ActionScript 3.0 :: Stop An EnterFrame Function?
May 11, 2011I coludnt stop the function after n=>5 . I tried removeeventlistener. it didnt work. the code is giving error each time it enters a new frame.[code]...
View 3 RepliesI coludnt stop the function after n=>5 . I tried removeeventlistener. it didnt work. the code is giving error each time it enters a new frame.[code]...
View 3 RepliesI made a movieclip with 5 frames inside. Well, outside, when i push a button stop, runs the code: this.movieclip_name.stop(); , but, doesnt stop. Inside these frames there is a enterframe function that call drawing api functions.
View 1 RepliesI created an full flash template website loading external swf.Lately, I managed to add a fake3D rotation with AS3 and CS4 to this global template with an enterFrame.some of my external swf use a vertical scroller also using an enterframe function base on the x / y position of the mouse, the scroller dont work anymore.Can't an enterframe swf loads another swf with enterframe function?
View 4 RepliesI wasn't sure how to name this thread to well. Here's my funk: I have made a photo slide show and all works well for browsing and viewing. Where I got stuck was when I tried to write code that would center images that were vertical. This is the entire code on the empty mc that has it preload, display then adjust the x of the image. Now, with this code if the image is vertical it flies off the right of the page. haha. sounds fun eh?
[Code]...
I am trying to figure out how to get an enterframe event listener to stop. I created a simple example below, where a line spins around on stage until the user clicks on it. When they click on it, the user should be jumped to frame 2.
Code:
stop();
stage.addEventListener(Event.ENTER_FRAME,rotateIt);
line_mc.addEventListener(MouseEvent.MOUSE_DOWN,goSomewhere);
[code].....
However, when I run that code, I get the following error:
at test_fla::MainTimeline/rotateIt()
TypeError: Error #1009: Cannot access a property or method of a null object reference.
Which tells me that the event listener is not being removed. I also tried putting the removeEventListener code on frame 2, which didn't work either.
I have a function that running on ENTER_FRAME inside another function that is called once on COMPLETE. I need to stop that ENTER_FRAME later on in the timeline. Here's the basic code:
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener);
function startListener(e:Event):void
{
var mySprite = new Sprite();
[Code]....
So you see when myLoader is COMPLETE it creates mySprite that is an ENTER_FRAME and continues to run the function playerBarPos. The function playerBarPos then traces over and over again "this keeps going and going". How do I later in the timeline stop this?
how to remove children and Enterframe function from my carousel ? See code below:
ActionScript Code:
function createGallery(voteImagesArray:Array,voteNamesArray:Array,gallery:MovieClip):void {
[Code]....
I want to navigate to the next frame without the images playing in the bg.
I have a whole bunch of onClipEvent(enterFrame){} events going on. Would taking all that code and putting it into just one mc's onClipEvent(enterFrame){} function lower cpu usage? What is a good way to have enterFrame functions die if not needed?
I have 5 nav buttons. The first two have sub sections. (1st one has 2 elements, 2nd one has 4 elements). The way I set it up, each of these buttons checks on the _y position of the button below it. I then use a move function with inertia to move the bottom button, and all buttons on top of move along with a springy feel. Also, when these move, I show the 2nd frame of each of the buttons in the corresponding section, for it shows the text of each button. This is the way I am doing it right now (By setting everything in one enter frame function it seems to run a lot smoother than when each element had its own enterframe function for just one line of code):
Code:
onClipEvent (enterFrame) {
_parent.link1_1._y = _parent.link1_2._y-20;[code]....
I have been making a simple aplication and i have a problem i cannot find the solution (neither why it is happening) The thing i want to do is to dynamically add a canvas containing a button to the application and then i want the canvas to be moved from the left side of screen to the right. So i have made the following code
[Code]....
If i have a series of variables that are referenced on an enter frame function, is it better to declare the frequently used vars at the class level? Is there a performance benefit? What is the standard?
Example
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I have an enterFrame action that I use on a graphic:
[Code]....
Because I want to use the above code more than a few times, I tried to make it a function.
[Code]....
But for some reason the function call does not work when I call it via an action on a graphic where initially the code worked when it was explicitly written and not called as a function.
Code:
onClipEvent (enterFrame) {
fadeOut();
}
ActionScript Code:
myFunct();
function myFunct()
{
[Code].....
Any way to get this to work without using much more code? This is for a function that checks to see if a user is still logged into a website. I need the check to happen every time the user causes certain functions to run, like create topic, submit new post, etc. I could put the code, which is only a two-liner if/else statement in every function, but it would be nice to just call a single function. But that function would have to be able to cause the function that's calling it to return to get it to cease.
I am trying to stop an if function from happening if a dynamic text box equals '1'[code]...
I now want it to say that if the dynamic text box equals 1 then the _x and _y do not change.
I have this function:
[code]...
How can I stop it trough a button?
I'm using this timer code for my game.
It should play 10 seconds and then go to the next scene.
PHP Code:
function timer(){
seconds=seconds-1;
if (seconds < 0) {
[Code].....
Well that works, but when I click on the play-again-button in the next scene, it won't play for 10 seconds (but less). I think the timer goes on without stopping. How can I stop the timer function when I move to the next scene?
I have two functions, both are puting objects on stage and few seconds removing them, after decent of period of time mc steps to 3 frame where movie should stop, but those objects still appear on third frame, but I don't need them there. How to stop those functions?
View 5 RepliesI have a function that I want to run at an interval within a frame. I use the following code to start the function:
var intervalID = setInterval(intervalFunction, 3000);
Then, in a button's onRelease I want to stop the function. In the onRelease, I make a transition to another frame.
btn.onRelease = function()
{
clearInterval(intervalID);
gotoAndPlay("nextframe");
}
The intervalFunction continues to execute.
I have a slideshow made up of about 21 photos and each one is on a different layer and each has a fade in and out transition applied to them. I want to be able to stop the slideshow when a rollover occurs. I've tried various types of code and none of them get close.
View 0 RepliesI want to stop a function inside a function, how can i make it? [code]...
View 1 RepliesIn my game I've got a scene where you get 3 seconds to click a button otherwise its Game Over, only problem is my code only works if I press the button straight away.
During some testing I was waiting 2 seconds then pressing the button, but when I go to the next part of the game, it will carry on to GameOver as if the Timer has not stopped.[code]...
In flash 8, I have a movie clip("mc"), and when you roll over it, it runs a script that makes sparks. What I'd like to do is have the script STOP running when you roll out, but I'm not sure how to do this. Can anyone help? Here's the script[code]...
View 6 RepliesI have some thumbnails on my stage inside a movieclip, and the following code which basically moves them right or left, when the mouse goes right or left. What I want to do is stop the scrolling when I rollout the movieclip which contains the thumbnails.
Here is the code:
Code:
panel.onRollOver = panelOver;
function panelOver() {
this.onEnterFrame = scrollPanel;
[Code]....
I have a button that triggers the function addToBet and doesn't allow the textfileds to show any larger number but I can't stop the clips with the coins I'm trying to attach. The function showBet keeps running. How to achieve this? I have tried using loops.
bet = 1;
function addToBet() {
bet ++;
if (bet>5) {
bet = 5;
[Code] .....
Am Creating a game in as2 an object come from left to right Randomly how do i stop the object i written script in single frame but it runs in all frame of the game
_root.onEnterFrame = function() {
passed++;
if (passed>speed) {
[Code]....
How can one stop an onEnterFrame function?
View 5 RepliesI have programmed a little screensaver for trade event monitors to display throughou t the program.
I will be outputting this as a stand alone flash application, so am not worried about browsers etc. Essentially, all I need is when you click the application, it goes fullscreen automatically
i am moving from AS3 and Java to Expression Blend/WPF, but cant seem to figure out how to replicate EnterFrame event in C#, is there a update() or frameUpdate() function.
View 2 RepliesI have some stars in my flash file. I want them to dissappear when i get to the final frame. Can I delete the enterFrame? Then how do I make it re appear again?
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I have a simple movice clip, 72 frames. On Frame 42 I have this actionscript
//----------------------------------
function wait2() {
stop();
[Code]....
and a few other "possible" solutions I found on the web....but nothing works. If I click the damn button...
I'm using load() to load a local txt file. The content in my txt file is as follows:
a1=message
a2=text
The problem is that, instead of identifying that as 2 different variables, flash returns a1 as:
message
a2=text
and, of course, a2 isn't even read b/c it's a 'part' of a1. How do I tell the load function to stop reading a1 at the end of the line, and to read a2 as well? I tried a semicolon ; and it still didn't work. Instead it returned:
message;
a2=text;