER, autotoggleErrormessage); __autoToggleTimer.start(); } function autotoggleErrormessage(e:TimerEvent):void { [Code] .....