so I'm not just new here, but definitely new to actionscript (though I have a MINOR amount of OOP experience in matLAB). I was wondering if someone could clarify something (though I'm sure this thread will grow out of my own confusion)?
In this following function I would like to pass a parameter when i call the function tchauBalao.
which is actually the Mouse Event ( "e" ).
Code: function outPassaro(e:MouseEvent):void { var passaro:MovieClip = e.target as MovieClip; TweenLite.to(passaro.balao, 0.2, {scaleX:0, scaleY:0, ease:Expo.easeOut});
I have a Flash movie (.swf) file embedded within a webpage.I am looking to have an image display if the user does not have Flash installed or has it turned off.
for some reason my first attempt to post this didn't work so i will try again, and do it better this time... I would like to have a flash intro that then turns into the header/banner (size wise) with my (html) site loading below it. I'm not sure if this is possible or how to go about it, the idea is that it looks very fluid and slick.
It appears that the flash variables are not accessible in Chrome when Javascript is turned off. Having said that, Youtube seem to work fine, when I test other sites like www.nhs.uk it does not seem to work, nor does mine.
I am using the most recent version of Chrome on Windows. Is there anything special that I need to target Chrome, how do I resolve this issue ?
I'm loading a toolbar that goes over the content of a website that is reviewed. The toolbar has some information we can fill in about the website we're reviewing. There is a problem when there's flash embedded in the original page. Our toolbar will show up behind the flash movie, so we can't use the toolbar as intended. Since we don't have control over the page that is loaded we can not alter the settings of the embedded video.
The question is: how can we make the DIV appear floating above the FLASH even though we don't have control over the embedded flash object?
I want to implement a gameplay recording feature in a project, which would only record player input and seed of the RNG at the beginning of the level. Then I could take such record and play it on my computer in order to test it for validity.I'm only concerned with some numerical differences which might appear between different Flash Player version, Operating Systems or CPUs (or whatever else that might be affected). The project would be written for Flash Player 10.0.0+. What stuff I am concerned with:
[code]...
I won't be using stuff like hitTest, getObjectsUnderPoint, hitTestPoint, getBounds and so on, all collisions will be geometrical.So, are there any chances that using any of the pointed things above will yield different results on different systems? If so, what can I do to avoid them?
I'm using BlazeDS to marshall Java objects to Flex. What I'm seeing is that if a Java Float holds a integer value (whole number, such as 123), then it gets marshalled to a ActionScript int. I would expect that a Java Float always gets marshalled to an ActionScript Number as documented in the BlazeDS Developer Guide.
Is there a way to configure this or is this just a BlazeDS bug? Follow-up: The float is contained within a map. The Java map that is being passed to BlazeDS looks something like:
[Code]...
So it's serializing the value correctly, just as the wrong type.
I got it from a code that make ball falling from top to bottom and i analysis that is this code that make it work. I wanted to change the code to make float from bottom to top.
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip { private static var _stage:Stage; private static var _timer:Timer;
I can only run a timer.start(); command once, the second time it will only run once instead of the value of 10 repeat.
Code: var addTenPointsTimer:Timer=new Timer(500, 10); var currentScore = 0; score.text = "0";
[code]........
I want to be able to have the score add the ten points one at a time rather than all at once. It works fine the first time ten points are added, but the second, third, fourth, etc time it only adds one point then stops. How can I get the timer to work more than once?
I am attempting to use a TimerEvent in a while loop. In the example I have created below, the init function should loop through the values myArray, tracing each value at three second intervals. It seems, however, that because I am incrementing the currentNum value outside of the while loop (in the timerHandler function), that the loop just keeps running until Flash stops responding.[code]
I'm using multiple timers in a script, but I would like to use the same function with a Switch to define the appropriate action corresponding to the event.target. I've tried e.target.name but it says that name isn't a property of the Timer class... how can I retrieve the names (timer or timer2) within the onTimer function?
Code: var timer:Timer = new Timer(3000); var timer2:Timer = new Timer(3500); timer.addEventListener(TimerEvent.TIMER, onTimer);
I have a movie clip, asterixHolder, with multiple frames that is instructed, at times, to gotoAndPlay at a particular frame (where'currentSection' is a number):
Code: asterixHolder.gotoAndPlay("tween"+currentSection); Nested inside asterixHolder is a clip called theAsterix that I want to continually rotate. I've been achieving this with a Timer Event:
[Code]...
However, when the TimerEvent code is included - or to be more precise, when the function timerHandler references asterixHolder - the previous code to send the clip to the appropriate frame does not work. Could anyone tell me why this is the case? It doesn't seem logical that calling a nested clip should prevent the parent clip from doing anything.
Before I start my preloader animation, I want to play a quick animation. I was hoping to use a TimerEvent to delay the preloader from starting until the animation was over, but nothing's happening.I cobbled this together from other preloader tutorials, and since I'm not sure I understand how it all works, I shouldn't be too surprised that my hybrid failed.[code]I don't register either trace statement, but if I move this. loaderInfo.add EventListener (ProgressEvent.PRO GRESS, check_progress); out of the timer event function, then I get the trace statement just fine.
Very new to AS3 and wasn't a strong coder to begin with - I've been asked to build a large banner revealing multiple ads (4 to be precise). My thought is to use a TimerEvent (if, then type statement) to control how long each "billboard" will be on the stage, then have the next one slide onto the stage...etc, etc... I'm finding conflicting codes out there, and don't know which to pull from. This seems easy in my head, but the AS3 code appears very complex to pull this off.
But after the 2nd tick, it doesn't add only those 2 elements but the whole other vector I really don't get what this is happening. I don't use tempCoords anywhere else in my code. The coords vector is updated in a MOUSE_MOVE event with the coordination point of the mouse.
I need to put an image up of a television and have a video of something looping in the center the image of the tv would be just that and a player would really be under the image playing the video.
Below is simplified version of a game I am creating. Basically, the game have some circles. Each circle shoot bullets that is dispatched with timerEvent. When the circle is clicked it is removed from the stage. However, the bullet still keeps on dispatching. I couldn't figure out how to stop timerEvent of each individual circle when it is clicked.
var _timer:Timer = new Timer(1000); var speed:int = 20; for(var i:int=0; i<= 3; i++) { var _shape:MovieClip = new MovieClip(); _shape.graphics.beginFill(0x999999); [Code] .....
I'm a blind developer who is considering learning Flex. According to this link when you compile a flex application with the defaults it isn't accessible to screen readers. Why is this, are there performance issues I should be aware of, or was this just an arbitrary choice Adobe made?