ActionScript 3.0 :: Stopping ENTER_FRAME?
May 19, 2009How do I stop a Enter_Frame? My codes:
Code:
Entrar "menu"
stage.addEventListener(Event.ENTER_FRAME, chamaMenu);[code].....
How do I stop the Enter Frame loop?
How do I stop a Enter_Frame? My codes:
Code:
Entrar "menu"
stage.addEventListener(Event.ENTER_FRAME, chamaMenu);[code].....
How do I stop the Enter Frame loop?
Lets say we have a movieclip "Enemy" in the Flash library and a class "Enemy.as" is associated with it which listens to ENTER_FRAME event as follows,
public function Enemy():void
{
//constructor of this "Enemy.as" class
[code]....
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
[Code]....
flash pro. as 3.0.animation . almost no codes except ends of scenes having :
import flash.media.SoundMixer;
if(SoundMixer.areSoundsInaccessible() == false)
{
SoundMixer.stopAll();
}
[Code]...
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
function wobble()
{
var ws = .1;
var dis = 1;
[code]....
I have a one-frame .fla with script on one layer and a movie clip on another. The movie clip has an instance name of "titleBar," which moves from left to right using dynamic tweening.The tween code moves it from an X position of 200 to a X position of 820.Then I have a function called "xChange," which waits for titleBar's X value to be 820. Once it does, I'd eventually want to load an external swf but I'm just running a trace for now.Again, Here's the code.
Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code]....
Lets say we have a movieclip "Enemy" in the Flash library and a class "Enemy.as" is associated with it which listens to ENTER_FRAME event as follows,
public function Enemy():void
{
//constructor of this "Enemy.as" class
addEventListener(Event.ENTER_FRAME, move);
}
private function move(evt:Event):voidnot use this approach at all?
I was wondering, why does weak references does not work fro Enter_Frame and Timer? I mean, when I add any event listener on an object for those events I must remove them later, that is annoying! I use this:
timer.addEventListener(TimerEvent.TIMER, myevent, false, 0, true);or sprite.addEventListener(Event.ENTER_FRAME, myevent, false, 0, true);
When I lose reference to objects with these events (removeChild or null it) the event continues to happen and the 'myevent' func continues to be called :/Am I doing something wrong? What would be a good solution for this?
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
[Code]...
I'm having problems designing the AI for a fighting games thats meant to have 1 player and 3 enemies. I programmed everything at once really carefully so I thought it would work without errors, I thought wrong. So I'm hoping this is down to lack of knowledge rather than lack of skill. So each of the enemies use an enter_frame listener that calls a method doAI. doAI() looks a little something like this
Code:
function doAI(evt:Event):void{
var x:String;[code]........
So I don't know what the computer keeps doing, but it almost seems as if its doing both doThis() and doThat() really fast. I don't know if the problem is creating methods inside the enter_frame listener or if it keeps creating new variables (x and y) every frame, but I need all 3 cpu characters to be able to do this without me creating a different method 3 times for each of them. If you don't see anything wrong with this shall I upload the real code aswell as a link to the swf file and how they behave?
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
Here is the code:
//Classes
import com.greensock.*;
[code]......
I am using the ENTER_FRAME function with Math.random to animate / simulate a random number range, as you might see in a digital voltmeter for instance.
the range goes from 12.0 to 12.9 and works good, but my problem is that i need to slow down the rate at which the numbers change.... A LOT.
Is there anyway to do this without slowing down the whole timeline???
Currently my AS is confined to the digital volt movieclip.
This is what i have:
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_1); function fl_EnterFrameHandler_1(event:Event):void{ var newVal:Number = 12 + (int(Math.random()*10)/10); volt.text = newVal.toString();}
I am trying to save memory and space. So instead of using the Timer for my application, I was thinking about using my main loop (ENTER_FRAME) to keep track of time that passes. Is there anything wrong about this ??
View 1 RepliesIs there a way to remove ALL ENTER_FRAME event listeners at once?
View 2 Repliesi want to move a MC from 200 to 0 on X-axis..suppose this mc's name is mc1..
Action Script 2.0:
mc1._x=200;
onEnterFrame = function(){[code]...........
it has a countdown timer. When this timer gets to 0, I want the game to go and play the next level. This is the code.
ActionScript Code:
stage.addEventListener(Event.ENTER_FRAME, countDown);
function countDown(e:Event){
[code].....
I have built this web site [URL] and in it I have a scrolling text. If you go to "about" or "process" you will find a scrolling text at the bottom. On the test (if you hover over it) there are 2 arrows and if you click on any arrow the text will move one line up or down. I want the text to move up or down many lines and not only one line. To do this I need to use the ENTER_FRAME but I have tried every thing and I do not know how to do this. I wonder how to add the ENTER_FRAME to my code to be able to move all the lines up or down?. You will find the code I am using now below this text. This code work very well to scroll the text line by line (if any body wants to use it feel free to copy it).
[Code]..
I have a little problem while trying to get a URL on a Enter_Frame event using Flash AS3.I would like to trigger the URL request on the last frame of the movieclip.Everything works fine except that instead of getting the URL once, it keeps loading it all the time.
Result: I get hundreds of web pages opening in my browser.
Here is the code I use:
stop();
addEventListener(Event.ENTER_FRAME,my_function);
function my_function(e:Event):void{
var homeLink:URLRequest= new URLRequest("http://www.myurl.com");
navigateToURL(homeLink, "_self");
}
why my Enter_Frame handler is not responding. I want to randomly fade the stars, but this does not happen. File is attached.
View 2 RepliesI have all of my different assets on different layers. I have 3 graphics, and 3 blocks of text. I have also 1 more block of text which i want to be shown when the frame loads. When the user clicks on one of the graphics, the text on the screen hides and the correct text block is shown.I have tried two methods so far an neither work. This is my first attempt.
Code:
addEventListener(Event.ENTER_FRAME, movieLoad);
function movieLoad(event:Event) {
leaseTxt.visible = false;[code].....
The buttons now work, but all of the text blocks show when the frame loads, but when i click on of the graphics, the correct actions happen (all text blocks hide, except the one I want to be shown).
I have multimoduled application and I need to monitor when the mouse is moving or not moving on a protion of my swf file.The app is consisted of video player , text part and video list on the right.So I want monitor when the mouse is moving just over the video player not the whole swf application.I have this function
Code:
vidPlayer_mc.addEventListener(Event.ENTER_FRAME, checkMouse);
function checkMouse(e:Event):void {
if (sw==0) {
[code]....
I use vidPlayer_mc.mouseX/Y; property but i doenst seem to work.I need the functionality when mouse moves over video player the playbar on the bottom shows up and vice versa.
Ok so I have a gallery that rotates anywhere from 15-30 images around. Originally I added an enter_frame to every image and performed the movement calculations in there. Now I just add one global enter_frame that loops through an array and moves all the images. Sometimes I notice stuttering. I was wondering if there is a more efficient way to do this. I was even thinking about adding another enter_frame, one that could move say the first 15 or so images, and then the other enter_frame would move the rest, that way one enter_frame wouldn't have to do all the heavy processing because the other would share the load, now that I think about, was it more efficient to have an enter_frame on every image, it was just a thought that went through my mind and I wanted to throw it out there, I'm curious to see what everyone will say.
View 4 RepliesI am facing a problem where I have a listener listening to Event.ENTER_FRAME:
Code:
public function showAnimation():void {
var character:MovieClip = new Character();
[code]....
I'm trying to move a movieclip on each ENTER_FRAME by changing the x-value and it seems like x-values below 1 isn't accepted. Am I doing something wrong or is that simply the way it is? Because if it is, is there any work-around to make the clips move slower than += 1 without changing the frame rate or using a Timer?
View 2 RepliesI've got a tween which is called using an ENTER_FRAME event listener, as I need the movieclip to constantly tween until it's selected. However, the tween isn't very smooth, it's very jumpy and I'm guessing this has got something to do with the ENTER_FRAME event being constantly called. Is there a better way of creating a smoother tween?
Here's my code...
ActionScript Code:this.addEventListener(Event.ENTER_FRAME, ballFloat);private function ballFloat(event:Event):void { var myTweenX:Tween = new Tween(this, "x", Regular.easeOut, this.x, randomXBoundary, 10, true); TweenX = myTweenX; }// end of ballFloat function
Having trouble figuring out the logic for this, I have an enter frame event that I move a character around trying to select correct numbers, using hit test. If they land on wrong number I have a sound that should play once but since is in enter frame it plays a million times, this seems like should be a common issue but haven't been able to find any solution on the internets. This is the basic idea:
private function enterFrameHandler(event:Event):void
{
if ( Collision(_player, _number )
[code]......
I am designing a game in which there are three doors on stage. The doors are each instances of the same symbol. The instances are named "door1","door2" and "door3". The symbol contains three frames-"color1","color2" and "color3"- each frame is a the same door in a different color.
I want the game to randomly select a color for each door at the start of the game. I have been trying to use variations of the following code:
var min = 1;
var max = 3;
function doorColor (event:ENTER_FRAME, getNewDoor)
[Code].....
Why is the ENTER_FRAME tagnot working correctly?
I have a FLV video that I need to stop when my flash video reaches a certain frame. I named my video "SMB3video" Using AS3.
I don't want something super advanced, just keep it as simple as possible.
I tried to create a script which gave me no errors until it reached the frame for the timeline.
Code:
this.addEventListener(Event.ENTER_FRAME,ent_frame);
function ent_frame() {
SMB3video.stop();
}
So the ENTER_FRAME property will add an object to the stage on every frame the game runs. If the game is 24 fps, 24 objects created per second. How can I limit that so it will generate an object every 4 frames?
View 1 RepliesI want to create an endless loop, 8 items moving in a circular shape. When you roll over of each item, it will stop the moving, and you should be able to click it.
I dont know what should I use, should I use Event.ENTER_FRAME or the circular shape should be in movie clip, so that when there is a mouse over event, it will stop moving?
Oh ya, I code everything in AS3, including the movement, objects etc. Something like a new class