ActionScript 3.0 :: How To Remove All Functions And Pic MC On Frame 5
Jul 28, 2009
I have this function in my 1st frame
Code:
Select allfunction DisplayPic(evt:Event):void {
if (typing_txt.length==10) {
var pic_mc:MovieClip = new MovieClip();
var temp_mc:MovieClip = new card();
pic_mc.addChild(temp_mc);
pic_mc.x = 316.8;
pic_mc.y = 244.8;
addChild(pic_mc);
stage.removeEventListener(Event.ENTER_FRAME, DisplayPic);
}
Isn't the event listener removed? When I use gotostop ("frame5") it still works in the 5th frame and the pic_mc will still appear on "frame5". May I know how to remove all the functions and the pic_mc on "frame5"?
i have As code with functions on frame 1-6 i want on frame 7 to have a clear code that will remove all the functions from frame 6. I need only the AS code to be cleared on frame 6 no where else... so the functions that are there no longer work in the rest of the animation.
I have 3 frames each with a movie clip called map_mc. Each different map_mc have different objects that call the CollisionDetect class. Heres whats happening. objects from frame 1 will start freaking out when I goto frame 2. How do I remove only the event listeners from objects only on frame 1?
I have been trying this.currentFrame but the problem is that all the objects are inside map_mc on the first frame so no matter what it will always be 1. On the other hand MovieClip(root).currentFrame will always give me the current frame but wont tell me what the objects frame is relative to the stage.What I want to do is have something to this effect:MovieClip(root).this.currentFrame would output that this object is on frame 1 and MovieClip(root).currentFrame will tell me that the stage is on frame 2 so I can remove the listeners accordingly.
What I am trying to do is, if a user presses keyboard (key 1), picture 1 should FadeIn and if a user presses keyboard (key 2) picture one should FadeOut and picture 2 FadeIn and vice-versa. With the code mentioned below it works fine sometimes if I am not pressing any other key while it is performing one action but sometimes it behaves weird also. What I want AS3 to do is not to take any action or in other words it should not listen to keyboard until it finishes the opening or closing animation of a picture or any other object assigned to the key.
stage.addEventListener (KeyboardEvent.KEY_DOWN, KeyDownHandler); /**///keyboard keycode for 1 & 2var key1:uint = 49; var key2:uint = 50; var BG1:Image1 = new Image1(); var BG2:Image2 = new Image2(); [Code] .....
Problem is that I can't remove Event.COMPLETE event listener and when I call the loadData funtion twice or more, it works 2 times or more. Sorry for my bad english and worse explanation but I need to fix it today and I don't know what to do.
I've managed to create a button which on MOUSE_DOWN scales its parent object- it works just like windows in your OS, where you grab the corner and can change the scale of the window.
Here's how I've done it, (minus the MOUSE_DOWN listener)
Code: function scaleDragHandler(event:Event):void { var mcWidth:Number = event.target.parent.width; var mcHeight:Number = event.target.parent.height;
[Code].....
However, it throws the error, "Access to undefined property 'scaleMC'" on the removeEventListener line. My thought was to put another listener for mouse up inside the first, but that sounds wrong
I am having trouble with defining buttons I have on a separate frame. I define the buttons in my main class on my first frame fine, I have a mc called buttons and then on frame 1 I have some buttons and on frame 2 I have a button called btspin.
so when I have the following:
buttons.btspin.addEventListener(MouseEvent.CLICK, spinmouseclick); function spinmouseclick()...
in the class it doesn't work. And that makes complete sense to me.
So what I did instead was keep those functions still there, but I moved the listener into a function that is called once you get to the second frame. The function is called fine but when referencing the button inside that function I have a problem:
function spinmouseout(e:MouseEvent):void { //Change BT Color buttons.btspin.buttoncolor.transform.colorTransform = new ColorTransform(); }
when called mc-buttons is on the right frame it gives the error:
TypeError: Error #1010: A term is undefined and has no properties. at MethodInfo-11()
Im trying to use keyboard events to goto specific frames in my flash file for example i want to use the enter key to go to frame 5 and from 5 i need it to go to 15. here is my code:
stop();stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPressed);function onKeyPressed(evt:KeyboardEvent):void { switch (evt.keyCode) { case Keyboard.ENTER: gotoAndStop(5); break; case Keyboard.RIGHT:nextFrame();break;[code]....
Everything works fine except i cant re-use enter to go to frame 15.
I don't know what's going on here. I have some onRelease functions on movieclips that work fine. However one of them takes the user to a contact form in another frame but after selecting another button to go back to the first frame of the movieclip none of the functions work again.Here's a link to my swf so you can see what I mean:
http:[url].....It's kind of glitchy because it's on deviantart and I took out a lot of stuff so the .swf would be smaller.And here is the action script I'm using:
I'm thinking because the actionscript is located in the _root of the whole .fla and all the action is happening in the img movieclip that something is off.
I have a problem with a contactform in flash. The form and the script works fine, but I want to add a function. When pressing the "submit button" it sends me an email. And the text "message sent appears. I would like to add a onreleaseandgotoandplay function which takes me to the frame 2. I have tried to place this function into the button, it works fine taking me to frame 2, but then it does not send me an email....
When I create anything in a library, it's basically a class right? Meaning I can do essentially the same thing with use of a package in an AS file? In AS 2.0 this would probably mean I can add specific functions on this class as I can do when I use flash's object interface and add script to the specific class object itself. However, in AS 3.0 you cannot attribute code directly to an object right?
This leads me to my second question. I basically want to create a flash mp3 player (I've coded this already), but make it so that it is an entire package of contents, so I can add it to my website when a mouse event is detected and then take it off the website once it's no longer needed (to conserve memory and assure an overall nice experience). The problem is that I have many objects and subsequent functions (play button, pause button, etc), and want all of this to be contained in one file. Is this even possible?
I have a problem with a contactform in flash. I have a working contact form made in flash , which I want to add a function to. When pressing the "submit button" it sends me an email. And the text "message sent appears. I would like to add a onreleaseandgotoandplay function which takes me to the frame 2. I have tried to place this function into the button, it works fine taking me to frame 2, but then it does not send me an email....
I have a problem with a contactform in flash. I have a working contact fom made in flash , which i want to add a function to.When pressing the "submit button" it sends me an email.And the text "message sent apears. I would like to add a onreleaseandgotoandplay function which takes me to the frame 2. i have tried to place this function into the button, it works fine taking me to frame 2, but then it does not send me an email.I guess the second function should be placed in the code below to work
I use Flash MX and I'm beginner. I have movieclip "dot" at Frame 85. I have in Actions of Frame 85 the following:
i = 1 ii = 100 while(i < ii){
[Code]....
I need to stop (remove) all movie clip instances (created with duplicateMovieClip) at frame 120. I suppose that I should use removeMovieClip();, but I have no idea where and how to use it.
I have been busy working on a small mini game, in which has several other mini games such as Memory. The script itself is working fine and the game works as it should but the problem with it is, whenever I decide to go to a new frame (and end the game before someone has really found all the answers) the cards stay, so they are visible on the other frames aswell.
Now I have been trying to remove all the childs whenever its on a new frame but I just can't get it to work, I hope someone on the Flashkit forums is able to help me out with this.
i'm using as2. How do i delete these snowfalkes on a certain frame? i'm creating the snowlfakes using an array on frame 40. I want to get rid of the frames around 60.
I have follwed the 3D Carousel tutorial..which was very good. The problem I have is that I would like to remove the carousel in frame 20 as this is a new page and I have included frame labels. But this carousel continues to play throughout the flash file.
I'm having difficulties removing a movie clip that i attached early on my first frame. I would like to remove it later on my fifth frame.
Here is my code on my first frame Code: for (i=1; i<18; i++) { this["play"+i].iD = i; this["play"+i].onRelease = function() { _root.currentItem1.swapDepths(300); [Code] .....
I'm initiating my migration process from AS2 to AS3 .After reading A LOT of tutorials and, of course, pretty much everything that mister senocular wrote I finally got something going Well until this pickle[code]...
How to remove the application frame in flash cs5? It is a waste of space for me and i want my old interface back. In photoshop it is under window > Application Frame. Flash has no such option. Or does it?
I have 3 functions in my main document class that I want to execute when the main timeline reaches a particular frame number. how do I do that? see the code and comments
I am using an AS to create a 3D Carousel gallery. I have button on the same page as the carousel gallery. My problem is that when I click on the button and the frame is changed, the carousel gallery stays on top of my other pages. Hos do I remove this? I have attached the AS code for your reference.
I have added music (in loop) to the first frame of main timeline (through property panel), So it keeps playing till the last frame, but when the control jumps to first frame again after finishing all frames there are two musics playing, How can that be stopped?
I've got a project I'm working on that has two frames in the main timeline and on the second frame there is a movieclip (pages_mc) with 7 frames to it, each containing content (more movieclips, text, graphics, etc). I set it up this way because I have a title bar and navigation buttons on the main timeline I want to always stay on top of everything.If I have actionscript on an individual frame of pages_mc, that controls buttons on that frame, do I need to remove the MouseEvent listeners if the user navigates to a different frame? I've read that if you don't remove them it will eat up memory and cause poor performance.
I already ran into a problem with the ENTER_FRAME event listener, in which I was forced to remove it because it would just keep going even when the user navigated to a different frame of the pages_mc movieclip.Just didn't know how much of a problem this would be. I'm thinking that if I don't remove them, every time the user goes back to that frame it's just adding another MouseEvent listener to the buttons. Is that correct?