ActionScript 3.0 :: MovieClip With Two Frames - TextField Not Existing
Mar 16, 2009
I have an issue where I have a movieclip with two frames, both of which have a textfield.
The problem is, when I call gotoAndStop(2) and try assign text to the textField in that second frame I get a null Pointer exception, as if the textfield doesnt exist anymore.
Code:
public function select(){
this.gotoAndStop(2);
this.myLetter.text = "X"; //there is a textfield on frame two called myLetter
}
Its simple code but it doesn't seem to be working.
1, Seems like a standard job, but somehow this doesnt work: Movieclip called "Button" lies in the library.I instantiate it in code:
Code: var button:MovieClip = new Button();
I have a dynamic textfield with an instance name of "description_text" in it, but if I try to access it (e.g: change the text), I get an error. This is how I do it:
I have 8 movie clips on my stage with 25 frames each. Now, I would like to extend tha length of each movie frame to 100. How can I do that? how to decrease the existing frames as well when required.
i'm using Flash CS3 on my Mac. I'm making a stop motion animation. I've already successfully imported some images, but when i've tried importing more, it replaces my last frame!! Is there something that i might of pressed??
I'm trying to embed fonts at runtime in actionscript and it somewhat works. I can embed fonts by either using the embed tag or by loading a font library asset with a linkage name and use it with a new TextField. However, a textfield that exists on a movie clip already does not have the embedded font and is missing characters.
A quick example in code (textInstance exists on the movieclip): var embeddedFonts = Font.enumerateFonts(); //Shows embedded font var textFormat:TextFormat = textInstance.getTextFormat(); textInstance.text = "Don't be lazy"; //missing characters
[Code].....
I want to embed the font at runtime and I'm loading multiple SWFs and I don't want to embed the font in each SWF.
I've written a simple MovieClip replacement that converts an existing imported MovieClip to a sequence of BitmapData. This removes the requirement for Flash to render vector data in the MovieClip on each frame.
But BitmapData has a huge memory footprint. I've tried converting the BitmapData to a ByteArray and using the compress() method. This results in a significantly smaller memory footprint. But it has proven impractical. For each redraw, I tried uncompressing()'ing the ByteArray, then using SetPixels to blit the data to the screen, then re-compressing() the frame. This works but is terribly slow.
So I was wondering if anybody else has an approach I could try. In Flash, is it possible to compress bitmap data in memory and quickly blit it to the screen?
I wonder how native animated GIFs work in Flash. Does it uncompress them to BitmapData behind the scenes, or is frame decompression done on the fly?
Is it possible to have an movieclip of about 50 frames and navigate between these 50 frames? As if u put a marker on frame 10 and one at frame 30 and if u use a button it plays to frame 10 and stops and use another button to go from frame 10 to frame 30 and stop... and reverse if u use the earlier button.
I am building flash site with a number of different pages containing a variety of different things (picture gallery from an external swf, pictures, text, contact form etc). This is all working fine apart from one thing. On my contact form I have the following code to create a textField to contain the contact information. I do it this way so i can automatically resize the textField and align it to the bottom of the page no matter how much text is present.
The problem is once you have visited thecontact page once (and run this code to create the textField) then it appears on every other frame of the video (even though it is contained on it's own layer within the contact page keyframes). I thought that if you created a textField like this then it would only display on the current frame and until there was another keyframe (much like if you manually add a textField onto a frame).
My current code is: // Creating textfield text formatfieldTextFormat = new TextFormat();fieldTextFormat.bold = false;fieldTextFormat.italic = false;fieldTextFormat.align = "right";fieldTextFormat.color = "0xffffff";//fieldTextFormat.font = "Arial";fieldTextFormat.font = "EmbeddedCenturyGothic"; [Code] .....
I have a case where I can change the contents of an actionscript class which fills the dynamic text fields in a flash movie. The class function is called from the first frame in the movie and fills all visible fields. I need to fill a dynamic text field in the n-th frame (say 100, or so) but when I call tagline2.htmlText = "hello there";
From the class, I get the following error: TypeError: Error #1009: Kan geen eigenschap of methode benaderen via een verwijzing naar een object dat null is. Which means as much as Can't reference an attribute or method of an object that's null How I can get text into Dynamic Textfields in later frames then the function call?
how can i make a movieclip and a textfield to resize to the content of the text in the textfield? I mean, if I have a textfield with 3 letters font name XXX and then the content of the field change, how can i resize te textfield so the text dont autoadjust to the 3 letter space?
I have 4 MovieClips on my stage with the following variables[code]...
I've also got 4 buttons with 4 event listeners that all point to the same function. The function checks the event target and depending on the event is supposed to set a variable to the correct movieClip I want to use.[dcode]...
How to embed this into an existing FLA file as a movie clip? import mx.utils.Delegate; var numOfItems:Number; var radiusX:Number = 300; var radiusY:Number = 75; var centerX:Number = Stage.width / 2; var centerY:Number = Stage.height / 2; [Code] .....
This is what I am trying to do, but I am not sure if this ispossible with the constrains of AS3.I am trying to embed the font outlines to be used fordynamically created textfields by creating (using the Flash IDE) adynamic text field off of the stage, embedding the fonts in it andthen refer to the font when creating a TextField using code.
Here is some quick sample code... //////////////////////////////////////////////////// var tNew:TextField = new TextField();
I get a MovieClip from a swf that contains a TextField with the text "Test".I'm in the 1st frame and change the text to "Changed". Everything is fine.I go to the second frame of the mc but then the text is "Test" again! The changes are not made on the second frame. So I tried to change the text in the second frame too but the TextField in the mc is equal null!.
I have an existing MovieClip called mc1 on the Stage. That MovieClip has 2 keyframes, the first one has an image in it, and the second one is an empty keyframe.After compiling, I want to load an image (image1) from the library into the the firstkeyframe, and replace the existing image.
I know I need to right click on the image in the library, export it, give it a class name, and I need to assign an url to it which would be 'image1' in this case.I was thinking of this, but I cannot get the url right, and I dont know how to refer to the firstkeyframe after I've loaded it...
var Imagecontainer:Loader = new Loader(); var image:URLRequest = new URLRequest('image1'); Imagecontainer.load(image); mc1.addChild(Imagecontainer);
I have a dummy clip in my Flash application where I want to load the final content to.Now everything seemd to work. When I do a addChild() on the complete event, the addedToStage event is triggerd, I can do a gotoAndStop but it isn't visible. Just when I do a tage.addChild() or a root.addChild() I can see it. Even "root.myClip_mc.addChild()" doesn't work. The clip where I want to add it is at position 0,0.
Flash Pro CS5 I have a plan view png made into a movieclip of a car which follows a motion guide changing direction as it travels. I select the MC in frame 1 and go to properties, filter section is currently empty and I select dropshadow from the filter choices, adjusting the angle and opacity. Looks good test movie and car runs without shadow after fr1. Methinks I need to apply it to the car in the last frame (no other keyframes between by the way), I select the car and then cannot see how to apply the filter that is now showing in the properties window. How does one apply an existing filter to a movieclip ?
Is this then what is needed to get the car to have the shadow cast north west throughout its journey ? Applying the filter to the MC at start and end of the tween ?
If an image is 800 by 600, copy the image's bitmap data and divide the image into, say, 20 by 20 squares, each having a reference to be manipulated later. Im guessing you have to use bitmapdata for that, unfortunately I dont know how to copy bitmapdata from an image's arbitrary x and y coordinates and for a certain width/height.
I've created a graphic and have multiple instances of the graphic on the stage. I've recently decided to change the graphic to a movieClip. However, changing the original clip's type to movieClip doesn't apply the change to all instances that I've already placed on the stage; they're still all graphics.
The only way I've been able to fix it is by manually selecting each one and changing their instance behavior from 'graphic' to 'movieclip'. Is there a faster way to do this, be it a command or an actionscript code? Anything that doesn't require me manually changing each instance would be a huge time saver.
Within my code, I have a series of movie clips that are dynamic text fields created with the createTextField call. The text field is dragged and dropped onto a box. At that point I want to create a duplicate of that text field and to then position it on top of the box. The code appears to be creating a duplicate of the original clip and the traces are all successful, however, the actual movie clip is not displayed anywhere on screen. I feel that it has something to do with the depth. Originally, I was passing this.getNewHighestDepth to duplicateMovieClip but that seemed to result in my existing text fields disappearing instead!
Code: function fnTagOnRelease(){ this.stopDrag(); delete this.onMouseMove; if (eval(this._droptarget) != mc_DropBox){ //spring back to original position [Code] .....
I'm basically trying to reference a number of preexisting movieclips on the stage through a for loop, give it a variable and assign and action. So, where in AS 2.0, I would have gone:
ActionScript Code: for (var i:Number=1;i<=4;i++){ var refMC:MovieClip=this["myMC"+i];
Here's what I am trying to do: I have an array of movie clip instances called iconArray[]. what I want to do is create the effect of shifting icons on screen right or left. Lets say we're shifting the icons left--what I want to happen is the icon on the left (iconArray[0]:MovieClip) to tween to the left about 20-30 pixels and then fade out, which I can currently achieve. The problem is I want copy the instance of that icon as a temp MC and push it onto iconArray and then have it fade in tween from the right.
In other words, the left most icon should "wrap" back around to the position of the right most icon but in order to create the illusion without having the left most icon pass over the other icons (which looks tacky) I want to create a copy of the left most icon and push it onto the array as a new movieclip with the same image and have that fade in from the right while the other one dies off.
[Code]...
it does not create a new icon, is seems to point to the same movie clip as iconArray[0] and any adjustments I make to the x or alpha affect the original MovieClip instance and not the new on I created and pushed onto the array.
How does one go about copying a movieclip, storing it in it's own instance/var so it can be displayed and manipulated as a separate entity?
I am loading an external XML file. According to the information loaded from the file I would like to highlight a symbol (MovieClip) when I press a corresponding button. The Button and the MovieClip change every time I load a new XML, so it has to be dynamic.I tried the following, but that doesn't work, does anyone know why?I have an Array defined (a_HighlightArray) that I fill within a loop to hold the object (as a string! ) that is supposed to be highlighted when I press the corresponding button:
I'm trying to drag a movieclip on stage, and with nine existing button instances, cause that movie clip to jump around and run at different labels (which are within the movie clip itself. I'm not sure what I'm doing wrong, but I get the error #2109 which says (similar error for each button):