I'm trying to create a series of scripts that will create some custom event listeners. I have three movie clips on my stage. One is a movieclip who's sole function is to hold array's and the event listeners. A second which moves around the screen. And a third that is motionless. The problem is that the argument I want to test (which activates the custom event) is held within a string. What I want to know is, how do you test to see if the string argument is true?
Is it something similar to this: var myCode:String="1<0"; if(myCode){ trace('one is smaller than 0'); //Strangely apparently one IS smaller than 0!!! }
I think I'm going about this in the wrong manner, however this is the only way I can think of this working... (since I need to be able to dynamically create these events).
I've made a loop that is creating 9x movieClips that is loading external images and I have also added eventListeners to those movieClips to make it possible to change the movieclips image. My problem is that i can't access the target of the "first eventListener". Here is the code to browse for the new image, i want to access the movieclip of this function in a later eventListener, like this: event.CurrentTarget
Code: file.addEventListener(Event.SELECT, onFileSelected); function mUp(event:MouseEvent):void{ file.browse(new Array(new FileFilter( "Bild (JPG och JPEG)", "*.jpg;*.jpeg;"))); }
The second eventListener. This function is called when the new image is selected Code: function onFileSelected(event:Event):void{ file.addEventListener(Event.COMPLETE, loadCompleteHandler); file.load(); }
The third and last function, this function is called when the image is loaded and is ready to be used. Code: function loadCompleteHandler(event:Event):void{ file.removeEventListener(Event.COMPLETE, loadCompleteHandler); var loader:Loader = new Loader(); loader.loadBytes(event.target.data); // Here is the problem! event.target.addChild(loader) }
If if put this code, it will target the second function's event. Code: event.target.addChild(loader); I am searching for a code looking like this to replace the old image with the new one Code: event.target.target.addChild(loader);
I have a mc (changeColorMc) and three movieclips. The three movieclips are created on the fly (so there could be more movieclips) and filled with a color from an Array. This works fine.
Now I want to add an eventlistener for each movieclip, so when someone push one of the movieclips the movieclip with the name "changeColorMc" gets that same color from the colorArray.
My question is: How can I pass the color value from the colorArray to the buttonPressed function? Is this possible?
I was also thinking that I had to create three buttonPressed functions ie. buttonPressed1, buttonPressed2 and buttonPressed3 and attach these to the created movieclips.. but how? Because I don't know up front how many movieclips there will be..
In my main time line I have: var _side = new Side(); var _main = new Main();
I have Main.as and Side.as saved in the same folder as Main.fla.
Here is Main.as
ActionScript Code: class Main { public function Main(){
[Code]....
Now the Main.as knows nothing of the variables speed and velocity. Is there a way to reference back and forth? Say for instance I have a dog class that drinks water from the water class.
If it rains then the water class changes var Water from 4 to 8; When the dog drink the water he can drink until the water is gone, but how the water variable was changed in the water class not the dog class.
I have a SWF file that I call the a parent, it imports a number of SWF(children) which I can switch through. is it possible to have a function in the parent SWF that the child SWF can launch?
The reason I need this is because each child SWF is a sort of small game, so when each game is finished I need some kind of way to let the parent SWF know that the player can continue.
i can make Flash execute JavaScript functions, but I don't know how to communicate to flash with javascript. For example, I have a flash header with an XHTML body. When link is clicked in the body, I need the flash header to move to a new frame. The frame is dependent on the link.
i'm still in the process of grasping my move from AS2 to AS3 (or from timeline coding to external classes), and here's a problem i've run into.i have two classes, for the sake of easiness, call them Class1 and Class2.in frame 1, if i have
ActionScript Code: var c1:Class1 = new Class1(); var c2:Class2 = new Class2();
In my ContentSWFDocClass I reference library elements that were "exported for actionscript", so they only exist in the ContentSWF. The ContentSWF compiles fine because my ContentSWFDocClass can find all the resources in the library....
The problem is that I need my LoadingSWFDocClass to talk to my ContentSWFDocClass. However, when I try to include a variable (or make any reference to something) of type ContentSWFDocClass in my LoadingSWFDocClass I get a compile error because the compiler doesn't recognize the library symbols that ContentSWFDocClass is referencing.
How can I get around this? I really need to reference elements in the library in my ContentSWFDocClass, and I also really need to be able to send commands from my LoadingSWFDocClass to my ContentSWFDocClass.
can download animated talking characters for flash? I like to create a presentation which has an animated character similar to this -I was able to find (google) several tutorials for creating animated characters, but I'm not really good at drawing avatars, so now I'm looking to download one (a .fla file)
I am building a quiz using XML for the questions and a ButtonTopLevel class to control the behaviour of the buttons tasked with choosing a question. Basically, the docClass imports the XML, makes sure it is fully loaded and then adds these top level buttons as children. I need to maintain the MouseEvent.CLICK in the button class because once the button has been used, it will switch to feedback mode and no longer be available as a button. Once clicked, the button says:
[Code]....
I have a sort of "go back" button in during development, and if I go back to the top level buttons and click any one of them, it works as it should. There is nothing undefined, with the possible exception of a variable or two I've declared and not yet used. Is it something in the way I'm telling the child to talk to its parent? My code is rather lengthy, but I will post if need be - just hoping it might be something I'm missing in this call to the parent.
Currently I have a flash based application (game) which I need to put on facebook, the users could save their scores and resume their game. For the task I was wondering which scripting language would be appropriate. And are there any API's available which could in the process. Or does one has to make all of it from scratch.
I've got a container swf that loads a few content swfs... now what I'm trying to do is get those content swfs talking to each other (the site is [URL], where the home slideshow, work and firm sections are each separate flash files). Specifically, I'm trying to get buttons on the home slideshow to link to their respective projects in the work section.
I've got home.swf dispatching a custom NavigationEvent when a button is clicked, with the clicked project's id attached to it. My index.swf catches the event, but this is where I'm stuck. I can't get it talking to work.swf. As far as index is concerned work.swf is an instance of Loader, and doesn't have the functions I'm trying to call. Right now the functions are on the timeline on frame 1. Do I have to move all the AS in work.swf into a document class and implement an interface that I can use to cast the Loader in index.swf?
Basically I am trying to get buttons that I have in a drop down menu load an external .swf into an empty movie clip placed on the main timeline. However for some reason it is not working. The buttons are contained in a movie called "menuItems" which is then placed in a movieclip called "mainMenu" which is then placed on the main timeline.
on (release) { _parent.gotoAndPlay("reverse"); if (_root._root._root.currMovie == undefined) { _root._root._root.currMovie = "personalData";
I have seen that some websites offer talking characters (very human looking avatars), but I do not want to pay HUGE money for those. So I started thinking about some of the cartoons I used to watch and if there was a talking computer, their way of visually portraying speech was with an equalizer.
For the "robot", I would just have 2 dots for the eyes, a nose, and a "mouth", but this mouth would really be an equalizer, and I could animate that with flash so that when there is loud sound, the mouth would open wider than it would for a soft sound ( if you watch an equalizer, the bars go way up and turn red when the music is loud, and remain low and green when sound is soft )
The only web technology that I imagine could do such a thing is flash, but I know very very little flash. I have been searching and searching and searching and all of the equalizer tutorials I have found are just bars with random movements that do not sync with the audio.
I am a US Marine and I am trying to help my shop out by building a program that would allow me to maintain records of gear so we do not have to count millions of pieces of gear everyday. So i built a database:
Let's say I have a global SoundChannel object, and inside a function I am repeatedly creating new instances of the Sound object to play songs one after the other. Each time I do this, I need to add a new eventListener to the SoundChannel to call the function 'onSoundComplete' that will load the next song on completion.Coming from a strict C++ programming background, I often wonder if it's necessary to do some kind of cleanup in Flash, or if it handles it automagically.Here's example code that specifically removes the eventListener from the previous Sound object everytime a new one is created, but I don't want to be doing this if it isn't necessary:
Code: // Setup sound object buffer var slc:SoundLoaderContext = new SoundLoaderContext(3000);
I have images loading from an array. A slideshow. This works fine, but they pile on top of each other. I cannot figure out how to remove them. what's the simplest way to remove them? How do I say - if pic1 is loaded, before loading pic2, remove pic1?
Code:
var aPics:Array=new Array("pic1.jpg","pic2.jpg","pic3.jpg","pic4.jpg","pic5.jpg"); var threeSeconds:Timer=new Timer(3000,aPics.length); threeSeconds.start();
Trying to add EventListeners to Bitmaps.Can I add an EventListener directly to a bitmap?If I load an image to a UILoader then addEventListener to the UILoader instance that works just fine, but if I use a Bitmap instead, nada...I could load the Bitmap into a Sprite and add the EventListener to that, but would prefer the direct method...
Is there a way to listen for the cursor in the input text field? I am making a form, and when the user clicks on the input box I want text to appear to the right side and than fade when they leave that text field.
the text field is called input_txt;
psuedo code
input_txt.addEventLister(event.MouseEvent, showText); function showText(evt:MouseEvent):void{ text_mc.visibile = true; }
I'm working on an image gallery which builds dynamically at runtime, simple enough.imageList is an array loaded with the images to display.
var imageList:Array = _root.images.split(",");var imageArray = new Array();var count = 0;for( var i = 0; i < imageList.length; i++ ){ _root.createEmptyMovieClip("myMC"+i, (i + 1)); _root["tmpMCL"+i] = new MovieClipLoader(); imageArray[i] = new Array(); ima
Inside a .fla file I have some buttons and each button will tween a different image to the stage. All the images are outside the stage in the same x and y position and I just need to tween the x coordinate.
Now I'm working with an external document class where I'm trying to hold all my functions and I'm stucked with the Tweens. I'm willing to stay away from the flash tween engine and I'm trying to work with tweenLite.
Is it possible to pass parameters through eventListeners so I can use something like this inside my docClass?
public function animeThis (e:MouseEvent, mc:MovieClip, ep:int):void { //ep stands for endPoint. TweenLite.to(mc, 2, {x:ep}); }
If this is possible, how am I supposed to write the listeners so it will pass the event to be listened for AND those parameters? And how to build the function so it will receive those parameters and the event?
I've got a few MouseEvent listeners outside of a function that contains nested functions that need to use the functions attached to the listeners.
button1.addEventListener(MouseEvent.ROLL_OVER, buttonOver); function navigation (): void { if statements;
[code]....
I keep getting an "1120:Access of undefined property buttonOver" error. I know it's because the EventListener is outside of the function "navigation" but I need it to be accessed by other functions later.
I have main.swf and content.swf. I load content into main. When I try to unload it gives me error, due to the fact that in my content.swf I have MouseMove event and this event is causing this error:
ActionScript Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at content_fla::MainTimeline/onLoop()
How to properly kill all eventListeners?
My main.swf code:
ActionScript Code: var holder:Sprite = new Sprite(); addChild(holder);
[Code].....
I did some research and it seems quite an issue - especially when trying to remove, enterFrame, mouseMove or stage listeners. Im using CS3.
I tried using a .enabled = false; when I already had a click event on that movie clip. I found that you need to remove the eventlistener instead of making enabled false.Why doesn't enabled work when you have event listeners?I'm really more curious than in need of an answer since removeEventListener worked fine.
I have a menu with buttons on the stage that when clicked load external swf but the problem, although i can remove them from the stage, is that they are still playing which gives my site performance problems. I gave weak references to the Event Listeners but i didn�t remove them.Here�s the code:
Code:stage.addEventListener(KeyboardEvent.KEY_UP, reloader); function reloader(e:KeyboardEvent):void {[code].....
and this:
Code: var reloadT:Timer = new Timer(2000, 2); reloadT.addEventListener(TimerEvent.TIMER, on_timer); reloadT.start();[code].........
So I have a code that tracks Key_UP and one for a timer. However, I want to somehow use them together, like inside each other: ex. Run the timer function in Key_UP.I want to trigger the timer only if Key_UP is found. How would I do this?