As you can see I have some animation stuff in there. I need to stop the museumGuy from doing his walk animation when the tween is over so I have this on the EventEnterFrame function I set up.
how I can stop that? In my Init() I tried to state...
ActionScript Code:
_tweenX.isPlaying = false
but it doesnt like that either.I could fire off a tiny tween as soon as the app starts that doesn't last long enough to notice,but I really want to get a hold of how to control it.
Is there any way to make a movie clip start at a given x and y point, and ends at another x and y point, in 90 seconds?m not getting a good result.The main problem is, I want the movie clip to travel along a straight line. And by this code below the "b" movie clips makes some curves.Heres what Ive done.
"p" is point movie clip "b" is ball movie clip fullTime = 90000;_currentTime = fullTime;oldTime = undefined;onEnterFrame = function () {if
I have a movieclip with a class attached to it, so obviously i can acces it with commands of the kind this.* What i want to do, is delete the movieclip after some time (it's a bullet from a tank and I want it to be gone after explosion). I can removeChild it, but the code "this = null" doesn't work.Is there any way to get it out of my memory? Because now my application slows down and in 5 minutes it's unplayable...
I'm currently having some trouble with referencing objects that turn out null on export. Basically I want the Document Class to run the code of another class that is the class of a MovieClip without having Error 1009 popping up everywhere in my output panel.
Boy, it feels like I'm here a lot more than I used to be. I'm currently switching tweens to use TweenLite and what happens is I now have a null reference.
What I don't understand is how to switch this code appropriately. The object begin tweened then has to be capable of being dragged again once it's scaled back down and incapble of being dragged while it's scaled up.
I've got a movieClip, initially it starts with a motion tween, like a pop-in effect, and then after that i've created a keyframe and made the movieClip to continue to, like 450 frames.So the tween finishes at frame 20 and then from frame 21 just the movieClip is displayed.When I write a script at frame 21 to reference this movieClip I get a null object reference error.In this script I want to reference a button which is inside of it, but I'm pretty sure that I cant access this movieClip whatsoever.
I have a large creation in process that requires a lot of heavy animations and movement with vectors and really processor intensive. Just want to know, regardless of whether the project is huge or small, how to totally stop a class from working? I have three classes I am calling. "class1 = new Class1();" etc. When I am in the level, say, class2, I can still talk to objects in class1 even though I removed the class listeners within that class1 after I was done using it. It still is able to be called upon, and still running something in the background that I can't figure out what it is. I just want to know, rather than searching for whatever is causing the problem, can't I simply null the class that I never ever need to use again?
I tried that, but then I ran a trace and it still tells me that it is a class object. I reckon its because I have a "public var class1:Class1" etc, which means they will always have those objects associated with them, but still. I want to totally get rid of it for garbage collection, and because I don't want to use some of them at all, ever again. So basically, what is the best way to get rid of classes so that they aren't hogging up resources any more?
[AS] // Assuming a lot more properties are added to all objects var parent:Object = new Object(); var kid:Object = new Object(); var kidToy = new Object();
[code]....
Does making the parent object null recursively release all memory used by all subordinates in the hierarchy?
I have a pretty complex problem... i am trying to make a match cards game and i managed to do most of it, i mean the engine part, but i got to mouse-object interaction and this is where i have quite a few problems... I started using TweenMax for the first time at making this game and I don't know how could i get a tween to follow another (if you understand what I am saying) I put a condition and if it is fulfilled, i wanted to start a tween and after that another tween of another object...
Is it possible to tween the up and over state of a button without making it a movie clip? I just have a button that inverts its bg and text color on over, and I'd like to tween that in the simplest way possible.
I'm loading png files on movieClips attached on the scene dynamically (reading an xml file). then i'm making a tween (with actionscript) to scale the container clip on RollOver.
the png file pixelate when the clip is scaled(to 110%).
I'm making movement of movie clip via creating new Tween in Action Script 3, Flash CS4 and it happens, when I mouse over button in another movie clip. The problem is that movement sometimes work perfectly, but sometimes it gets stuck in middle of movement and continues only if I mouse over again. Here is the code of function of first frame in main scene:
I have a movieClip, with other movieClips inside of it, objects that I want when hit to lose points. But when I have the movieClips inside that one, it just has a giant "boundry box". I want the points to go down when you hitting only one of those items,instead it just goes does throughout the entire thing.
There is no way for me to scroll all those objects across the screen without either making a tween on the main timeline for each object (almost 20), or somehow making a giant movieClip scroll all of them all the way across, bypassing the first boundry box, and acknowledging the movieClips.
i've got a fair bit of text i'm trying to keep on an internal page by just making each section a scrolling content box. So there are 3 buttons at the top, each 'scrolls' onto a new section and I would like the ability for it to scroll back too, hence using the tween class to do this. I've managed to set it up and each button goes to each 'page' fine in reading order, so to speak (1, 2, 3), but if I got to 1, 2 then back to 1 it will start from 0 on the x axis.
Basically what i'm wanting to do is set the tween from the current _x value. So if I go 1, 2, then back to one, it will take the current _x value from 2, and scroll the opposite direction back to one. I am using the following code on the buttons:
I am having problems with a scrollbar tween on my site. I have tested the site ([URL]) on many browsers, and it tends to work fine. But, on a Firefox browser, I think with a new version of flash player, and also when I run the Debug on Flash, I get this occasional error:
[Code]...
This tends to happen if the user clicks on the scrollbar button, begins moving the scroller, and then, without clicking back on the scrollbar button to stop it, the user presses on a button on the left navigation. I think I understand what the error is telling me, that it can't complete a function for things that are not yet on the stage. But I am not sure how to fix the code regarding the Tween to get around this. Would anyone be willing to look over my files if I sent them? Here is the Tween code I am using:
I have begun on a list: My reference is null!Stage is null! Convert this code from as 2 to as 3 for me! Crossdomain policies are in the way of my cool idea Dynamic property names I need to use stuff on the parent! I don't want my children to scale when I scale the parent! Classes vs instances. Mod note: I do not want this topic pinned, we will use a fresh topic once we have agreed to the content.
the script i wrote is working fine. but the script attached to the flash player which i have no control over is throwing a script error (im using IE8).how can i fix this? if i run it locally there is no error.
I have create a menu but when clicking on menu so that it shows, I get an error on the line because of the line "myMenu.show(null,null)". See function below:
private function createAndShowmyMenu():void { myMenu = Menu.createMenu(null, myMenuDataProvider, false); myMenu.labelField="@label"[code]........
ok so lines 2 and 3 are not real code. Im an old AS2 designer guy trying to learn to code all in the first frame. So how can I see if my var is set and leave it alone if it is?
sometimes I remove child and trace it afterwards and it outputs null although I havent yet set it to null, why is that? and do I need to set it to null also in that case?
I have to load one movie clip symbol (with linkage identifier specified) in another swf. Is this possible? Say, in 1.swf, I have a movieclip with identifier "a_id". in 2.swf, I loaded the 1.swf using loadMovie (to one blank movieclip). After that I need to attach the "a_id" to another blank movieclip (in the 2.swf itself)
I've got two (possibly three) logic errors going on... Well, I say logic errors as the compiler and output windows are clear from any error reports.Error 1: Dynamic Text Field*~EDIT~* PlayerText is declared at the beginning of the as and if statement now tests its text not the object*~END EDIT~*
Can I call a variable declared in a SWF, and call the same variable into another SWF, when i am loading it using XML.I am declaring a variable in the "Child movie", and am loading this "Child movie" into a "Parent movie" using XML. Can I retrieve the variable declared in the "Child movie" in the "Parent movie".
I work with FlashDevelop, Flex SDK and FP10 debug. I am able to access a local variable (xcorner) which is never declared before, at the condition that it must be declared after... in an "if" for instance. If I remove the declaration of xcorner, within the if, errors occur at compilation, but otherwise it works.
PHP Code: public function pushShape2Pool(name:String, sh:Shape, rotAngle:Number = 0):int{ [...] // xcorner is NEVER declared before !!! coordSprites[0] = new Rectangle(xcorner, 0, globalBmp.width, globalBmp.height); trace("xcorner=" + xcorner); // display 0 xcorner += globalBmp.width; [Code] .....