ActionScript 3.0 :: Is The Event.ENTER_FRAME Always Executed Before A Frame Is Rendered
May 14, 2009
No matter where the EnterFrame event is registered, the frame would not be rendered after the EnterFrame event handler done in each frame.For example, I have two unrelated MovieClips:
Code:
oneMC.addEventListener(Event.ENTER_FRAME, tick);
function tick(event:Event):void {
if (otherMC.currentFrame == 20) {
otherMC.gotoAndPlay(5);
}
}
The frame #20 of "otherMC" will never be rendered on the stage, right?
I have a script that relies on ENTER_FRAME event to run every time. I have noticed on some slower computers there can be some lag when a flash movie is playing. Does ENTER_FRAME run on every frame, even if its on a slow computer? If the flash movie lags, does the ENTER_FRAME event still run and the rendering just try to catch up? Is running code on ENTER_FRAME a reliable way to execute code every time a frame is entered?
I was having a go at a tutorial which worked fine but then I started seeing how it would work in an external file. Object Oriented Flash. On line 27 it picks up the following error... 1046: Type was not found or was not a compile-time constant: Event. //function enterFrames(e:Event) I've tried this for myself but what are the function parameters I need to mimic the same motion of the bouncing ball?
I am looking for an event which is fired (if any) after a chart is rendered (visible in UI) in Flash, we are using Flex SDK 3.0. We have to capture the screenshot after the chart is rendered, current implementation adds a huge delay in update_complete event callback, this is slowing down the whole job of generating images. I tried to use EXIT_FRAME event, but this doesn't seem to serve the purpose.
I ask because I caught this at the end of an Adobe developer guide:
Notice that some properties are assigned to the [AsyncToken] after the call to the remote service is made. In a multi-threaded language, there would be a race condition where the result comes back before the token is assigned. This situation is not a problem in ActionScript because the remote call cannot be initiated until the currently executing code finishes.
But I could not find any information on what they meant by "currently executing code".
I've got a very simple movie clip that is supposed to load an external .swf into an empty clip that gets created when you click on one of the clip instances on the stage.
[Code]....
The empty movie clip gets created (I assume), and the .swf gets loaded in, but when you click anywhere on the stage, this code gets executed, basically loading the .swf back in. It's only supposed to execute when you click on "about_mc" . What am I missing, besides a brain?
Was testing out my movie and using the simulate download option. Bored while waiting I started to resize the movie. Then I got an error about over 256 levels of recursion. Intrigued I tried to simulate the error again. I realized that it would only happen when I resized the movie a bunch while it was doing simulate download. Sometimes I would also get an error "A with action canceled because object didn't exist".
Digging through the code I couldn't figure it out. On the first frame of my movie all I had was a setInterval that changes the loadbar display to show how much is loading. It also tells it to stop(). Once loaded it tells it to gotoAndPlay(5). Frame 5 is where all of my other code is at. This error was happening at Frame 1? Then I remembered I had used "with" in some code to realign stuff on resize. Like:
[Code]....
As soon as I commented out the stagelistener stuff the error stopped. The stage code is on frame 5. It should not start running until the movie has loaded as frame 1 stops the movie until it is loaded. It is running BEFORE the movie is loaded though because I get the "with action" error and the 256 levels of recursion error. If I put a trace in the listener function it doesn't trace back until it is at frame 5, but for some reason part of it still runs. Anyway, sorry for the long explain...just a strange, strange error. Now I don't know what to do about it. I want the stage listener, but I definitely don't want an endless loop or other errors occurring.
I have a little problem while trying to get a URL on a Enter_Frame event using Flash AS3.I would like to trigger the URL request on the last frame of the movieclip.Everything works fine except that instead of getting the URL once, it keeps loading it all the time.
Result: I get hundreds of web pages opening in my browser.
Here is the code I use:
stop(); addEventListener(Event.ENTER_FRAME,my_function); function my_function(e:Event):void{ var homeLink:URLRequest= new URLRequest("http://www.myurl.com"); navigateToURL(homeLink, "_self"); }
I have multimoduled application and I need to monitor when the mouse is moving or not moving on a protion of my swf file.The app is consisted of video player , text part and video list on the right.So I want monitor when the mouse is moving just over the video player not the whole swf application.I have this function
Code: vidPlayer_mc.addEventListener(Event.ENTER_FRAME, checkMouse); function checkMouse(e:Event):void { if (sw==0) {
[code]....
I use vidPlayer_mc.mouseX/Y; property but i doenst seem to work.I need the functionality when mouse moves over video player the playbar on the bottom shows up and vice versa.
Beginner question here to which I haven't found an answer to: I have an external XML document loading within flash and was wondering if it it's possible to change a frame/label from withing HTML rendered content using getURL?
This is probably not possible, but is there a suitable method for doing so when it comes to loading external content and controlling the timeline?
I want to create an endless loop, 8 items moving in a circular shape. When you roll over of each item, it will stop the moving, and you should be able to click it.
I dont know what should I use, should I use Event.ENTER_FRAME or the circular shape should be in movie clip, so that when there is a mouse over event, it will stop moving?
Oh ya, I code everything in AS3, including the movement, objects etc. Something like a new class
I wanna apply a glow filter to a button. What I want to happen is that if for a media player the currentFrame = totalFrame i.e, if the seekBar reaches last frame, I want the next_btn to animate,...like Glow In and Glow Out.
I dont want a mouse_over / mouse_out event to handle the animation.
Possibly I think that I'll have to use a Enter_Frame event, but I cant think of a function to do so.
my glow filter is like this...
var myGlow:GlowFilter = new GlowFilter(0xFE4110, 4, 2, 2, 4,2, false, false);
Variable called "switch" has a boolean value of "false".Event.ENTER_FRAME event listener method fires, and calls method "onEnter()".Within the "onEnter()" method, the "switch" variable is set to boolean "true".My question: What is the best way to make sure "switch" variable is called, and set, only once during the ENTER_FRAME event?
Is it as simple as checking if "switch" is false, and then setting it to true... Does it matter that I would be doing the if() for every frame of the Event.ENTER_FRAME?
I have an ENTER_FRAME event on one of my pages to create a progress bar for an audio track. It is working great, but I when I click on a button to goto the next frame, it continues to run the ENTER_FRAME event continuously. I have many audio tracks in this project and need a progress bar for each. however, once a second one starts, it really begins to bog down the player. Is there a way to stop an ENTER_FRAME event from continuing after you leave a page? Here is the code i have:
I know the flash engine is single threaded so when it receives an event, does it essentially break off, execute any registered event listeners (in no guaranteed order) then return to the current scope?[code]can I guarantee that the current function will complete before any of the event listeners execute? ie trace("Done"); will ALWAYS execute first.
I'm attempting to use the ENTER_FRAME event listener in order to change the text value of a field every 60 frames..I have the strings I want rotated out in an array that is being referenced in the if/else statement The movie doesn't even error out, it just doesn't work.
I've got a button that, when clicked runs a method. The method waits for a condition to be met (or rather, waits for a variable to be set in the model) and then updates the view. I did this by setting an ENTER_FRAME listener and it works fine:
ActionScript Code: private function loadHouseRoom(e:MouseEvent):void { view.addEventListener(Event.ENTER_FRAME,loadStuff);
[Code]....
I also tried setting the addEventListener to use a weak reference, but the Event never gets fired in the first place.
Note: I have to use a method like this. I removed a bunch of code irrelevant to this question to make this more readable, but the user needs to be able to change his mind and click another button before the loadStuff function is called.
I use 2 options when i comes to animationg objects with Action Script
1. Timer based animation
PHP Code:
initTimer = new Timer(1000/fps); initTimer.addEventListener(TimerEvent.TIMER, moveItem);
[code]....
2. ENTER_FRAME event based animation
PHP Code:
var time:int = getTimer(); addEventListener(Event.ENTER_FRAME, moveItem); function moveItem(event:Event){
[code]....
Both of this options work ideal for my needs and they produce smooth animation. My question is witch one is better and why? And is there more ways to animate objects with action script?
I am a newbie in ActionScript 3.0. I want to make flash application that will zoom in object when on mouse over and write same text on the screen and zoom out object a clear text when the mouse is roll out.I have a probelm, when I roll over the object it zoom in the text appers and when I roll out the object returns to the default position. But when I roll over then I rool out and roll over again (not wait until zooming out is completed) the addEventListener does not stop and text is mixed (part pf the text is from first zooming in a nd part of the text ist from second zooming in)
This is my code: //import the tweenlite packages. import com.greensock.TweenLite;
So the ENTER_FRAME property will add an object to the stage on every frame the game runs. If the game is 24 fps, 24 objects created per second. How can I limit that so it will generate an object every 4 frames?
This code works fine if the timeline is moving forward through the .flv file. However, the going in reverse produces choppy results. The choppyness seems uniform, as in, it's always choppy and always the same intensity. [code]...
I am creating game which involves some billiard-like balls to bounce on the screen. I created a MovieClip with only one frame which represented the ball, exported it to the class, extended it to my needs and animated it using Event.ENTER_FRAME. It works fine, but there is something that confuses me -- both, the stage and the ball have only one frame each, so I don't quite understand how Event.ENTER_FRAME works... I mean, if there are no keyframes, how is done the animation? If I used already animated MovieClip, I would have to add keyframes, right?
I am trying to use the ENTER_FRAME event with a number of dynamically created movieclips and it is not working.The swf features a series of five clock faces that the user will select by hitting the appropriate button. Each clock has five unique movieclips to that season including a second hand, a minute hand, a main character, a seasonal clock face and a back ground, again, each of these MovieClips are different on each of the five clocks. So I have a series of five listeners for each of the buttons:
I'm using TweenLite class (AS3), I have very big project, should I removelistener of timingSprite.addEventListener(Event.ENTER_FRAME, updateAll, false, 0, true); in Tweenlite.as file, after my animation is complete? i'm affraid that ENTER_FRAME causes memory leak for my project.