ActionScript 3.0 :: Extending A Function Over Various Frames?
Jun 29, 2009
this cursor follow works in a single frame on the main timeline with a stop action :
// kisses start and follow cursor
addEventListener(Event.ENTER_FRAME, start_kisses);
function start_kisses(event:Event) {
staged_kiss_mc.x = stage.mouseX;
[code]....
How can this same function be called in various frames throughout the main timeline? For instance, say the above code is on frame one and the "staged_kiss_mc" is extended from frames 1 to 10. On all frames there is also a stop action (along with additional code, content, etc.)How can the function "start_kisses" be activated on each of the 10 frames in the same way it is on frame 1 ?Is it necessary to add a new Event Listener? Do new functions need to be coded for each frame, such as start_kisses1, start_kisses2, etc.? --Or can the same original function be reused?
I found this sentence while googling out for Flash help: "Add 3 frames to your timeline. Drop a TextField on your Stage & make sure it extends over all the 3 frames." I was not able to accompolish the second task of this. I added the frames, dropped a TextField on the first frame, but could not find a way to extend it over all the 3 frames.
Almost 2 years ago I asked this question about reversing frames on mouseOut.Lets say my animation is 50 frames. Between 1-25 the clip is tweening down. So if a mouseOut occurs any where between 1-24 the clip reverses (which works with the script GParis hooked me up with 2 years ago). But now if the clip reaches 25 I want the clip to stop there then on a mouseOut from that point play the second half of my animation (the clip tweening back up) the at the end ill have a gotoAndStop on frame 1, to await another mouseOver. So basically anything from 25 on I dont want it to reverse frames. Here is the script I have been using for quite sometime. (unfortunately all other skills have advanced except AS)
I have a bunch of .fla files laying arround here.They are basic flash files with actions coded on the timeline.I want to add a class to control the files.In order to enable to sync the flash files I have a bunch of code in this class which takes care of the synchronising the files.The problem is; there are a lot of files.Personally, being a lazy person I don't think replacing basic functions like 'gotoAndPlay' with my personal functions.I would prefer to just extend the basic function, or listen for it so I can 'inject' my own pieces of code. Question: Is there a way to have something like a listener that tells me which functions are started? Is there a way to extend basic flash functions like gotoAndPlay() or play().
I extended the DataGridColumn because I wanted to include a custom itemToLabel function (to be able to show nested data in the DataGrid. See this question.
Anyways, it also needs a custom sorting function. So I have written the sorting function like so:
private function mySortCompareFunction(obj1:Object, obj2:Object):int{ var currentData1:Object = obj1; var currentData2:Object = obj2;
[Code].....
Whenever I try to sort the column, I get the error "Error: Find criteria must contain at least one sort field value."
When I debug and step through each step, I see that the first few times, the function is being called correctly, but towards the end, this error occurs.
im using as2 and i was wondering if i have 5 different frames on a game layer and make a code layer and is extend the first frame across 5 blocks then will the function the the first frame in the code layer carry throughout all 5 frames even on the 2-5 game layer?
embarrassed to ask becasue i know its gonna be something simple i over looked. This is what im trying to do i have a movie clip that i want to use as a home button and i want this clip to be on every frame of the movie. well i created a function that whenever this clip is clicked it returns you to the second frame of the movie. now i declared the function on frame 2 when i try and call it from frame three it gives me a 1084 error. Is it even possible to call a function like that from a different frame? This is the actionscript i have in frame 2
I am working with some actionscript that are spread out amongst different frames, and having changing conditions, determines whether to end the sequence (gotoAndStop(1)) or continue (gotoAndPlay(5))
I understand this easy example could be done several ways on one frame easily, (while x<10, etc).. but my code is so long and complicated, that the way I wrote it, it was easier to have it sort of "loop" between frames. The problem with this is, I think the frame jumping is slowing the coding down. I tried functions, (like having all coding in frame 5 as a function, then calling that function with the "else" in frame 6), but that would only run the function once.. I need it to keep looping.
I'm making an educational software by AS3.I call "part1Act()" from frame1 and everything works very well.But when I call the same "part1Act()" from the frame 58, flash throw me this error.
I only called the same function from different time frame.The script I wrote is following.
//--------------------- code ---------------------------------// var progressBar:progressBarL=new progressBarL(); var context:LoaderContext = new LoaderContext();context.applicationDomain=appDomain;var ldSnd0:Loader = new Loader();var ldSnd1:Loader = new Loader();var ldSnd2:Loader = new Loader();var ldSnd3:Loader = new Loader();
I want to use this on multiple frames however, when I do so I get errors.
The text frame is named --> theText
1 stop(); 2 var str:String = "Sample text!"; 3 4 var sInt = setInterval(writeIt,20);
[Code]....
How can use this function on other frames? Also I have considered that it might be some kind class I need to import, I don't know, I am still new AS and I and more familiar with AS2.
I would like to be able to call a function from a movie clip so that the function repeats itself over a few different frames without having to be called again. I could have the function call itself according to an "if" statement but I believe that the movie will not go the next frame until it finishes all the cycles. So for example: The function makes the movieclip move over a few pixels but I want it to move over a bunch of pixels so as to give the illusion that it is moving slowly, I To do that the function needs to repeat until the movieclip moves the entire distance, but if that happens all within the function, at least as far as I have been able to figure out,
I'm making a website to the company that I work and I'm having a problem.The function only works on the first 30 frames of the scene?!?! Strange!Here goes the .fla and if you see the "years bar" doesn't move has the other elements. But if you click on the [M Button] and next on the [P button] it works.Why does not work on the other buttons.
Using Flash CS4 Pro (version 10.0)I am using a timer function to pause a text effect in a movie clip (textEffects).I also have a separate movie clip (Bfind) that when rolled over, it controls the textEffects movieclip. On roll out of Bfind, textEffects is restarted at frame 1.Everything works great until i hover over and out of the button target a few times. The bug I am having is that it seems the timer function is ignored after textEffects goes back to frame 1.[code]and the following is how i call the function on 4 separate frames in textEffects:[code]
I have a movieclip which has 3 frames inside it. These each have a movie clip on them which is different. There are three frames on the above layer. The first two have code on them which check the date and time and then skips to the next frame if a specified date is reached. The final frame is just a stop as its the final option. So Its works great in as2 but I am trying to rebuild in AS3. I think I am nearly there but since you cant have two of the same function its throwing a wobbler - also when I rename the 2nd function (on the 2nd frame) it wont compile correctly throwing all sorts of errors.
Code: stop(); addEventListener(Event.ENTER_FRAME, functionOne); function functionOne(event:ENTER_FRAME):void{ var today:Date = new Date (); var currentYear = today.getFullYear() var currentTime = today.getTime(); var targetDate:Date = new Date(2011,05,22); [Code] .....
I'd like a movie clip called "following_cursor_mc" to follow the cursor, regardless of which of several different frames the playhead may be on. I've reproduced the code below on each frame in which I would like the cursor to be followed by "following_cursor_mc" but these errors are thrown for each of the frames:
The idea is to click on a mc that takes you back one frame (into a different room) and it changes the visibilty of another mc in the new room to false. Here is the code so far:
While a user is in a frame, I have the user press F1 to gotoAndPlay another frame, press F3 to gotoAndPlay another frame, etc. But when the user presses the F1 or F3 function key, they get the IE browser search screen or IE keyboard shortcut. How do I use AS3 to have the action taken when the user presses F1 perform the function within my flash file and not the IE process for the function key?
I have created a function on the root timeline, to be called at a certain point (when the character is on a certain frame and so is the certain item, he loses a life)the lives_mc advances frame by frame to show lives being lost.heres the function
Code: function loseLife(){ if(_root.lives_mc._currentframe=1){ _root.lives_mc._currentframe=1[code].....
I'm constructing an area with selectable buttons that transition and appear every 10 frames. During these 10 frame transition periods I don't want the buttons to be selectable and if possible to disable the rollover.
I've tried creating an If statement on the addEventListener so that it only works when currentFrame is 11,21,31 etc but this didn't work. I then also tried the same principal on the function to which the Event Listener relates but still no success.
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
I have a function that counts days and some other variables and displays the values via dynamic text.
[Code]...
I have to place the incrementCount(): function every 12 frames so that it increments the values. Seems like it would be easier to simply modify the script to count "every 12 frames" but I can't find anything that tells me how to "count frames" in flash. Seems to be this is probably basic but I've searched unsuccessfully....so how do you do this. How do I get my script to work so it's frame based so I don't have to put incrementCount() every 12 frames?
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
I have an asset management system which loads a bunch of external swfs, and when requested distributes copies of those swfs to other parts of an app (it creates instances of the classes to do this).Anyway, when I use these loaded swfs somewhere and then remove them Flash does its trick of leaving the sounds running (as they are triggered by timers).If they were Loader class items I could use .unloadAndStop() to shut them up and get them garbage collected, but they aren't of course.I thought I might be able to extend the Loader class and set the .content my self - which I have done by overiding the content getter in Loader. I was hoping I could then use unloadAndStop on that class but nothing happens. I've tried casting my fake Loader to a Loader as well and no joy.
I'm using AS2, and trying to use AS2's packages for the first time, so I can organize my .as files properly. I'm running into some problems though I've got some classes that extend MovieClip, and I've put the class names in the Linkage>Class fields. When I publish, though, I get the error: The class or interface 'ClassName' could not be loaded. anyone know what I'm doing wrong? I tried importing the classes on the main timeline, and even including the directories of those classes on the classpaths list, but no dice
I want to add a property to the MovieClip class. I just have a bunch of MovieClips that are placed on the stage by reading an XML file and creating lots of clips according to the information in them. Now, I need to know which MovieClips were created below previous clips, and I figure that the easiest way to do so would be by extending the MovieClip class and add an order property.I have some problems though: I don't know how to set or get this order property within the main clip, I don't know how to place this clip within my movie, and I don't know how to create them dynamically (do I just do something like var myNewObjectOfExtendedClass : myExtendedClassName = new myExtendedClassName?)
This is the code I have on my extended class, called Expando.as:
When I open a new Flash CS5 project, the timeline grid only goes out to 600 or so frames. I have a three minute audio track that I want to insert at frame 1, and at 24 fps, that means it should end around frame 7200. So what I want to do is to extend the grid out to 7200 frames - before I drag my audio clip in, or once I have it in. If I set keyframes at 1 and 5, say, and drag my audio track in at frame 1, it appears that it will play all the way through using the controller, but my timeline grid is still only 600 frames long, and if the next thing I want to do is something that happens at frame 6000... I still can't get there.
I made the transition to AS3 two years ago, but I still carry with me old AS2 habits. Could someone please help me understand how I extend a custom class correctly. I have the bad habit of putting most of my code in one .as file (the Document class), but I use a few custom classes now and then. What I'm tring to figure out is how I would extend a class of this type:
public class ClipDragger { private var _clip:MovieClip; public function ClipDragger(clip:MovieClip) { _clip = clip;
[code]....
For example I would like to add a MOUSE_MOVE listener, and also add actions to the drag function.