ActionScript 3.0 :: Referencing The MainTimeLine From A File?
Apr 25, 2011
I have almost everything working as confirmed through tracestatements, but when I insert my gotoAndStop("frame labels") in theAS file, there is no effect on the app.I know the button is working because inside the AS file I amtracing the button name to the output panel and it is correct. Ialso have assigned a Switch Statement to the clicked event in theAS file and that is correct also. It traces the correct outputs.But inside the Switch statement, where the gotoAndStop islocated it is not moving to the frame label. It doesn't move atall.I have tried the following:
I have a process set up to create action script files. They hold functions that are called upon by my flash project. How can i reference these files so that the project knows the functions are there. with asp.net i would simply reference the .js file. Is it the same process?
Basically I guess it is a reference problem I do have. (1120: Access of undefined property images) For an image gallery I also do have a few text sprites which may have to much text for one side to display. Therefore I do have a scrollbar placed next to the text which should be able to move my text sprite within its mask. My .fla at one point adds an InfoText (InfoText.as, extends Sprite) to an already existing sprite "images".
[Code]...
So, how do I point my line of code responsible for moving the textContainer from within Scrollbar.as at the textContainer sprite? Running against a wall since the last 6 hours and couldn't find any proper tips on the web.
I wanted to have this Zombie Penguin enemy use a walk sound (it would be odd if he moved and was silent) but because it is initializing the whole world, simply coding the sound into his animation state won't work because it will play the sound for every existing Zombie Penguin in the world, not just the one on the screen.
Now I've tried to get around this problem by using a SoundManager class [URL] to load and play/pause the sound when necessary. I've got this working by placing a movieclip above the world and hittesting everything and when it finds a Zombie Penguin activates the SFX. If it finds the enemy and you leave the room or kill the enemy (basically any way it is removed from the screen) it will pause the sound (not stop) and then unpause if you go back/find another instance of that enemy.
The problem is, though, that if I STUN the enemy (not kill it) it plays it's dizzy animation (which consists of hit sitting down with stars spinning around it's head) the walking SFX continues to play as the enemy is still on the screen.Now in the Zombie Penguins .as file it has a boolean that for being stunned or not (bStunned), and a function (public function getZPStun():Boolean -- returns bStunned). this bStunned boolean is set to a default of false.I figure that I just have to reference that somewhere in the following code, but I'm not sure where. The Zombie Penguin's .as is ZPEnemy, so I'm calling it like so:
ZPEnemy.getInstance().getZPStun()
I've tried calling it as part of an if statement a in a number of placesin hopes that calling it will relate the current state of the bStunned boolean, but I can't seem to get it to work.
Code:
var bNotPenguin = true; for(var i = 0; i<this.numChildren; i++) //** Sound Manager Coding (May 15) {
I need to access an array that's on the maintimeline from with in a movie clip im having issues with it.
The variable has all its info on the maintimeline but doesnt show up when i reference it in the movie clip So i tried referencing to the array var thumbURL:String =parent.thumbs ; and var thumbURL:String =root.thumbs ; but got an empty variable.
I have an external swf called "lakefillpreloader.swf." It works, except when I put it in another swf, called lakefillwireframe. I get Error#1010 for the lines about ButtonMode and the EventListeners that gotoAndStop at different frames. What do I add to my code?
Lakefillpreloader:
Code: Select allclose_btn.visible=false; buildings_text.visible=true; //defines measurements, in pixels const PANWIDTH:Number=10061
I'm loading a few external swf's into my file at runtime using load().Once each one is loaded I run a function on it to search through it's children.I use code similar to below to iterate through all the children and check if the name contains a particular string and then perform a function on it.
Code: for(var k:String in theMC){ if(k.indexOf("character")==0){
Found several suggestions, none of which have worked. I am sure I am probably overlooking something really stupid, so I need another set of eyes to look at my code. I have a main.swf that preloads and loads an intro.swf. On the intro.swf there is IntroMC that contains skip_btn. When the user clicks skip_btn, I need to call a function named traceMe() from the document class of main.swf. If you look at the comments for the intro.swf code, you can see the error I am getting.
Here is the code for main.swf Code: Select allpackage {
I've been trying to get a numeric value from an MC to the main timeline but cant seem to figure it out, i have tried "trace" and it works so i guess there should be a way to get a numeric value back to the timeline from an MC.
I have an external swf that I've placed in an empty movie clip using loadmovie into the main movie.
The swf shows and plays fine, however I have an interactive movie clip which does nothing when loaded into the main movie. (note: the loaded .swf is fine when tested outside of the main movie). How do I target the external .swfs interactive features after it has been loaded into the main timeline?
here's an example:
code in the external .swf-- on a movieclip, instance name: growObject onClipEvent (enterFrame) { if (_root.grow == 1 && this._xscale<300) {
[Code].....
I just need to figure out how to activate these instances while watching the external swf from my main movie timeline.
I have manually created a empty mc on the maintimeline named 'loadme'. I have my buttons in a movieclip that is on stage and within that mc i have the follwing code to one of the buttons:
[Code]....
I get an error 1119 when I run the swf. Also, is it possible to declare the variable for 'loader' on the maintimeline and then use it in my buttons mc?
I need to remove a MovieClip from the stage completely and keep it that way. The following code works just fine but when I come back to that frame later the MovieClip is there again.
I am loading a 29 frame movieclip on fame 15 of the main timeline. Is there a way to have it continue playing maintimeline when it finishes. So when it gets to frame 20 of the movieclip AS sends control back to frame 16 of the maintimeline.
i am creating a package, MainTimeLine.as, to extend my main timeline. i use the FLVPlayback component under the package. however, i get the compile error:
1172: Definition fl.video:FLVPlayback could not be found. so i added the "import fl.video.FLVPlayback;" line to my MainTimeLine.as file, but flash gives the above error. now i had this problem when i added this code directly under a frame of the main timeline until i added a FLVPlayback instance to my library. now, i am trying to simply embed all of the code under the MainTimeLine.as file and have the as file encapsulate all of it. but, i still get that error.
so, how do i get flash cs4 to recognize and use the import properly
i have a MainTimeLine.as Document Class using as3 in flash cs4.it beginning looks like:[code]where the as file is declared in the Document Class of the primary fla file. under this primary fla file, i have a MovieClip symbol which points to another fla file. well this file declares a Class Linkage and i can access the properties and objects of the embedded symbol fine from the MainTimeLine.as script file.however, i have the above public player variable defined, as shown above, in the MainTimeLine.as code.i am having trouble accessing the player properties/methods from the embedded symbol fla file. how do i do that?
Short version : Im confused on the difference between the two when accessing something on the stage from a package. Longer version: I passed in a ref to the stage to the constructor on a class, and was unable to use it to access a dynamic text on stage. I pass in this instead and am able to access it.
I have a movie clip button inside another movie clip. I want that movie clip button to take me to the main timeline, frame 1 (or any equivalent that would you restart the .fla).
I have four movie clip instances inside an instance. ("root" or "stage" > mcInstance1 > mcInstance2)
I have my actionscript codes enterd on the first frame of the mainTimeline.but my knowledge on actionscript 3 is so short I couldn't control the mainTimeline from the instances which I have created as buttons by actionscript coding.Here's what I'd like to do: When one of the movieclip instance is clicked and onEnterFrame,I want another movie clip instace to play which is on the mainTimeline (or "root" or "stage") on top of everything.I even tried to loadMovie and addChild to the stage onEnterFrame of the movieclip instance, but since it does the loadMovie inside instance stage, it appears only on top of the same movie clip instace and not on top of everything else.how to control a movie clip instance on mainTimeline inside the movie clip instance onEnterFrame in AS3.
Here's the scenario: We have a creative team that operates in Flash CS5.5 and produces SWF assets which have both graphics elements and actionscript code in them, and an engineering team which authors .as files and builds "code SWFs". The code SWF files must load or embed the creative assets and interact with the code therein for our apps to function.
For iOS mobile development, there is another consideration - it is not possible to load runtime code in an AIR app packages for iOS because of Apple TOS (see related question). Hence, it is not possible to use a Loader to load SWFs in an iOS environment and retain their code.
Embedding a SWF into an ActionScript file the standard way results in a Loader that loads the embedded SWF directly as bytes. This results in access to the top-level, main timeline as follows:
I have managed to load an external text file in one place one the maintimeline. I would like to do the same thing on other frames. When I go to duplicate the same thing that I did on the first one I get a duplicate textReq request. Do I need to give the textReq a more specific name for each section? When I did this the movie wouldn't even recognize and of the code that was working before.I am attaching link so you can see sections I am talking aboutAlso you will notice that the swf file I loaded won't go away. That's another problem...ugh.Here is code on maintimeline:
The current problem with my code is everytime I press the play again button in frame 4 and I restart my game it goes twice as fast. So I asked my teacher and she told me it's something with the EventHandlers but I didn't used them in my code.She's of no help to me currently. Yes, education over here is worthless in a certain amount.. Personally I think error lies in this code: I also get the error called: TypeError: Error #1009 about a null object. It's at the MainTimeline/ enter_frame()..
import flash.text.TextField; var upPressed:Boolean = false; var downPressed:Boolean = false;[code]...........
Since my project uses class actionscript files my whole game project runs on one frame and nothing is on the maintimeline so there is only just one frame on the timeline. Just wondering how I could make it so that I could have the first frame with game instructions and a description which then goes into the game being second frame and when gameover goes to third frame using actionscript. or any tutorials or some peice of advice