ActionScript 3.0 :: Trigger A Function When A Transition Is Complete?
May 21, 2009
I am creating an intro where a sequence of tweens and transitons are triggered. The problem is that I can't figure out how to get an event to happen when a transition is complete. How can I get "headTitleTm" to trigger the "sigIn" function once it is done?
Code:
function headTitleTransition(event:TweenEvent):void{[code]............
I am trying to run some code after the XMLConnector triggerfunction is completely done loading all of the xml data into theflash file and the bindings are updated. Is there an event or somekind of way to pause and run the code after all the radiobuttonsand checkboxes are updated with the xml boolean values?
I am trying to build my first AS 3.0 project using examples from O'relliy. I have loaded an FLV using the NetStream class. I added an Event Listener find out when the video has finished playing, probably not the right method. After the video finishes, I'd like to load a static image and a replay button. What should I use to trigger these things to load? What should I use to load them?
I'm loading flv in swf using FLV player component using as 3.0. When I'm testing it online, sometimes flv triggers complete event before getting finished.
Below is my code. import fl.video.*; var f:FLVPlayback=new FLVPlayback(); f.source="video1.flv"; var vidWidth=990; var vidHeight=480; [Code] .....
TransitionManager.start(babyPreloader,{type:Fade, direction:Transition.OUT, duration:0.5, easing:Regular.easeOut}); var tempPreloader:DisplayObject = babyPreloader as DisplayObject; this.removeChild(tempPreloader);
But since this does not wait for the transition to complete. I cannot see the transition happening. Is there a way to have a even listener for transition complete?
I'm coding a FontRegister class that register fonts from an external library.swf.Instead of writing 'manually' all the font class names as strings ("MyFont1","MyFont2",...) to be registered via getDefinition(), I wanted the script to automatically list and register all the fonts in the loaded swf.Font.enumerateFonts() only works on the current ApplicationDomain.... How do I check|trigger enumerateFonts in library.swf when loading is complete?
I'd like to signal a function to run when another function completes.I am filling a scrollPane with some dynamic content and want it to resize once the content has filled in some dynamic text boxes.I'd like to signal a resize function once the function that fills in the scrollPane completes.I tried something like this but it does not seem I can add this sort of listener to a funciton.
I have an event listener attached to a movie clip. The corresponding function has an instance of the loader class. So I am getting error #1034, coercion failed.
My thought is to have the event listener trigger a neutral function which itself will trigger the function with the loader class instance.
I need to trigger 4 different functions when I move the mouse poiter over a movieclip; do I need to use 4 listeners or can I use only one to call all the 4 functions?
Now I do this movieclip.addEventListener(MouseEvent.MOUSE.OVER, function1); movieclip.addEventListener(MouseEvent.MOUSE.OVER, function2); movieclip.addEventListener(MouseEvent.MOUSE.OVER, function3); movieclip.addEventListener(MouseEvent.MOUSE.OVER, function4);
In stage Number of MovieClips is there. and MovieClips inside some functions is there .iam giveing dynamic property to MovieClips same as function name.because iam click the MovieClip call the function.
mc.functionName="dosome()" mc.addEventListener(MouseEvent.CLICK,call_inside_function) function callinsidefunction(event:MouseEvent){ /// event.target.functionName
I really just want to know how to trigger a function when my movie hits a certain frame.
I made a very simple flash show to try to illustrate my problem a little more clearly. I have a green and a gray button. Using the 'switch_buttons' command I turned the gray button invisible at the beginning. What I then want to happen is that on the 10th frame the green button will become invisible and the gray button will appear. But I haven't had any luck. It seems like I need to call a function to switch the buttons somehow.
I want a function to be triggered when a certain global var becomes true - I want to do this using an event listener. I can do it as a one off using an if statement, but how do you set up a listener to trigger the function if the value becomes true at any time?
I need to trigger a function or reset a variable from within a sprite when it gets to a certain frame. I keep getting the error "Call to a possibly undefined method" when I call a function and I get "Access of undefined property" when I try to reset the variable directly. Both the function and variable are set globally in the first frame of my animation.
I have a simple f4V file that I am playing through the FLVPlayback component. It is working great. I even have a cue point in there, and it is firing off what it is supposed to do.
However, what I am curious about is if there is a way to detect when the file is done playing in order to fire off a function?
I suppose I could do it with a cue point, but I am going to need to do this a lot, and don't want to have to place cue points in all my videos.
I have found a lot of conflicting info on this subject, and am not sure how to do it, but it doesn't seem like it should be too hard.
I cant figure out how to trigger different url requests from my xml in one function.
Code: Select allprivate function drawButtonsFromXML(loadedXML:XML) { var xmlInfo:XMLList=loadedXML.main.button; for each (var xButton:XML in knappInfo) {
[code]...
So in other words.. Im getting all the names from the xml and adding them to the stage. But i dont know how to add the @site to the different buttons.
I'm having a bit of trouble figuring out why I can't trigger the function playUntil, which is another private function in this class, in this snippet. This is all residing in a class, and I'm wondering if that is what is making things tricky. Any help would be great. I tried tracing out currentTween.obj as well as currentDestination, both of which return undefined.
i wanted to use an event listener to call a function when another function as been completed. this is the code i tried: import caurina.transitions.*;
createBox.addEventListener(Event.COMPLETE, createBox2); function createBox(){ var boxMc:box = new box(); boxMc.width = stage.stageWidth; boxMc.height = 200;
My problem is that getTourData(); kicks in too early and I dont want to use a timer 'cus I dont know how long removeAllMyChildren is going to take since it may be large sometimes. Give me a se, which way to go
I am using the following key listener to trigger a login function: code: var keyListener:Object = new Object(); keyListener.onKeyDown = function() { if (Key.isDown(Key.ENTER)) { login(); }} Key.addListener(keyListener);
However this triggers the login function twice, which causes the user to get a error saying they are already logged in. I have a button on the stage which triggers the same function. code: login_btn.onRelease = login; And this works fine. How I can ensure that the keylistener only triggers the login function once?
I'm making a site that loads external swfs based on which button is clicked. When the swf loads it plays an intro and then stops at a certain point. My goal is that when you click another button the current swf plays an outro before the next one loads.The problem I'm having is making the outgoing movie trigger the function that loads the next.At first I tried just adding loadNextMovie(); to the last frame of the loaded swf. But for some reason this causes the two stops in the file from working so the thing just keeps looping. I have no idea why adding this function call would prevent stop(); from working.Is there another way to have the end of movie trigger the function? Also, why doesn't adding loadNextMovie(); to the last frame of the loaded swf work?