ActionScript 3.0 :: Delay RemoveChild Command Until After TweenLite Sequence Finishes?
May 19, 2010You can see I have commented the removeChild out in my code for now.[code]...
View 9 RepliesYou can see I have commented the removeChild out in my code for now.[code]...
View 9 RepliesIts pretty simple what im trying to achieve.I have a MC on Stage, which im trying to tween to different X coordinates.I've set up four TweenLite.to sequences, however for some weird reason only one is being triggered - what am I doing wrong?
TweenLite.to(slider.mc_slider,1,{x:_returnXPos(95), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 1, x:_returnXPos(35), ease:menuEasing});
TweenLite.to(slider.mc_slider,1,{delay: 2, x:_returnXPos(50), ease:menuEasing});
[code].....
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
stop();
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
[code]....
I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList. I can't figure out the problem so I would be very happy if someone could help me out with this problem.
Code:
//TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList
TweenLite.to(sndText, .5, {alpha:0});
TweenLite.to(musicText, .5, {alpha:0});
[Code]...
I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList.
Code:
//TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList
TweenLite.to(sndText, .5, {alpha:0});
TweenLite.to(musicText, .5, {alpha:0});
TweenLite.to(sndSlider, .5, {alpha:0});
[code]....
Here's the code I'm having trouble with:
function offNav(e:MouseEvent):void {
if (mouseX >= 0 && mouseY >= 0 && mouseX <= 36.45 && mouseY <= 325) {
TweenLite.to(navPanel,.5,{x:0});
TweenLite.to(home_btn,.5,{x:15.65});
TweenLite.to(work_btn,.5,{x:11.5});
[Code] .....
The problem is with smallImg_mc. Later on when it is clicked, it gets removed using the removeChild(smallImg_mc) command, and my question is how do I signal it through an if statement where it says
if (smallImg_mc.visible !== false) {
setChildIndex(smallImg_mc,1);
setChildIndex(logo,1);
}
It's causing annoying output errors.
I have a simple button which would load an image in a Movieclip (MC1) using;
MC1.loadMovie('image');
And I also want it to go to a certain frame using;
gotoAndStop(frame#);
What I am looking for is that I wanna add a delay in the working of the button's next command i.e. gotoAndStop(frame#);.. Like a 3 second frame so the Image is 'fetched' in MC1 before the next frame is brought on screen..
Actionscript Code:
function wait() { stop(); var myInterval = setInterval(function () { play(); clearInterval(myInterval) }, 5*1000); // stop for 5 seconds}
[code].....
I have an array of menu items that I'm trying to display in a sequence with a short delay between showing each item in 3 columns. Without manually creating individual text fields and putting them on many frames, how would I do this with actionscript?
[Code]...
Well i have an adobe air which runs vlc-player at background as service. i check that in Windows Task Manager , the service runs when air application launches.
here is the code
processArgs.push("--extraintf");
processArgs.push("rc"); //Remote control
processArgs.push("--rc-fake-tty"); //Use terminal as output
[code]......
I want to call 3 commands one by one , the relation between each commands are command should execute one by one in the previous command result. How to Queue Command's? What is the best practice to handle Queue command , my requirement is adding n number of commands and execute them.Main -> Execute c1c1 got the Result - Execute c2c2 got the Result - Execute c3
View 2 RepliesI want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
onClipEvent (enterFrame) {
framePos = int(_xmouse / 100 * _parent._totalframes);
if (framePos < 0) {
[code].......
I cant do 2 removeChild(); 's beneath eachotherSo their always will remain 1 child how can i delete that one?
addChild
removehild does work
removeChild
[code]......
I'm new to Adobe Flash and especially new to Actionscript. Could somebody give an example and explain how to make and "Ignore *this* command if..." style command. Here's what I want to achieve:I have made a button (I may have done it in an odd way but it works) that moves when the mouse hovers over it and then moves back when the mouse moves away. I plan to put the finished product into Dreamweaver and have tried what I've done so far and it works. The problem is that if I move the mouse away before the first animation of the button has finished. It doesn't reach the *Mouse Out* command and then just sticks/stops in the bit where I have put a *stop* command.Basically, what I want is a way to ignore a command if something happens earlier on (such as the cursor being moved away).I've tried to explain the best I can without actually screenshotting it and copying commands.
View 6 RepliesI'm working on a 3 minute animation that is 53.7 MB right now. I periodically export the file to swf to see how it looks as I'm working on it.
It got the point where it was taking around 30 seconds to export which I'm used to when my animations get longer. However, now it constantly gets stuck at 90% and I get the rainbow wheel cursor. I waited 30 minutes thinking it needed to catch up with itself and nothing changed. I always end up having to force quit out of Flash because it's not responding.
I've tried numerous things to try and get it to export such as quitting and restarting Flash, doing a complete shutdown and starting Flash, and copy pasting all my frames into a new Flash file and saving. No matter what it always stops at 90% and no longer responds.
I have a character that uses the arrow keys to move. Key_Down sends him 10px left or right per press and when you let go he stops. easy as pie. What I've now added in is that when you press either of those keys it also plays a "walk" sound. In order to stop this walk sound I then added Key_Up and specified that the sound should stop via SndChannel.stop();
At first it was working fine, but there was the issue that if you held down a directional button the sound would spawn multiple times and sound like crap. I added in a boolean to disallow this, making it so that only one instance will play at a time and it will loop. The problem now is, however, that the initial SndChannel.stop(); under the Key_Up listener has stopped working. Instead of stopping the sound immediately on key up, it waits until the sound file has finished and simply stops it from repeating.
how do you use the gotoAndStop after a tween has run?
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
[Code]....
I have a movie that starts as the intro to the site. However, if it doesn't load quick enough, the rest of the site loads and cuts off the movie. How can I make the 2nd part play only after the 1st is completely finished?
View 2 RepliesI am attempting to hide a SWF file that has the AS2 FLV component in it only after the FLV has finished playing. How would I go about this?I've searched google fairly extensively and had no luck.I've found a way to hide the Div the SWF is in using a timed Javascript event that is external to the SWF, but I'd like to find a more elegant solution.
View 4 Replieshow to write script how to get the SWF file to pop up after the FLV video finishes..at the end of the FLV video I only need the SWF to pop up..
View 16 RepliesThe code I have so far is included below. Right now the first swf (first of two loaded into main swf) (intro.swf) loads fine on mouseclick of the "go" button. However I would like the first swf to unLoad and the second swf to load ("europe.swf"). This will be a one frame swf that will link to various others. After multiple tutorials/forums I can't figure out how to get the second swf to load while the first unloads.
import flash.display.MovieClip; import flash.display.Loader; import flash.net.URLRequest; go.addEventListener(MouseEvent.CLICK, goIntro); var loaderIntro:Loader = new Loader(); var contentIntro:MovieClip; function
[Code].....
I am attempting to hide a SWF file that has the AS2 FLV component in it only after the FLV has finished playing. How would I go about this?
I've found a way to hide the Div the SWF is in using a timed Javascript event that is external to the SWF, but I'd like to find a more elegant solution.
i'm using the tween class to move a movieClip around the stage, depending on what button the user selects... the movieClip starts in the center of the stage and moves to where I tell it to in the tween. The begin property of the movieclip is its current position (characters_mc.x). This all works until I want to move the movieClip again, and it starts from the center of the stage instead of its newly landed position... So the question is, how can I get the tween to start from where it previously landed, instead of always from the center? Shouldn't the value of the x position of the moved movieclip change as it is moved? Any better way to do this?
ActionScript Code:
var myTween:Tween = new Tween(characters_mc, "x", Regular.easeInOut, characters_mc.x, 95.8, 2, true);
[code]......
I'm kinda new to Actionscript still and I found a code for an external movie (that's in an FLVPlayback component) to play in a container after a preloader - it can be seen here: [URL]..at the end of the intro clip, i want the site to go to another page automatically i'm having trouble because i think i'm supposed to use getURL, but i don't know how to tell it to go there only after the external movie is done. here is the code that controls the external movie:
HTML Code:
import mx.video.*;
stop();
this.attachMovie("FLVPlayback","my_FLVPlybk",{width:815, height:540, x:100, y:100});
my_FLVPlybk.contentPath = "http://www.stillpictureproduction.com/dynamic/stillPic.flv";
I need button to appear after movieclip finishes. I was trying to insert code to the last frame of movieclip, _root.myscene.gotoandplay(140)...... and lots of different codes. But then I realised , that you cant control maintimeline from movieclip.
View 9 RepliesI have a movie clip with a stop command on frame 1 and a stop command on frame 20.I'm trying to have two separate buttons that tell the MC (onRollOver) to play forward or to play backwards.
The actionscript on button #1-
PHP Code:
on(rollOver){ gotoAndPlay(_currentframe +1);}
The actionscript on button #2-
[Code]...
I have created a very basic preloader using flash components 'Loader' and 'ProgressBar". It's job is to load an external swf movie clip/file.
Problem: When the preloader has finished doing it's 'thing', i.e. reaches 100%, it loads/or seeming reveals the external movie already underway i.e. not at the first frame.
I've read a few posts from "Whispers", and have concluded that the problem is that the movie is streaming whilst being loaded. And also that i need to be using "init" in regards to 'listener'.
However i really want to be able to apply this to the code i am using it, as i had just kinda gotten to grips with it (the code).
Is anyone able to tell me what a need to alter to get the preloader to finish loading the movie COMPLETELY before it starts to play.
------------
myProgressBar.mode = "manual";
myProgressBar.setProgress(0, 100);
myProgressBar._visible = true;
[Code]....
I'm making a site that loads external swfs based on which button is clicked. When the swf loads it plays an intro and then stops at a certain point. My goal is that when you click another button the current swf plays an outro before the next one loads.The problem I'm having is making the outgoing movie trigger the function that loads the next.At first I tried just adding loadNextMovie(); to the last frame of the loaded swf. But for some reason this causes the two stops in the file from working so the thing just keeps looping. I have no idea why adding this function call would prevent stop(); from working.Is there another way to have the end of movie trigger the function? Also, why doesn't adding loadNextMovie(); to the last frame of the loaded swf work?
View 4 RepliesThe subject title pretty much tells it all. I've got a flash project where a video component plays an external flv file. I've got a different flv file loaded at each keyframe. Right now the flv plays and then it stops and waits for you to click on the next video you want to watch. I want it to automatically go to the next keyframe and start the next video.
View 5 Replieshere is my AS3
[Code]...
I do have stop(); on the 1st frame of the portfoliohome.swf, but It plays the movieclip(my intro) before the loader finishes. Is there a way for me to move the play head to frame 2 while I have the stop() on the frame 1?