ActionScript 3.0 :: Flash GotoAndStop() Attempting To Apply To All Objects?
Jan 6, 2011
I'm trying to achieve is this: when you roll over one of the citymarks on my map, it drops up/down depending on the mark and where it is with three buttons for tourist sites in the area. Well, I'm using timeline animation and gotoAndStop() to go forward and backward nice and smoothly. I've got a mask applied for the menu, and that works fine, but when I compile I get this error:
Code:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@10ac6b01 to flash.display.SimpleButton.
at flash.display::MovieClip/gotoAndStop()
I am creating a point and click game.In the bottom corners of the screen there are two arrows for changing the area. When these arrows are clicked, the only thing that is supposed to happen is a frame change. For some reason, objects are being carried from the frame they are supposed to be on to the frame that is changed to and they stack up each time the frame changes. I don't even see how this is possible without writing code specifically for it. Here is the code in one of the objects being transferred:
Code: onClipEvent(load) { var DepthCorrection = 0;[code]...
Nothing in that could possibly make it move to a different frame and it has no instance name so nothing can reference it to bring it to one.Here is the code for changing frames:
Code: onClipEvent(load) { var Frame = _global.Area + 1;[code]...
I've had problems with gotoAndStop() before where it went to the wrong frame and only displayed certain objects on that frame.
I'm working on a little flash project to show a card game being played out. Its just playing out a set of moves - no actual logic for actually playing the game.Anyhow, what i would like to be able to do is create a tween (hope thats the right term) where a card will appear in the center of the table, and then slide over to the players hands and at the same time shrink down so i can fit a few hands on the screen. So basically i need a tween that takes an object (the card), places it on the center of the screen, and then slides over and shrinks down to a specific point. So in whatever action script calls this tween, i guess i would need to feed it two values - which card it starts with, and where the card should end up.
im trying to use a use a code segment that makes something avoid the mouse. My issue is the code requires that iff i have more than one object that i want to avoid the mouse than i need to make a new set of variables for the second object and pretty much copy the code than change the variable names. Thats all great and dandy but i have a couple hundred very small objects that i need to avoid the mouse. is there any way to maybe apply the code to each object with an onclipload maybe?
ActionScript Code: import flash.events.Event; stage.addEventListener(Event.ENTER_FRAME, fun); function fun(event:Event) :void {
[code]....
as you can see the object i want to move requires its own variables and 2 if statements. and i REALLY dont want to have to copy/paste that code over 200 times and make a new set of variables for each object. maybe i could apply the code to the object itself ? but than what would i name the variables?
I'm kind of new to AS3 and I created a blur effect for 6 text object. I got the result I wanted, but I thought there has to be a better way of doing this. When a mouse is over a text, other texts get blur. Now, I had only 6 object what if you have 10s of objects on the stage.[code]...
I'm currently working on a nav bar but I've run into a questionable situation. There are several links in the menu, and for each i'd like a mouse event on over and on out. Do I have to specify both of these events for each link, or is there an easier way to do it that I don't know about? Can you apply event listeners to multiple objects/functions?
I want to group some objects (movie clips) in a way allowing me program an event that applies to all of the objects.To be specific, I want to group some buttons in a video player. If the mouse hovers over any one of the buttons, that button's animation will jump to frame 2. How can I do this?(I figured there is probably an easier way than programming each individual button to jump to frame 2 on mouse over.)
I'm trying to position my Flex app so that it's further down the page, but I can't get it working. It's still appearing in the top left. Here is the HTML
<html lang="en"> <head> <title>Page</title>
[Code]....
EDIT: After reading this message, I tried wrapping the swf div in another one and setting the top property on the parent div, but it didn't work.
Photoshop and Fireworks both have some nice filters. When you put one bitmap over the other, the first bitmap can act as filter. For example, the white pixels of the top bitmap lighten the pixels of the bottom bitmap. Is there any way to apply this in as3? What I am trying to accomplish: I have a large single-color bitmapdata object. I want to overlay perlin noise and lighten/darken the single-color bitmap to give it some random/natural look.
I have a movie clip on the stage and have given it the instance name "team1". inside this movie clip there are two states. at frame1 it says one thing, then at frame 10 has an image. team1 stops at frame 1 and what i want to do is when the main time line reaches say frame 50, i want the team1 movie clip to gotoAndStop at frame 10, thus showing the image and not the text. i tried doing it by putting this on the main timeline at frame 50: team1.gotoAndStop("team");
Code: I have a very simple flash video, with a strange problem that I understand how to resolve normally, but not when it pops up on the second run. Basically I have a scrolling banner with 4 panels that all link to different site. The panels scroll across the stage, then move out, and the next banner comes across and so on. Not complicated at all. But all of the sudden I'm getting:
I'm making an MP3 streamer in AS3 and it works fine for normal length files, but for long files the whole movie becomes unresponsive for maybe a second.[code]
i have a parent component with two children embedded using the navigator content..and am initializing the parent compnent using the creationComplete method. i found out that the components, though are initialized, the components in those children aren't .
I am attempting to get a movie clip from the Library to play from another movie clip. I knew how to do this in AS2, but I'm trying to learn AS3 and I am at a loss to understand how to do this.In AS2 I would just have to code:
Code: _root.movieClipName.play(); but in AS3 when I enter in this code:
I am attempting to use the isight camera but when I trace the cam.height and cam.width i get 160 x 120 when it should be 640x480. Why is this happening?
I want to load an external swf when it's fully loaded. Then this is the code
ActionScript Code: var contentLoader:Loader function processSWF():void {
[code]....
but flash give me TypeError: Error #1009: Cannot access a property or method of a null object reference instead, if i don't insert the listener, all goes fine
I am attempting to make a class that handles the building in a game, but I can't get the object to come on stage. I can get everything to work if I am on the timeline, just not from this class. I've been getting this:
I am trying to get a .asp example file from an actionscripting book to work, but it keeps telling me that there is an error trying to open the .asp page on my server.I uploaded the .asp file, and the access file onto my server, but it is not communicating.Are there any browswer settings or web-hosting settings I should be aware of before I try to send and receive information from a database?Also, I eliminated one variable. In another document, I was able to pull information from a text file from my web server without any problems.
Haven't had an Error 1009 issue in awhile but tonight I got one trying to play an external .mp3 track. Seems i got a null object somewhere but I can't seem to locate it. After debugging, it seems to be an error in my playBtn reference but it seems have all the proper instances. where the problem may lie?Here's the code:
I have a weird problem. An Object is being passed to my function, and some parameters are optional, so naturally I would check to see if they are there, and if not, do nothing.However, I'm getting a null reference error (#1009) when I'm just checking it. Here's the sample:
public function parseObject(params:Object) { if (params.optionalParam) trace("Got Optional Parameter!");
i have a dynamic text field where an array controls a dynamic text box where the keypad reps diff numbers ie kpad1, 2 and so on. When I try to use letters it doesnt work, im assuming there has to be a nNumb equivalent for usung letters?
Whenever i try to debug movie, it does nothing but say "attemping to launch and connect to Player using URL C:Documents and SettingsBlahMy DocumentsFLASHTDBackup.swf [SWF] C:Documents and SettingsBlahMy DocumentsFLASHTDBackup.swf - 95873 bytes after decompression" in the output. I tried leaving it for an hour and nothing happened.
I've been following a tutorial on [URL] but changing and removing various things to fit to the game I am (very, very slowly) trying to make. I am attempting to make an up-side-down Space Invaders like game, but with balloons instead of aliens.
So far (by following the tutorials and being lucky) I have managed to make the player's ship which moves by pressing the arrow keys and can shoot two (blue) lasers when the spacebar is pressed. The enemy balloons randomly appear below the bottom of the screen and shoot a laser upwards towards the player's ship when the player goes above (Y axis I think) any balloons.
The problem is that the balloons fire a massive stream of shots (red lasers), but I want to delay each next shot by a few seconds, but the time of the delay doesn't matter because I'll tweak it later.
I've been trying to make delays for the balloon lasers by copy/pasting bits of code from Ship.as in an attempt to make it work ...Maybe it's a good time to say I am a complete noob at AS3 apart from when it comes to messing up and having no idea what is going on
I've attached my current (broken) work and a working SWF of before trying to add delays to the balloons shots. If you want to see it working first hand then replace the Balloon.as in actionscript.game with the Balloon(working).as and change the filename to Balloon.as.
Scenario: Click on button and timeline animation plays (the animation is a panel that rotates from the back to the front) Error: Scene 1, Layer 'actions', Frame 1, Line 11 1061: Call to a possibly undefined method play through a reference with static type Function. What does this error mean and what code needs to be added to fix it?
Code: Select allimport flash.events.MouseEvent; bullet_btn.addEventListener(MouseEvent.CLICK, bullet); function bullet(event:MouseEvent) :void { spinbul_pt_1.play(); } function spinbul_pt_1(){ bul_pt_1_MC.play(); }
When attempting to take a screen capture using BitmapData.draw() on a Canvas containing a Video Component of an incoming stream, here is the error I encounter:
I have some movie clip with two different childs on it: "instruction" and "back_anim". They have the same structure, except one thing: "instruction" have classic tween, "back_anim" have "shape tween". I'm running it on Adobe Air 2.6 for Android. On each of this childs are two labels: "show", "hide". All stop frames present. And I have such a code to controll them:
protected function fadeOut(event:Event):void { line_mc.removeEventListener(Event.COMPLETE,fadeOut); if (line_mc.hasOwnProperty('back_mask_anim')){ line_final_anim_count++; [Code] .....
But!!! "instruction" - plays well, "back_anim" - enters to endless cycle on stop frame. When I do : (line_mc['back_mask_anim'] as MovieClip).gotoAndPlay(7); Next frame after stop frame - all ok.