ActionScript 3.0 :: Creating A 'timer' With A Movie Clip
Sep 8, 2009
I have created a movie clip consisting of about 27 dots named 'timer', I double clicked on 'timer' and animated it (making one dot disspaer every 15 seconds). My problem is that at the end of this animation I want it to go back and play a frame on the outside scene.
i.e. from the 'timer' editing scene (the one you get to when you double click) I want it to gotoAndPlay (103, "Game") - The scene the movie cliip is in.
I keep getting an error saying that it cannot locate Scene Game.
I have been working on a flash game for the past couple days and it is my first major game so there have been alot of issuesI think I finally have everything figured out with a few exceptions , they are.1. The movie clip that serves as my pop up window is popping up behind all my moving icons.I need it over top of them obviously.2. I need to figure out a simple way to pause time while the pop up is up and resume time when it disappears.3. I need to add about 5 seconds to the game clock when the user shoots a question mark so that it appears as though the clock was stoppedonClipEvent (enterFrame) {if (_root.time == 30) {_root.speedz = 9;_root.intervaln = 30;}if (_root.time == 10) {_root.intervalz = 10;}if (_root.time ==0) {_root.gotoAndStop(3); }}
I have a movie clip that when you rollover starts to animate. however i don't want to rollover. I need it to play every minute. Is there a code that i can use instead of having a really long animation.
I have 7 movie clip symbols which i would like to become visible using a timer.I would like to be able to make them appear one at a time, to a time of my choice after a 'start button' has been pressed.When the start button is pressed another movie clip already plays as a back ground.
is there any timer function in flash to load a movie clip after a certain time elapsed? like we can adjust the time when it will load and when it will disappear
how to imitate a reflection of a movie clip in a "mirror." I don't know if I should have the initial movie clip on custom cursor or have it set to drag... but either way I don't know how to make the second clip the "reflection follow along. Obviously it would need to follow at a slightly offset pattern so that you would be able to see both clips (or majority of them) at the same time. It's for a school project that is due at 9am tomorrow so time is of the essence!!
I have this code here to count down every 10 seconds and load an external random movie clip. It works once, but I would like to have it start the timer again-
code:
displayTime = 5; function countDown() { displayTime--;
I've a movie clip of a circlular i've imported as a png then changed to a movie clip. i have a hit test to check if something is in contact with the circular object. The hit test works but it works on the square bounding box around the object. do i need to create a hit area to have it work only on the circular object.
I've jumped in head first into Actionscript and I'm working my way through Adobe's Classroom in a Book for AS3. I've just completed chapter 4 and am currently trying to solve the "try on your own" problems at the end of the chapter.
Here's a problem that is stumping me:
Create a button to let the user set the size of the shapes that they paint.
And here is my code (the commented bits of code are solutions I tried but didnt work):
I've got the actual calculator part working fine, but depending on the number I want to display product recommendations. I thought the best way to do this would be to create movie clips with the products and use the addChild function to create new one.
it looks like with the createEmptyMovieClip, u need to pass to it an instance name of an already existing movie which has been created manually and put in the library.I dont want to create an instance of a movie clip in the library. i want to create a movie clip in actionscript that does not already exist in the library.
I have a movie clip which i gave instance name "abc" (suppose). I want this movie clip to automatically load randomly on the scene when i load movie. I mean this movie clip should be seen randomly making lots of duplicates scattering all over the document (like stars twinkles randomly all over the sky).
I have a movie clip 'sliderMc' which contains two other clips 'slider' and 'groove'. I've used actionscript to make the 'slider' clip move along the 'groove' and display the value of the at each point in a text field. The idea is to have a slider object that i can use multiple times. I want a situation whereby I can create instances of 'sliderMc' so that I'll be able to move the slider on the individual clips and have each slider update different variables which would then be sent to an XML file or php. Im able tp talk back and forth between php and xml with no problem; The issue I'm facing is that after creating multiple instances of 'sliderMc', I'm not able to give the 'slider' and 'groove' movie clips different instance names without changing the instance names of all other 'slider' and 'groove' instances of 'sliderMc'. Which in turn makes it difficult to distinguish between the different sliders in actionscript.
I've done some basic flash for my college course and i'm moving onto advanced flash and Actionscript. For this, i'm trying to build a "construction game".
What I have is objects on the right side, and I want to be able to drag out copies of those objects onto the left and have the size and rotation of each object adjustable...
So say click and drag on a circle, it puts a copy of the circle where I place it on the left. I can then drag that circle around, scale it or rotate it, or if I decide I don't want it at all, drag it onto a recycle bin icon and have it removed.
I'd like to be able to make as many copies of that circle as allowed (so maybe a limit of 10?), and have each one adjustable when you "select" it...
I'm making movement of movie clip via creating new Tween in Action Script 3, Flash CS4 and it happens, when I mouse over button in another movie clip. The problem is that movement sometimes work perfectly, but sometimes it gets stuck in middle of movement and continues only if I mouse over again. Here is the code of function of first frame in main scene:
I'm creating a movie clip button and for the out state I have this:
web_btn.addEventListener(MouseEvent.MOUSE_OUT, at_out); function at_out(event:MouseEvent):void { web_btn.gotoAndPlay(30-(web_btn.currentFrame-11)); }
It gives me this error when I click the button: TypeError: Error #1009: Cannot access a property or method of a null object reference. at index_fla::web_mc_37/at_out() I know the error is in this statement: web_btn.gotoAndPlay(30-(web_btn.currentFrame-11));
I am attempting to use multiple AS3 timers to run a short animation in flash but I'm having a problem with some of the instances running slowly or not being removed when they are supposed to. I found a way to make things work the way I want but in being new to AS3 I believe my runtime issues are due to jumbled code.
I have an old Macromedia program - Authorware, that doe not like the SWF file output from the new CS Flash. I am able to go back to the old Flash version to get output that works - only 4-5 versions back - MX2004 or maybe CS.
I need to create an equivalent using timeline controls?
I was thinking of using a onEnterFrame. Have it loop till frame cycles hit the time I need i.e. 24 fps x 2sec = 48 frame cycles. then I would advance the main play head.
I am creating traffic lights. I have a timer that ticks 6 times. However, I want to make the timer refresh after 6, and on each tick, a different traffic light shows. So far I have this:
I am making a visual timer using a preloader technique where you create a 100 frame animation and some simple math calculations and gotoAndPlay. I've got it working, but once it starts up, it wont play the frames. Just sits there for a second before the timer hits the first tick, then it goes on fine.
Code: Select allvar seconds_timer:Timer = new Timer(1000); //One Second Delay. seconds_timer.addEventListener(TimerEvent.TIMER, notifier); function notifier(event:TimerEvent):void { var seconds:Number = (seconds_timer.currentCount); var percent:Number = Math.floor((seconds*100)/speed); [Code] .....
The speed var is a number that the user sets in the XML config file... I am using this for a slideshow on a client's website. I have a suspicion that the issue is with how I reset the timer and start it again. Is there a better way restart the timer?
I have a function that is called from a timer event. Every time the event is called I need to create a new Array with a unique name: Code: var dropNumber:int = dropHead.length - 1; var ["dropTail" + dropNumber???]:Array = new Array(); I am not sure how to dynamically change the name of an array with as3. Also, just a bonus question, is it more efficient to have a single array broken into partitioned indexes or have several arrays of data?
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;
I am pretty new to ActionScript 3 and Flash. I don't want my movie clip to play unless the person's mouse curser is on the movie clip for more than a second. If the person just runs their curser over the movie clips really quickly, then it should do nothing. It must be more than a second. How do I code that?
I'm creating a small drag & drop activity, and I want to be able to check and see if the dragged movie clip is completely within the bounds of another movie clip (or at least in the bounds of a certain x/y zone on the main stage. I can't use dropTest because it returns true if any tiny bit of the movie clip overlaps with the dropTest movie clip.
I also thought of something that just checks the x/y coordinates of the dragged movie clip, but I'd need this to reflect a range of values rather than one coordinate. For instance, I'd want to return true if the movie clip's x is between 50-60 AND the y is between 50-60. I'm attaching a small graphic to illustrate in case my explanation isn't clear enough [URL]
I have created a flash website, each button is a movie clip with an invisible button over it containing the following script
on (rollOver) { _root.mouse_over_profile_btn = true; } on (rollOut) {
[Code]....
each page is also a movie clip and on release of a button its played. the problem is that when i press another button to play another movie clip 'page' the old content is still there.
Is there a way of reversing the page transition i have used to bring out the movie clip and then bring in the next movie clip.
There is a bad gap in my knowledge with Event Dispatch and Event architecture, and this problem proves it. I've been getting nowhere on this problem for two days, I've posted everything to my Flash site. Go here, please: [URL] Click on "Flash Banners" The two thumbnails represent two different classes. Each class is identical. Both are "extends Movie Clip" classes. Tweeners of various types control the hover and click methods. URL Loaders load the thumnails which I then wrap in MC's and make them buttonMode = true, etc. Hover and click to load the Banners on the thumbnails.
I can't send an event from the Eagle movie clip or the T2D movie clip to tell the other to fade out. Both Banner classes are instantiated through a separate Base class. I'm sure this has to be an Event Dispatch from one MC to another and that it can't be done by the Base class. how I can send an Event or Event Dispatch and what the code structure is so one movie clip can in one class can tell the other movie clip in the other class to disappear while it's neighbour is playing. I'm happy to post code or explain / clarify anything that's not clear.
I've got a main timeline .swf file called "blank.swf" which contains nothing but two blank movie clips one called called "pproduct", the other called "ppalette". In the script frame of this main timeline I use the simple "Loader = new Loader();" method to load a URL of an .swf file into the "ppalette" movie clip. The "ppalette" movie clip contains several color chip buttons, each of which use the same Loader method above to load an external .swf into a clip. Here's what I want to do: let those color chip buttons, when the "blank.swf" file loads, be used to load an .swf movie into the "pproduct" clip on the main timeline. I'm wanting to be able to swap depths with various movie clips which will take out the movie which has the palette, but I want whatever that palette has loaded in the original "pproduct" clip to stay there.