I have created a as3 log in script in flash cs5 that sends the username text and password text into two php variables. now everything works fine if i call navigateToURL (PhpURL,"_ blank");it returns with success , but the problem is that when i try to get to trace the output of the php file , it returns with a failure(even though i also call the above code at the same time and that returns success in my web browser). could it be a problem with cs5 , how would i go about viewing the trace() after i published it and put it on my local web sever.[code]
I'm making this game with Adobe Flash and I have this level where you need to stop a bomb from exploding, but when you stopped it and go to the next frame the bomb is still running and you still go to the game over screen when the countdown reaches 0. For the countdown I use the following ActionScript:
[Code]...
(Frame 4 is my game over screen) I also add with the dynamic text the word ''count'' next to Var: So is there a way to make it stop running on the next frame? Also am I willing to use a different ActionScript for a countdown if somebody knows a better one.
I have this movieClip "Container" and within it on two different frames I have two movieClip/buttons, "pause_btn" and "play_btn", respectively. I would like to call a function on the main timeline on frame two of "Container" where "play_btn" is located. I think I'm getting close but really have no idea. I know about the visible property and have been considering that, but isn't there a way to call a parent function from within a child movie clip? The code looks like this.
I'm making a game and the main functions are close to finishing. But I'm having problems with my start screen. I'm working entirely in Flash Builder.My users should be able to click a button to start the game. Right now I don't have a functioning start screen yet, but initially the game started immediately with Game.as. But I now decided I want a start screen. So I made a new class file with the graphics and buttons for the start screen in the constructor function, and I added a Mouse click event listener to the button.The game itself is in Game.as, that runs perfectly.In the function for the mouse click event I added:
Code: removeChild(startscherm); var startgame:Game = new Game;
ActionScript Code: /** * Use in place of trace(). Calling function will be logged automatically. * */
[Code]....
Put that code in a utility class, and then from any function or method in your app, call myClass.reportStatus("Something happened"); and you will be rewarded with something like this:
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called
PHP Code: //Prototype....MovieClip.prototype.moveSprite function(speed, spriteType) // Generate random coordinates var tarX = Math.round(Math.random()*(400-
how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called.
PHP Code:
// Prototype....MovieClip.prototype.moveSprite = function(speed, spriteType) { // Generate random coordinates var tarX = Math.round(Math.random()*(400-this._width/2)+this._width/2); var tarY = Math.round(Math.random()*(300-this._width
[code]....
The function should trace "carn" over and over and over, but instead, it traces "carn" over and over until the prototype picks a new point to ease to.
Code: var vendor_arr:Array = new Array(); //vendor_arr.push(new Array()); var level1:Array = new Array("yelp","yelp","yelp","yelp","yelp","yelp"); var level2:Array = new Array("a","b","c","d","e","f"); var level3:Array = new Array(12,14,7,2,11,24); [Code] ..... Why is it not sorting on "bdistance" ?? its returning 2, 14, 7, 12, 11, 24... what kind of sorting is this??
I'm trying to execute a fucntion by calling it through an event listener I can't call it directly seems to be out of scope or un intialized or something. I've had luck calling variables in this manner but have never tried to call a function. Can I do it through the event?
I have a headerbar.mxml that is displayed when user swipes_down in my app. The headerbar.mxml contains a button component I want to run an erase() in the main application window. The main application is a drawing app that contains an erase(). I just don't know how to call a function from another mxml view file. I thought it would be something like
click="{mainwindow.drawPanel.erase()}"; EDIT: protected function onColorChange(event:List):void{
I have a main.mxml, child.mxml and headermenu.mxml. I click a button on the headermenu that dispatches an event up to the main.mxml which then executes a method in child.mxml. I know this works because I put an AlertDialog in the function I'm calling inside of the child.mxml. The child.mxml contains a drawingArea object that has an erase(). When I call this directly from child.xml it executes, however if I put drawingArea.erase() inside of the function being called by child's parent (main.mxml) nothing happens.[code]...
I have 3 external .as files... Game.as Checker.as CheckerP2.as
In Checker.as I have the following function... static function checkPossibleMoves(){ ... }
I'm able to call and execute this function from Games.as using the following code... Checker.checkPossibleMoves() But whenever I use the same function call in CheckerP2 the function does not execute?
but later I want this onEnterFrame to stop functioning to conserve on processor resources. setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.Is there a command to simply just clear or break the function from executing?
(Using Flash Pro 8). Currently, I just need to execute a simple show/hide function that is controlled with a key. Currently, I have a circle movieclip with this coding attached to it:
Actionscript Code: onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = true;}onClipEvent(keyDown){ if (Key.isDown(Key.RIGHT)) _root.circle._visible = false;}
And on the first frame of the timeline, I have this code ( so that it is visible = false to begin with ): Actionscript Code: _root.circle._visible = false;
Now, my problem is that when pressing the RIGHT key on the keyboard, it reveals the circle, but when it is pressed again, I want it to hide the circle again. Obviously there's a conflict between false and visible, but I don't yet know how to tell flash to make the distinction that the RIGHT key has already been hit once. Is there some kind of 'listener' or something?
Im currently working on a script which will dynamically create letters and then play the sound of each letter.
I can get the script to work but for some reason it doesnt seem to play the 1st sound the 1st time I click on the button to exectute the function.[code]...
I have a pause function that fires when the first frame of my swf loads. PHP Code: Welcome transition function pauseMC(sec) { var i = sec - 1; var MyPause = setInterval(function () { if (i == 0) { clearInterval(MyPause); [Code] .....
However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.
PHP Code: function moveLeft () { var t = this; this.opened = true; //this._x = _root.navWidth * this.index; [Code] .....
I have a function which contains some code and about half way through calls another function. Only problem is it stops the main function from running so the code following it snt executed. What I want to know is is there anyway to go back into the original function at the point at where I left and carry on executing? I've thought of one solution but its a bit long winded and I just wanted to know if there was a quick and easy method, before anyone asks the code needs to be in its current order.
I am working with AS3 to build a very simple mp3 player on my site. So far the play and pause button work fine, but when I try to move the slider then click the pause button, it doesn't pause, and then clicking the play button again causes it to play a new file.I'm assuming that for some reason when I call the playMp3 function from my MouseEvent, it's within an object or something and not at the root, so it's like loading a new sound file, but I don't know how to fix that.URL...
In the moveThings function, the if part is only ment to play if the cursor is over the circle (ball_mc), which follows a bit after the cursor. However, something is wrong that makes it play this part (the first if statement in the moveThings), while it's meant to play the else part in that function unless the cursor is over the circle in which case the if is true.So what is wrong? I'm assuming that it's something with
Currently creating a game and having a problem with the enemy's shooting.Having a problem with a function which allows the enemys to periodically shoot at the ship. At the moment I have got one ship firing and the other 2 wont fire at all. I have done some edit's to the code and I have managed to make it so all 3 ships fire but there is no gap inbetween the bombs being fired (which eventually makes the game crash.)I have the variable defined at the top:
here's the problem...the whole site is in flash, and the text is scrollable...no big deal right...BUT he wants links throughout the text in various places. I was thinking of importing the text as a .as file, but how can I get the links to function properly? esp. since one of the links he has somewhere in the text is an "add to mailing list" link that I have set up to open in a separate borderless window...Can I script that all in the .as file, still import it as text, and have the links function as they should?
and will it be too complex for someone (who is lucky he can get his E-Mail without putting his foot in something) to update himself? Another difficulty... to do all this with a .as file I'm going to have to use a .css because he's a little font happy. the problem is the fonts are Not standard by any means. How do I load a font that a user dosn't have to the server so it can be referenced by a .css, and displayed via .as in a flash file?
I have 3 input fields, min:sec:frame (mval,sval,fval)
when it is triggered, it works fine the first time. I clear out the variables in the script below but it doesnt work properly. It comes back as not a number (NaN)
I have 3 input fields, min:sec:frame (mval,sval,fval) when it is triggered, it works fine the first time. I clear out the variables in the script below but it doesnt work properly. It comes back as not a number (NaN)
i have that header for my navigation here: [url] However I cannot get the getURL command to function properly. You can test it out by clicking on a key meta word (right hand side) than clicking on "home" to take you back.As you will see it does not work.The site is built around Joomla—it's pretty basic and I didn't care for any of the navigational options so I built a flash menu.
edit I can get this to work when I "cmd-return" out of flash and test the .swf - but online it's a no go.