I'm programming a simple game for school, and now I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference.at actionscript::EnemyFighter/onEnteringFrame()
I think this is because the object that calls this function does not exist anymore (it is removed from the stage). However, I did add an event listener for this and let it remove the ENTER_FRAME event listener. Therefore, this function should not be called anymore...
I tried to give the class a variable 'exists', then setting this to 'false' in the function that is called when the object is removed from stage. Also, this onEnteringFrame function first checks whether this 'exists' variable is true before executing any code... This also didn't solve my problem...
So in the end, it seems like the ENTER_FRAME is always called before the REMOVED_FROM_STAGE event. Is there anyway to turn this around?
When you click on a button and the animation is supposed to play foward or reverse based on which year the user is currently on and which they are selecting. Going forward is no problem However I don't know how to link the button event to the onEnterFrame() event so that when I use the prevFrame(), it will play in reverse at the same frame frequency as going foward. This is the code I have now.It goes back to the frame that it's supposed to, but the animation is not at the same speed as going forward. I goes back as fast as the code can loop.
function frm94to93 (event:Event):void{ while (currentLabel != "Frame1993"){ trace(currentFrame); prevFrame(); }
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
my prblem is my mc cant stop after hiting the mc hoe to stop ms after hitingI used this code to stop this Mc and its work Butthe mc hit only one time 2nd time its doesn't touch the mouse
I have a goofy issue going on with a drag/drop scroller. When i stop dragging the following onEnterFrame will not clear/stop unless you click on the movieclip again, then it clears.
Can one of you coder minded people see anything wrong with this? It works great, but i need it to clear as it's taking up that precious memory [code]...
I'm a newbie to the forum and AS3 and already searched through previous posts for the answer but couldn't find quite the right solution. I've got a simple animation, at the end of which I want to open a different URL. You can see my AS3 below (a mish mash of solutions I've found from all over). I've got it working such that the animation finishes playing and launches a browser window with the new URL, however it seems to be ignoring my "_self" statement and I can't stop the onEnterFrame from looping.
I'm creating a complex site, with lots of calculations, while I have to keep it as light as possible. I don't want to have 50 .onEnterFrame's running simultaneously, so, how do I stop them? See example: Let's say I want a simple movement, invoked by some reason:
I have a movie clip on the main timeline with an instance name odometer_mc. nested in that mc there are seven movie clips, two are named m100_mc, and km1_mc. I want to get km1_mc to play when m100_mc gets to frame 20.
I used kirupas tutorial 'Complex Button RollOver/Rollout Effects' to make a menu that slides down when you roll over it. I have buttons inside that menu_mc - but they dont work.
My question is - does the on enter frame function prevent buttons from working?
So say i drag "my_object" to a y-coordinate of 100, how do i make it so it only calls the function once. Then if i drag the object away from y=100, and then back to y=100, i want it to call the function again.
I'm using the onEnterFrame event b/c i need it to constantly look for the object to be at y=100, maybe except when its actually at 100.
well I tried that and it didn't really work, it only seems to work for the 1st onEnterFrame but doesn't work for the rest... is there a way I can make it work for all 3?
I have editable grids which are 2-way binded to my model. What I want is to validate my data when user edits any cell before it get updated in model. I have applied my validation at ItemEditEnd handler, but, I want to apply validation in between itemEditBegin and itemEditEnd events.
i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
i have a question to ask about asynchronous key controls This was what i did
[Code]...
and i checked with [URL]...?newspage=6249 and it looked more or less the same, so why is it that when i move my character and when i hold down a key, it just keeps on listerning to that keypress event listener, instead of just executing the other event. So say, i tap left and after which i tap right, it will work just fine, but if i hold left and tap right, the event listerner will still be listening to the left key. So, i was wondering could anyone point me in a direction as to how should i make my code stop listening to an event as soon as another event has been dispatched?
Is there anyway to kill a keypress event in progress(bubbling?). Basically I have a chat app that on pressing enter sends the message, also in the keypress handler it clears the input textfield. however it still adds the return back into the field and since its doing it after the keypress i cant shift the carret to zero. so you always ended up starting on line 2 with a on line 1. I tried to null and void the keypress when it hit my handler but that did not change anything. is there anyway way to kill the event once its called? basicly making sure any other handlers after it dont get called?
Let's say you have a guestbook in where you constantly update the data pulled from a .txt file, but when someone posts a comment and press the SUBMIT button, you'd like that the data is updated at that moment to make it display faster, but since an already dispatched event is coming to update the data of your guestbook WITHOUT the newly posted comment, a flicker might occur, so you would then like to stop that data from being transferred to your Flash file and rather dispatch a new event to load new data with your recently posted comment. Or maybe you just want to know how to stop an event from any class, either way, you've come to the right place.
Let's use that guestbook as our example. Instead of using an onEnterFrame to constantly update the data, I'd use LoadVars' onData event to retrieve the data, but when that data has been transferred, dispatch another onData event, and make this keep going in a loop:
ActionScript Code: function updateGuestbook(){ loadData = new LoadVars(); loadData.onData = function(data){
[code]...
and then I have this button to submit my comment to the guestbook (keeping it simple):
so I call the updateGuestbook function, which will fire another event to load new data, but another event has probably already been fired off already with the old data, and this will cause the guestbook to nudge a bit, flicker, if you know what I mean, because first the old data will load, then right after that, a few milliseconds later, the new data will load, and this will be visible to the eye, and will probably not look good.What you can do, is to stop the previous event, delete it, to stop its data from being received by Flash. To do this, simply use this:
if you had a parent movieclip, say mc1, and two movieclips inside that, say mc2 and mc3, and you had a color button that changed the color of mc3, how would you stop the button from affecting mc2? to make it clearer, mc3 is a fence section and mc2 is the shadow affect (for realistic looking fence section). when the button is pressed on the stage, the color take both movieclips and turns them into its functions color.
I have built a flash movie that is located here: http:[url]......For some reason after the timeline plays through completly (after the "headshots and potfolios" slide) the listener on the "child and family portraits" button stops listening or responding. Why is that? All the other event listeners are behaving themselves except this one? Here is the actionscript:
I have a MovieClip which contains 4 Buttons:When the user mouses out of the container, it shoulddisappear:this.resolutions.addEventListener(MouseEvent.MOUSE_OUT,this.resolutionsClose);When the user mouses out of any of the 4 Buttons, the event bubbles up to the container. This is not the expected behavior. How do I stop this propagation when none of the 4 Buttons have mouse out handlers?
What is the difference between event.bubbles to false for any event, And Setting event.stopPropagaion() or stopImmidiatePropagation() while handling event? I am using flex4 with as3.
This was working just fine, then flash crashed last night, and now the first event listener keeps firing over and over, endlessly... Even if I remove the listener right there in the function being called...
Edit: Argh, somehow, I must have added a second frame to the timeline (which I have hidden because I'm not using it) so flash was looping the 2 frames over and over...
Code: var xmlLoader:URLLoader = new URLLoader() xmlLoader.addEventListener(Event.COMPLETE, LoadXML_complete) xmlLoader.load(new URLRequest("filename.xml"))
I am currently using a mouse move event listener to check the x and y coordinates of the mouse on the stage, but I am wondering how in god's name I can stop this once the function has exited. I am using the even listener inside of a drag and drop function, specifically inside of the drag function, but when I call dragging.stop(), I would also like to remove the event listener.