ActionScript 3.0 :: Loop FLV Component On Stage
Jun 26, 2009I have a flv component on my stage and i have buttons load different flvs into that component. However, I need to have it loop when its over. How do I do this??
View 3 RepliesI have a flv component on my stage and i have buttons load different flvs into that component. However, I need to have it loop when its over. How do I do this??
View 3 RepliesI'm trying to get a video I've placed on stage in an FLV component to Loop to the beginning once it's finished playing. However, once it plays through it stops and doesn't loop round, although the trace statement I'm calling in the loopVideo function is appearing in the output window? Here's my code...
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I'm building this game, and it was working fine, until I used the menuBar component. It's not code related, 'cause i've commented out the script that does things with the menuBar. If I drag the MenuBar component from the component window, onto my Stage , the game refuses to work. If I deleet it (but keep it IN my library), it still doesn't work!. But if I turn the export settings of the MenuBar off, it works! The classes that i'm using for my game are called Node.as, JawBreaker.as The class I want to use to do something with the menuBar is called GameMenu.as (but that doesn't matter, since I commented the calling of that class out).
View 1 RepliesAll I want to do is have a scrollPane component on the stage and within that component I would like to have a movieclip that is essentially a list, and each list item is a button to be clicked on. I have no problem doing this if I have buttons within a movieclip, but having them in a scrollPane produces the following error:
1119: Access of possibly undefined property mcButtons through a reference with static type fl.containers:ScrollPane.It seems that I am unable to use the scrollPane component as if it were a movieclip and to use dot syntax to access it's content.
I know nothing about flash but this is what I am doind with CS5 Adobe Flash Professional:1. Import video. I type in the server location of my .mp4 file.Now when I save it and embed on a webpage it loads and works perfect, however it is not looping. So my question is in adobe flash professional what do I need to exactly?
View 1 RepliesI am sure I am just over looking some simple true/false thing somewhere but I can't figure out how to loop an external (progressive download) FLA file with the new FLA Playback Component..
View 14 RepliesEverything I've tried so far with a FLVPlayback component to seemlessly loop a progressively-downloaded 15 second video has failed. There's always a split-second pause when it's time to loop. For the scenario, embedding video in a flash project is not an option, and the split-second pause is unacceptable. I've tried setting autorewind to true and handling autorewind event fired by FLVplayback. I've tried watching the playhead of the flvplayer for when It gets upwards of 99.5 percent done and seeking to 0. My latest solution involves having two VideoPlayer instances with the same source behind the FLVPlayback component and toggling between them when it's time to loop, and there is still a seem between the end and beginning. I've tested the video in quicktime to make sure it's not an artifact of the video.
View 1 RepliesI have created small videos (flvPlayers), with a play and a pause button (from the component menu). I can't get these to loop without a glitch when they start over again. And the buttons dont make it easier. You can see/hear it yourself here [URL] (NB! turn down your volume, its a bass loop), This is the code im using now. As you see, its not good enough, the loop have to go smooth.
Code:
import fl.video.VideoEvent;
flvPlayer.addEventListener(VideoEvent.COMPLETE, videoFinished);
function videoFinished(event:Event){
flvPlayer.play();
};
I found this thread [URL], but I dont understand how to pull it together. How to integrate one of the codes from the thread above?
i want to loop through movieClips like in AS2; i have some movieClips and Components on the stage.i want loop through them to check their properties. i had used [ getChildName ] method to get the movie clips ,but i can't access their properities.
here's my code
Quote:
for(var i=1;i<=4;i++) {
var tempisplayObject = getChildByName("my_mc"+i);
trace(temp.currentLabel);
}
when i run this code i am getting error like this
Scene 1, Layer 'Layer 2', Frame 1, Line 251119: Access of possibly undefined property currentLabel through a reference with static type flash.displayisplayObject. i am getting the same error also when i access to components.
I have several buttons on stage (8), and I want to add a slighty different action for everyone of them. How do I do that, All the buttons always get the last past of the "FOR"..
Code:
function loadThumbs(eventoUrl:String) {
for(i=1; i<=9; i++) {
temp = this["thumb_"+i];
with (temp) {
image = "fotos/"+eventoUrl+"/thumbs/"+i+".jpg";
loadImages(image, temp);
temp.onRollOver = function() {
this.play();};
temp.onPress = function() {
this.loadImages(image, image_big);
};};};};
loadImages() is a LoadMovieClip type function I created.
I have added text to my stage through a loop. There are 3 different words that are added to the stage. I put the text in a mc and then used the mc for the reflection. but for some reason the whole word does not reflect. Just the last 4 and 5 letters. All of the words are 6 and 7 letters long.Heres my code:
Code:
public function placeletters():void {
for (var i:Number=0; i<numButtons; i++) {
textfield = new TextField();[code].....
I have a component, in which I am trying to create a sprite the size of the stage. But stage is null:
var bg:Sprite = new Sprite();
this.addChild(bg);
bg.graphics.beginFill(0xFF0000);
bg.graphics.drawRect(0,0,stage.width,stage.height);
What am I missing here? If I put something similar in the document class, it works.
I am just getting back into AS after about 4 years so bear with me. I have a movie that I show and remove as needed on my stage. The movie shows 2 frames of content that pauses between them so the view can see the data. I simply want to loop the frames when the movie is on stage. This is what I have written to control the movie.
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I'm trying to use a loop to add some movie clips to the stage, but I want to give each one a different name so I can refer to them in another function, but I don't know how that is done. I'm trying to learn how to do this so I can create an Isometric game. Here's my code....
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I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
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I was trying to loop through the buttons(movieclips) on the stage so I can just write one functions for all of them.
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Ok what i want to do is to put MORE than one instance of a MC on stageFor that i try to create a name to the MC inside a (FOR) loop (working)what dident work is to put multiple instance of it on stage.Seem preety basic but i can figure it out
function generateHex(e:MouseEvent)
{
tileSet.x = tileSize;
[code]......
I've been working on this for over 3 hours and it is about to drive me crazy! I was one of those people who never paid attention to math in high school because i thought i would never use it ( i knew i wanted to be an artist/designer of some sort). But now of course, that attitude is coming back to haunt me. I'm using a for loop to place several objects on stage. I need a formula that will space objects along the x axis evenly, and center all the objects on the stage. Kinda like if you use the align panel in flash to distibute the vertical centers of several objects to the stage, if that makes sense. If there is only one item, it should be directly in the center of the stage. If there are 2, it should place them in the center of the 2 halves of the stage, and so on for howeve many objects there are. I also want a buffer of about 25 pixels on either edge of the stage so that no object is ever on the very edge of the stage. I made a simple diagram to illustrate:
View 5 Repliesi have 3 check box's and input text fields on stage that i would like to null out using the reset button however i seem to be targeting the objects incorrectly as i am getting this error:
Error #1009: Cannot access a property or method of a null object reference.
Code:
package
{
import flash.display.*;
import flash.events.MouseEvent;
[Code].....
I am trying to access a button that has been added to the stage to change it's alpha value.I'm changing it from inside an object that is also on the stage.So I thought this.parent.feed_btn.alpha=0 would work but flash is saying:1119: Access of possibly undefined property feed_btn through a reference with static type flash.display:DisplayObjectContainer.I would actually prefer to remove it, but removeChild threw up the same error.
View 8 RepliesWe are the developers of a complex Flash component (url...) which worked without issues on Flash CS3 and CS4. Now, in Flash CS5 (both Mac and Windows versions) we have found a couple of problems at author-time
-1- After installing the mxp file containing the component, when trying to drag the component from the Components panel to the stage, or to the Library panel, it doesn't work. There's no way to import the component!
-2- If we open an existing FLA (created with Flash CS4), the component doesn't show correctly at author-time: you only get a black frame, instead of the expected result (it should show a white background with a logo in the middle). When compiling, everything works fine.
I think there is a simple solution to this question, just not simple enough for me to find it.Question:How do you constrain a TitleWindow in Flex 3 from being dragged off the screen/stage? Is there a way to restrict the TitleWindow to the viewing area? Example: Let's say I have an application that take 100% of the screen. Next, I create a TitleWindow via the PopUpManager. I can then proceed to click and hold (drag) that window off the screen, then release the mouse button. That window is now lost off-screen somewhere. Is there a way to keep the window from being dragged beyond the viewing area?
View 6 RepliesI have an AS2 swf that loads FLV videos into a FLVPlayback component and attaches a seekBar component. When the video stops I unload the seek bar from the screen and set the FLVPlayback.seekBar = null. When another video is to be played I set up the seek bar again by attaching the seekBar component to the stage and assigning FLVPlayback.seekBar = newSeekBarInstance.
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What Im noticing is that sometimes the seek bar is removed from the screen and sometimes it isnt? I cant seem to notice any pattern here. Has anyone had similar problems? Do I need to force garbage collection?
it is a little bit about flex but I have nowhere to ask. so.
Code:
<?xml version="1.0"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"
creationComplete="initApp()">
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I'm adding several similar movieclips to the stage with a 'for' loop. However, I'd like to increment the position of each movieclip when added on to the stage. I know exactly where I want each movie clip positioned as well. At the moment I just have a small 'for' loop which setups the movieclip. Like so...
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I have created a banner in Flash CS5. It starts with a blank stage and an image tweens on to stage from the right edge. The image stays on the stage for a few seconds and a 2nd image tweens on to the stage and completly covers the 1st image. Similarly 3rd and 4th image cover the preceeding images. When I play the animation, before the 1st image covers the stage, there is nothing prior to it. When the 2nd starts tweening over the stage, the 1st image is still there.
Similarly for the 3rd and the 4th images, there is an image covering the stage. But after 1st loop completes, the animation goes back to a blank stage and the 1st image starts tweening on to the stage. Iwould like to have the 4th image stay on the stage while the 1st image starts tweeing on to the stage. I have started using Flash recently and am not very skilled with the program or ActionScript.
I am trying to create a card game (deck of 24 cards/6 cards will be dealt to the stage at one time (3 arrays)).
I want 6 cards to be dealt to the stage when you click the "Deal" button. I think i have the loop set up properly, the first array traces, however i can't get the cards to be added to the stage. What am i doing wrong? Once i get the first set of cards to be built to the stage, i will want to remove the previous set and the second set will be dealt to the stage once the "Deal" button is clicked again.
//code
var aArray = new Array();
aArray[0]=Card1;
aArray[1]=Card2;
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So basically, this is how I'm adding one movie clip to the stage.
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Just wondering How I would place the Flex button component on the stage with actionscript and make it execute a function when pressed...this is easy in MXML:
PHP Code:
<mx:Button label="Button" click="function();"/>
but I need to do it with actionscript..
im trying to load different flv's into an FLVPlayback component on my stage via buttons.[code]1119: Access of possibly undefined property videoSource through a reference with static type flash.display:SimpleButton.
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