I thought I had a handle on the timer class (even just a beginners understanding), but I'm having trouble with it.I have an event listener for the timer and it starts fine i get a delay, then a tween,but when I place a myTimer.stop();in the fuction the listener called (to stop it) it dosent stop.it will repeat placing the first image, and then call the first function again
......Wait its placing the first image in (a couple of lines before the start), so Its restarting the whole movie, not just the function?
myTimer.addEventListener(TimerEvent.TIMER, tweenone) myTimer.start(); function tweenone (event:Event):void[code]...........
im making a type of game where you send your troops out to battle when you click the button to buy themthis is my script what gets put in to the troops so thay stop and attack the target.
onClipEvent (enterFrame) { if (this.hitTest(enemyHouse)) { _x+=0.0;
i done script its work in flash mx 2004 but not in flash8 why it like this... i am posting that script below hey have look at this & for the script i use two input text with variable input1 & input2 respectively..& one dynamic text with variable display..... & one button, i use script on button..
I create this : function money () {total++;income.text=total;} and a button. income.text is added by 1 each time the button is onRelease. I need only 1 point to be added no matter how many time the button is pressed.
I'm working on a game where I need to have a variable for money and a variable for Health, or in my case, I call it Energy. Most tutorials I'm finding are in AS2 and the AS3 ones are not this basic thing that I need. Basically, I have an item shop with a pizza button, and in their respective dynamic text fields, you can see the status of your Energy and your Money. So, let's say the person clicks the pizza to buy it, Flash will subtract 10 (for 10 bucks) from the person's total money value and add 15 for total Energy points.This is what I've written so far and I'm writing all the script in Flash, not outside using classes or packages. I can tell already that I'm missing something. How do I write it so that Flash knows to add 15 Energy from that Pizza button and can I update the values of the variables and kick off that mouse event in the same function?[code]
I am currently writing a Flash AS3 website where users upload file(s), I take payment, and when payment has been received, the files are emailed to me to be processed, all within the same SWF.
I can get the upload and email part all working nicely. My question is about the payment part. Ideally, I would like to use Paypal but the critical point is that payment and then confirmation must all be within the same SWF. If Paypal directs to another page and returns to a different URL (or the same one for that matter), the SWF would have ended which would be a problem for the emailing part.
Is there a solution for Paypal to take money within the same SWF and just allow further functions to run on confirmation?
I was wondering if anyone has attempted in profiting off of using Flash to make useful applications? I started the website [URL] which the products are both made in flash (one of the members here coded it for me). I am just interested in seeing if anyone else has tried selling flash as software? If your wondering I have sold about $450 worth of the basketball/football one and just started the first aid one
I have a simple money script [for my game] and I want to say, ok when I walk over a coin, I want it to add $5 to the total amount of money, but the problem is, is that my code doesn't work, in the frame actions I have: Code: money = 0; and in the hitTest for the coin I have: Code: if (_root.dude.hitTest(_root.coin) { _root.money +1 }
When i try to make like a shop game, i create a dynamic text and set it's variable to "money". When i test it, everything works fine. But when i try to add a static/dynamic text close to it, the text won't be visible.It's kinda hard to explain, so here's a preview:
The "normal" version: megaswf.com/serve/1044057 The other version: megaswf.com/serve/1044059
I am creating a roullete wheel type game. I am having a problem updating a total when I call a function to add the variables. I have a variable "myMoney" that is initialized at 50. After I spin the wheel, I want to add the bets to the current value of "myMoney." I have another variable, "slot1Bet" that is initialized at 0. I am trying to call the function updateMoney(myMoney) which than should take the current value of "myMoney" and set it equal to itself plus the slot1Bet. The trace statement for "money equals...." returns 500 and so does the updateMoney function.m so the correct value is returned based on the slot bet.
I have a contact form for which I have a tween. That contact form consists of two keyframes, first the form, I tried putting the code stop(); in the first keyframe but it didn't stop. I then changed stop(); to _root.stop();, which didn't work either. I have to stop it because otherwise users would see a thank you note before they even enter their details. What can I do? Converting to movieclip didn't work either, besides it puts a funny character when I press AltGr
I just got Flash CS3. I'm trying to get my main timeline to stop in the begining, on button press to play and at the end stop again. In AS2, you would just put stop(); on the first keyframe and stop(); on the last key frame and program your buttons accordingly.
The stop(); does not work!!!! It's driving me crazy. What am I missing? I've gone through the tutorials in Flash and they don't work either.Also, if you have MovieClip that contains an animation and you don't want the movie clip to be on a continuous loop how do you stop it from playing. In AS2, I would put a stop(); on the last keyframe of the movieclip's animation. This also does not work in AS3.
How do I stop a class file from automatically inserting itself into the .fla file. I want to insert it manually into a frame, and then tell it to stop after I leave the frame.The following is the code included in my .as file.
as simple as it gets, right? Wrong, the preloader works however is get this error 1087: Syntax error: extra characters found after end of program. The preloader it self works it plays and when the movie is loaded it begins the movie, however the movie doesnt stop at any of my stop commands and keeps looping through itself over and over again till i exit the window.
I've tried a couple dozen things to try and stop this movie clip, even down to the bare bones basics and its not working.I have an imported TIFF sequence that i imported onto the stage of a movie clip. Its 73 frames long, i want it to stop on frame 73.So i add the usual stop(); command but it doesn't stop, it keeps looping.On the main layer i put this movieclip in i have an AS layer that also has stop(); and moviclip.stop();But it doesn't stop at all. it just keeps repeating.I put it down to this bare basic setup just to see if i could even stop it. But its not stopping.Layers -> and stuffScene 1Content - movieclipMCActionScript - stop(); movieclipMC.stop();Movieclip - keyframes consisting of image sequence 1-73. frame 73 has stop();
var sjunkBomb:Array = new Array; for (var i:int = 0; i < sjunkBombMaxAntal; i++) { var bomb = new sjunkbomb;[code]....
Each movieclip sjunkBomb contains an animated movieclip. When the bombs reach the bottom I want to stop the inside animation.I guess it's better to stop them so they affect the rest of the game if there are a lot of bombs. I know how to hide them with sjunkBomb[x] .visible = false; but if I want to stop them? sjunkBomb[x].stop(); doesn't work!?
I have a movieclip that I want to be scaled to 400.After that I don�t want it to scale anymore.How can I stop it going back to it�s original value and scale again and again.I have the as in "On enter frame",I dont want a button to be pressed to start scaling.
my reverse button causes the timeline to ignore the stop() function on its keyframe and play backwards all the way to the start. Since it keeps trying to play the previous frame, it's frozen at frame 1.
Code:
stop() // Reverse button // var reverse:Boolean; rev_btn.addEventListener( MouseEvent.MOUSE_DOWN, down );
I'm making a website using flash,And on my movie it says Welcome to Blah Blah Blah,And then a button appears, To make sure my button works,The writing turns to bold and goes bigger,When the button appears it works and goes bigger, Until it reaches the point in the timeline where it has stop();It stops my movie from looping or restarting which is what i want, But it stops my buttons from working aswell, How to keep my button working but movie stops,If you want me to explain more just ask
When my animations are playing in the flashplayer and you rightclick and uncheck the play command only the animations in the main timeline stop playing. All the child animations continue to play. How do I make it so they all will stop playing when play is unchecked?
Is there a event listener that monitors if the movie has been stopped?
On a recent project I am working on, I created an event-based sound engine. Different components within Flex will be registered, and then the controller will listen to events and handle the information correctly. So, it just takes a custom SoundEvent or ChannelEvent to alter one of the channels, or play a sound.
I can not quite figure out what is wrong with my code, and I am finding myself snow-blind to the issue at hand. At first, I was going to rewrite it but I figured it would be better to learn from my mistake. Also, I realize that this is not correct for streaming sounds, but I am working off a local sound library until I get it up and running smoothly.
Here is the code for the SoundEvent:
package code.events { import flash.events.Event; public class SoundEvent extends Event
Is it possible to play and stop a number of frames later, without using stop() in the frames? Like when I click a button frame 20 will start playing and it stops 30 frames later, all defined by the actions of the button..
Is it possible to play and stop a number of frames later, without using stop() in the frames? Like when I click a button frame 20 will start playing and it stops 30 frames later, all defined by the actions of the button.