ActionScript 3.0 :: Remove Itself Once Mc Hits Certain Frame
May 15, 2009
I'm initiating my migration process from AS2 to AS3 .After reading A LOT of tutorials and, of course, pretty much everything that mister senocular wrote I finally got something going Well until this pickle[code]...
I'm trying to write an if then statement that will loop back to frame 1 once the next frame it hits is higher than 5. For some reason it doesn't work and I could easily go to frame six and add a go to and play but, I'd like to learn what's wrong instead of doing it the easy way.
i have a thank you message that shows after my form mailer is sent, then about 10 frames play for a short pause which shows the thank you message. how can i make the playhead goto a certain frame once it gets to the end of the timeline? i thought it would be related to onclipevent but i couldnt find anything relevant to what im wanting to do.
i have a thank you message that shows after my form mailer is sent, then about 10 frames play for a short pause which shows the thank you message. how can i make the playhead goto a certain frame once it gets to the end of the timeline?
This doesn't work if (lives <= 0) { gotoAndStop(22); } When I change the "<=" to something like "!=" it does work. I'm trying to make it go to a certain frame when the variable hits 0
I have a movie clip that I want to be generated over and over again from the library at a random interval, and when the movie clip hits last frame I want it removed.Here is how I am generating it:
function Spawn():void { var Poof:Puff = new Puff; addChildAt (Poof,0)
would like flash to trace something when the play head goes over a frame label named "test" I would also like to have the code placed on the first key frame. I realize that the easiest way out would be to place the trace statement on the frame with the label on it but I'm trying to run this with a listener.
PHP Code: stage.addEventListener(Event.ENTER_FRAME, checkFrame,false,0,true); function checkFrame(event:Event):void
I'm trying to get in the habit of using AS in the first frame on the main timeline as much as possible. but sometimes i hit a snag. like getting a movie clip to change it's alpha when it hits a certain frame in an attached MC.
I am trying to get a html popup window to open when my movie hits a certain frame instead of a button. Im using the following code but it uses a button instead of a frame to open the popup.
on (release) { customize the window that gets opened 0 equals NO.[code]........
Im designing my own game in flash, iv set up a score text box and it works fine. Except i just cant seem to get it to gotoandplay another frame,scene, when it hits a certain score??
i have one movieclip and i have another movieclip>enemy...okay so when the first movieclip goes over the enemy, nothing happens until i roll out! all i want to do is the movieclip, when it hits the enemy, it goes to the enemy's second frame and that's it ! there are no syntax error in this script, just something i want to do that apparently doesn't work right.here is my code:
I have 3 frames each with a movie clip called map_mc. Each different map_mc have different objects that call the CollisionDetect class. Heres whats happening. objects from frame 1 will start freaking out when I goto frame 2. How do I remove only the event listeners from objects only on frame 1?
I have been trying this.currentFrame but the problem is that all the objects are inside map_mc on the first frame so no matter what it will always be 1. On the other hand MovieClip(root).currentFrame will always give me the current frame but wont tell me what the objects frame is relative to the stage.What I want to do is have something to this effect:MovieClip(root).this.currentFrame would output that this object is on frame 1 and MovieClip(root).currentFrame will tell me that the stage is on frame 2 so I can remove the listeners accordingly.
i have As code with functions on frame 1-6 i want on frame 7 to have a clear code that will remove all the functions from frame 6. I need only the AS code to be cleared on frame 6 no where else... so the functions that are there no longer work in the rest of the animation.
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display:isplayObjectContainer/removeChild() at grid/ball_movement()// my function in enter frame event The code I wrote in ENTER_FRAME is
I have a brick class where I have created a rectangle using flash.display.graphics.I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.I have another class called ball where I have created a circle with flash.display.graphics.The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.the error I get is shown only for the last brick that is created in a for loop.[code]
I use Flash MX and I'm beginner. I have movieclip "dot" at Frame 85. I have in Actions of Frame 85 the following:
i = 1 ii = 100 while(i < ii){
[Code]....
I need to stop (remove) all movie clip instances (created with duplicateMovieClip) at frame 120. I suppose that I should use removeMovieClip();, but I have no idea where and how to use it.
I have been busy working on a small mini game, in which has several other mini games such as Memory. The script itself is working fine and the game works as it should but the problem with it is, whenever I decide to go to a new frame (and end the game before someone has really found all the answers) the cards stay, so they are visible on the other frames aswell.
Now I have been trying to remove all the childs whenever its on a new frame but I just can't get it to work, I hope someone on the Flashkit forums is able to help me out with this.
i'm using as2. How do i delete these snowfalkes on a certain frame? i'm creating the snowlfakes using an array on frame 40. I want to get rid of the frames around 60.
I have this function in my 1st frame Code: Select allfunction DisplayPic(evt:Event):void { if (typing_txt.length==10) { var pic_mc:MovieClip = new MovieClip(); var temp_mc:MovieClip = new card(); pic_mc.addChild(temp_mc); pic_mc.x = 316.8; pic_mc.y = 244.8; addChild(pic_mc); stage.removeEventListener(Event.ENTER_FRAME, DisplayPic); } Isn't the event listener removed? When I use gotostop ("frame5") it still works in the 5th frame and the pic_mc will still appear on "frame5". May I know how to remove all the functions and the pic_mc on "frame5"?
I have follwed the 3D Carousel tutorial..which was very good. The problem I have is that I would like to remove the carousel in frame 20 as this is a new page and I have included frame labels. But this carousel continues to play throughout the flash file.
I'm having difficulties removing a movie clip that i attached early on my first frame. I would like to remove it later on my fifth frame.
Here is my code on my first frame Code: for (i=1; i<18; i++) { this["play"+i].iD = i; this["play"+i].onRelease = function() { _root.currentItem1.swapDepths(300); [Code] .....
How to remove the application frame in flash cs5? It is a waste of space for me and i want my old interface back. In photoshop it is under window > Application Frame. Flash has no such option. Or does it?
I am using an AS to create a 3D Carousel gallery. I have button on the same page as the carousel gallery. My problem is that when I click on the button and the frame is changed, the carousel gallery stays on top of my other pages. Hos do I remove this? I have attached the AS code for your reference.
I have added music (in loop) to the first frame of main timeline (through property panel), So it keeps playing till the last frame, but when the control jumps to first frame again after finishing all frames there are two musics playing, How can that be stopped?