But when I click the "closeimg_btn" button, nothing happens, no errors but output says:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at tpr_fla::Gallery_13/frame1()
at flash.display::MovieClip/gotoAndPlay()
mcbutton.onPress = function() [code]....When I click on button it goes to _down frame but it shifts back to 1st frame. It doesn't really stop there. How can I make it work?
I have been following Doug WInnie's tutorials on flash, and am up to ep17: http:[url]....He briefly mentions these functions at the end, but doesn't go into any detail: Add event listener and callback function for roll over of the
When I tried doing this, I labelled one frame within the myBall movie clip 'normal' and the next one 'glow' and I added a filter glow to the ball on the glow frame.When I play it back, and mouse over the ball it flickers really quickly between glowing and not glowing, and when I mouse out it returns to normal and stops, but I thought it should stop on the glow frame as well.
nav_mc.getChildByName("go" + i + "_mc").alpha = 0; // this works fine
but then if I add this:
nav_mc.getChildByName("go" + i + "_mc").gotoAndStop(2); // Doesn't work nav_mc.go1_mc.gotoAndStop(2); // Works
nav_mv is a MC on stage, it's child is another mc whit 2 frames in use.why the gotoAndStop doesn't work with the getChildByName?this is the error I'm getting: 1061: Call to a possibly undefined method gotoAndStop through a reference with static type flash.display: DisplayObject.
I have a video in a frame that corresponds with the label "eight". i have a button on the timeline with the following code. i've tried it both gotoAndStop and gotoAndPlay and it doesn't work.
what happened in my flash document was, I created a button, "next_btn" with the following commands:
on(release){ //to remove all the splats for (score=0;score<100;score++){[code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips.And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
First of all, I would like to apologise for not knowing whether this code belongs to F5 or FMX Action Script. I'm that noobish, yup. Anyway, what happened in my flash document was, I created a button, "next_btn" with the following commands:
[Code]...
At this point, almost everything worked perfectly. Everything, but one thing. Apparently, the swapDepths command wasn't working. It was then that I thought maybe swapDepths only works on movie clips. And so I converted the button into a movie clip. I modified the instance names, etc, and almost everything worked. Everything, including swapDepths, but one thing: the gotoAndStop command.
For some reason, when I tested the movie clip (containing a button) out, it removed the splat+score and finger_mc movie clips, as well as stoped the background music from playing. However, it did not go to the next scene and frame as specified by the gotoAndStop command. "s1a2" is the next scene, and "gameplays1a2" is its frame.
I've created a layer on my timeline which holds my script. The btn_online button works every time, but btn_online_recipe and btn_online_eFDD only work once.
Below is the Actionscript.
btn_online.addEventListener(MouseEvent.CLICK,click BtnOnline); function clickBtnOnline(event:MouseEvent):void { gotoAndStop("Frame_online", "Scene 1");
When I go to any modules from Index, the button inside the modules won't work.This is the code I used to go to Module 1:
ActionScript Code: btn_gotoModule1.addEventListener(MouseEvent.CLICK, gotoModule1); function gotoModule1(event:MouseEvent):void{ gotoAndStop("mod1_tut", "1_1_tutorial"); }
When I click the btn_gotoModule1, this statement appears at the Output box.
"TypeError: Error #1009: Cannot access a property or method of a null object reference. at Prototype7_fla::MainTimeline/frame2() at flash.display::MovieClip/gotoAndStop() at Prototype7_fla::MainTimeline/gotoModule1()"
And this is the code to get back to index, but it doesn't work... Why?The name of the frame is "Index" and the name of the scene is also "Index"
I have a .fla file that consists of four images that appear, pause a few seconds, and disappear in sequence. Each image has an associated button that links to a different url. There are also four navigation buttons, should someone want to jump to a particular one of the images. My problem is, the navigation buttons use a gotoAndStop action to take the user to a specific frame. After one of those buttons is clicked, the buttons that link to the urls no longer work. They all work fine until a gotoAndStop action is called. The navigation buttons continue to work.
I am trying to make a light comparison chart where the lights can be turned on inividually by the user and one can be compared to another depending on which of the 6 lights you want to view.So far i have managed to make this work with 5 lights over 33 layers and diffferent buttons and different handlers for each of the buttons on each layer but as soon as the 4 and 5 light come into play everything slows down struggles and sometimes gives up.Is there a simple way of doing this which i am unaware of.I am currently using the gotoandstop comand to go to a specific frame based on the button press.
I have a movie clip on the stage and have given it the instance name "team1". inside this movie clip there are two states. at frame1 it says one thing, then at frame 10 has an image. team1 stops at frame 1 and what i want to do is when the main time line reaches say frame 50, i want the team1 movie clip to gotoAndStop at frame 10, thus showing the image and not the text. i tried doing it by putting this on the main timeline at frame 50: team1.gotoAndStop("team");
My map: [URL] The problem: The buttons does'nt work,i think i'm doing something wrong. They're in the map it self,because i don't want them to move while zooming. Actions of the button is: on (release) {getURL("http://mapping.lt", "_blank");} T.y. The fla of the map is here [URL]
I'm loading an external swf into a container. The swf has 4 buttons that won't work
on (release) _root.main.gotoAndPlay("4-1");
}
The as is placed on each button and it works fine when im testing the swf in itself.But they wont work when i test it from the main swf and load the ecternal swf in.
I searched every where but didn't have a solution. my main content has a button in the first frame I call it (wright_btn) when u click on it, u suppose to go to next frame this is a part of the code in the first frame:
ActionScript Code: wright_btn.addEventListener(MouseEvent.CLICK, wrightAnswer); function wrightAnswer(event:MouseEvent):void { nextFrame(); stop();
Having a problem with part of a project that I know is something small that I omitted someplace relating to mouseEnabled or mouseChildren, but I think I have tried everything and nothing seems to work.I set up a demo FLA that replicates the issue somewhat here (remove spaces)- t i n y u r l . com/4429vbx
Basically, I have a little game that involves finding things in an image with a custom mouse cursor that is a magnifying glass. One large image over a smaller version of the same image, the cursor masks the large image. There's a bunch of Math figuring out the movement/positioning of the large image on MOUSE_MOVE to match up with what you are mousing over in the smaller one, and I have a Rollover/Rollout on the smaller image to swap the cursor in/out. The problem started when I put 5 invisible buttons down inside the large image. You get cursor flicker when rolling over the invisible buttons, because smallImage.rollOut is being triggered, then smallImage.rollOver, then out, then over, etc... and I have no idea why.
I can't use startDrag() because of the large image movement needed on MouseMove, and I tried it with EnterFrame and it's worse.Like I said, the demo isn't exactly what I have in my project, but it's close. There's no parallax math, and the project I have is class-based, but the demo is on the timeline. There are 3 levels - A is the root child, B inside of A, and 3 buttons AA, BB, CC inside of B. I have a simple circle Sprite as the mouse cursor.
I'm new and am having a bit of trouble loading one swf into another for a preloader and main program. If u open up flashSite.fla or the swf, everything works, but when I load it into a mc container of preloaderMomSite, the animated buttons no longer work. If someone could take a look, I would love to find out what I'm doing wrong. All files are located on in the same directory.
i've a little problem with my buttons wich are movieclips if you rol over and out to fast they stay "on" (they do not come back to initial position) i've used actions: rolover >goto and play frame 2there is a stop on frame 1 and 5rolout > goto and play frame 6 (so it plays to frame 9 and come back and stop on frame 1 :initial position)
I'm trying to create app. that has 3 main buttons that goto 3 pages each with 15-30 buttons that each load external .swf that covers most of primary swf xpt 3 main buttons. Clicking on those 3 main buttons should unload previously loaded .swf and each loaded .swf should have preloader in its start.
1.) preloader works fine when i launch file separately, but when i load it from main .swf, it just shows "100%" at once...
2.) 3 main buttons doesn't seem to unload loaded .swf...
i've a little problem with my buttons wich are movieclips if you rol over and out to fast they stay "on" (they do not come back to initial position) i've used actions: rolover >goto and play frame 2 there is a stop on frame 1 and 5 rolout > goto and play frame 6 (so it plays to frame 9 and come back and stop on frame 1 :initial position) url...
I'm working on a dynamically resized photo gallery like everyone else and their mother. Everything works ok so far, until I try to add key detection to complement the previous and next buttons already in place. When I hit the left or right key it registers, but the picture doesn't resize the same as if I just press the prev or next buttons. It actually loads the next picture, and then resizes on the follow key hit.
b1_01 is the instance of the button inside designer_mc movieclip~ however I ealized that buttons won't work in movieclip and i just don't know what's other solution
how to get this fixed~ i m so stuck and I have wasted my past 2 days trying to figure this out and still no result...
I have a flash menu and two scenes. The first one is preloader with this code:
import flash.events.ProgressEvent; function update(e:ProgressEvent):void {[code]....
The second scene is for menu.The problem is, when this menu is loaded i can push buttons several times, then it doesn't react at all, but when i reload the page, it works again..
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 have three buttons on screen that navigate to different places on the timeline. I have set them all up as buttons using a generic button in the library and then given them all different instance names. I selected the button and changed the text colour for each state in the timeline (up, over, down) to keep it simple. The buttons are all, as far as I can analyse, identical in all but instance name.
When I test the movie, the first button changes text colour on 'over' and, when I click (i.e. down state) the colour changes again as designed. The navigation action doesn't occur until I release the mouse button, giving the feel of having 'clicked' the button.
With the other two buttons, which have been set up as far as I can tell in exactly the same way, when the down state occurs, I see a momentary flash of the text colour change and it performs the nav straight away. I really want it to perform the same way as the first button but cannot for the life of me see why they're behaving differently.