A made a class to make thumbs from loaded images. I add a listener to every thumb to trigger a event in the main swf. Already found 'dispatchEvent' But I can't seen to find a way to see what thumb called the event.
I need this info to apply some tween's to the thumb triggering the event
I'm attempting to make a point and click game for a University assignment and I wondered if anyone could advise the best/easiest way to trigger events in a particular order. For instance, before the user can continue from one side of the screen to the other he has to click to flick a switch, lower a platform and lower a bridge...
I am trying to figure out a way to be able to trigger an event which will display a message. The only thing is that the date function does not seem to be equipped with the ability to set events to it. I read the reference to it on the Flash support site and it seems as it is usually only used for date stuff.
I downloaded a digital clock, but it seems as that is based on diffrent principals as it was simply iterating throught the if stmts
Just wanted to ask if there is any advantage for either using mouse click event or touch tap events, when writing apps for mobiles or tablets (for the iphone especially)?
I know that both of them should work fine, but in term of performance, is anyone better? Are there any things I should be aware of when choosing either?
By the way am using actionscript3 to implement the app.
I have an animation that I want to start when clicking on the flash window. However, I've also have some buttons on the stage. If I add an event listener for MouseEvent.CLICK on the stage, then it 'eats up' the events and the buttons don't work.
I've tried some tricks, by adding some invisible buttons on top of the real ones, and use the MOUSE_OVER event to selectively enable/disable the mouseEnabled flag for the stage, but didn't work because it complains that the property or method doesn't exist (which I find odd).
I have noticed that using the "addEventListener" and coming back into a frame, I get multiple events tied to the same component.The design I am using jumps to an "I" frame (intermediate) and then back to the "M" frame (main) when the user performs an action.I add event listeners to several components when I enter that M frame. What I notice is that the events seem to stack up for a particular component.
For instance, if I enter M frame, N number of times and addEventListener("click", handleEvent) to a radio button, I get N calls to handleEvent when the user clicks on the radio button. I guess this kinda makes sense but is not what I want. I just want one event of a particular type (in this case "click") to be associated with the a particular component. I get around this issue by removing the event(s) in the I frame. Then they get reinstalled in the M frame. Only one at a time.
So, just wondering about this behaviour. Is there a way to check for the number of events that are currently active on a particular component? Better way to handle adding events?
I am designing a music player using JavaScript (jQuery) and HTML5, with Flash AS3 to fall back. Basically what I want to do is to be able to click HTML control elements and have them interact with the flash in order to play/pause and skip tracks in the playlist (playlist JSON file read by JavaScript, passes file ID to AS3, AS3 reads another JSON file to get URL, then plays audio)
This enables me to only use the Flash to play the audio, thus creating the same user experience regardless of HTML5 browser support. I'm assuming I will have to 'listen' for events in AS3, however any pointers in how to engage these events in JS and react to the events in AS3
what i've done is made an application where when you click on a "Proceed" button i've placed on stage said button is removed using removeChild() and more input fields are made available.a new button named "nextbutton" is also created at the same time to run a function which, when clicked, will check the input for validity and then advance the movie to the next frame if it all checks out.assuming the data does check out then the last command of the function (of the newly created "nextbutton" button) is to gotoAndStop(2); to advance the movie to the next frame.
i'm using the mouse_down mouseevent listener on both buttons to run my functions ie:
the problem i'm having is that if i tab thru my input textfields to enter data (and who doesn't) i end up tabbing to my "Proceed" button and then hitting the enter key. but if i hit enter on the button istead of clicking it then none of my if/else statements written into the nextbuttonCLICK function execute. even worse somehow the gotoAndStop(2); command somehow DOES execute (at least i think it does) because the movie advances to the next frame in my timeline. so now i'm at the next frame but my variables have not even been calculated ....what i don't get is the gotoAndStop(2); statement is written into the function for the "nextbuttonCLICK" so how the heck can hitting enter on a highlighted "Proceed" button have the effect it does? is it something built into the button class itself? i did choose to make my buttons "buttons" and not movie clips so the user would see the little hand cursor when mousing over them.
I have an intersctive flash file I'm creating that has a skinned clip inserted. There are buttons in the file that direct to different frames in the timeline.
I want the the buttons to stop the clip when they are triggered. Creating event listeners with functions does not seem to work.
How can I stop the clip without pressing the stop buttob on the clip skin?
how to do this, but I was wondering if there is a way to do the following without setting up an event listener for each textfield...
I have a bunch of input textfields on the stage (50+).
I want flash to gotoAndStop at frame 5 whenever ANY of the text fields have something typed in them.
Possible to do without setting up 50 event listeners? Is it possible to just set up one event listener that is trigerred when any input field on the stage is changed?
I am trying to build a simple application. The first phase is selecting to upload a file from the user desktop or from the site's gallery.
The question is if the user chose to upload from the gallery, say, go to an PHP page gallery, choose a photo and then redirected to the Flash app. How would you trigger the Flash up to know there was an image chosen and it should load it?
Does PHP send a variable or create an XML based on a choice and pass it via Flash variable, or does it need JavaScript to tell Flash that if the Flash var is not empty run this function?
I am working on a full screen background with multiple images fading into each other. I already have something working with images that are loaded from inside the library. you can see it here: linkNow I am working on a script to dynamically load the images via FlashVars.I have the folowing function, witch gets called the moment I want to load the second image and replace it with the first. The idea is to start the putImage function the moment the image is loaded, but i cant get the loader.onLoadInit to triger.
ActionScript Code: // load second image switchImage = function() {
How can I trigger a MouseEvent from a nested MC?Basically I have a Sprite that contains a Shape. I'd like that Shape to trigger the listener I've attached to it however, Flash just thinks the container Sprite is being clicked every time.
Given an .swf that has some clickable objects/regions. One of these controls is labeled with the word 'pants'. When I click on 'pants' I want an HTML FORM named 'pantsForm' to be submitted. By doing it this way I can send all my hidden variables and HTML objects on to the next page in the POST array.My thought is that I should be able to write a piece of javascript like this:
function pageAction (inVar) { switch(inVar) { case 'pants':
[code]....
And then from within the actionscript the following call:
ExternalInterface.call("pageAction", "pants"));
could _somehow_ be linked to the onClick action for the 'pants' object in the FLASH movie.
I have a 3 scene movie in Flash MX. Each scene basically loads then stops so user can view the scene and its contents, there is buttons to navigate to the other scenes, but what I want to know is if there is a way I can get it to play the end transition of the scene before it goes to the scene he has clicked to go to?
Something like play rest of the scene you are on then go to scene user clicked.
This code works fine in my IDE but when I test it in a browser, the Event.COMPLETE function appears to trigger twice. I put a throw error command in to make it show up in Flash debug Player and the error gets thrown twice. I've even done a string search through the code to see if I've added more than one listener but no luck.
ActionScript Code: private function downloadCompleteHandler(event:Event):void { _s.removeEventListener(Event.COMPLETE, downloadCompleteHandler); // Clean up _s.removeEventListener(ProgressEvent.PROGRESS, preloaderBar); // Clean up
i have a flash file (not web, just player) with 30-40 scenes and i want to control them through telnet socket server , for example: by send something like "setscene 1" to the server and the flash will execute GotoAndPlay command with scene 1...my server act as a "chat" server- it means it send every message that come from the single user, to all the users on it.
I've been hunting around for a countdown script but none of them seem to cover what I want.
I have a button, and when the button is pressed I want it to start a 3 second count down, once the 3 seconds are up I want several of my movie clips on that page to swap from their first frame, to their 2nd frame.
My code is contained in a movie clip that plays an animation on roll over and reverses the animation on roll off. The reverse uses a timer that backs up a frame on the each time event. It works for the most part.
Problem: I tried to use watchTimer.stop(); to end the timer. But the eventListener that tracks timer events keeps triggering which I don't want.
Code: var watchTimer:Timer = new Timer(30); this.addEventListener(MouseEvent.MOUSE_OVER, foldUp); this.addEventListener(MouseEvent.MOUSE_OUT, foldDown);[code]....
I'm trying to create a flash drum machine. I have a template created in illustrator with 16 "pads" and I have 16 exported sounds. At this point all I want is when a apecific keyboard key is pressed it plays a sound.
For example button "Q" relates to "pad 5" which plays "sample5.mp3".
If I set the mouseEnabled property of a button to false, it automatically triggers the MOUSE_OUT (and ROLL_OUT) event.Is there a way of avoiding this? I don't want any events to be active after setting this property. I attached an FLA, also here is the code:
I'm taking an intro Flash and Action Script class and for my final I need to create a portfolio project that contains 5 unique buttons that trigger 5 unique movie clips. I'm having a hard time with this. I've been able to trigger the 1st movie clip with the first button (although I can't stop it) but I can't trigger any ohter movies with any other buttons.
Here's my code: stop();chuck1_btn.addEventListener(MouseEvent.CLICK, playMovie); function playMovie(event:MouseEvent):void
the code below is placed on one frame of the main timeline...it works, but apparently continually triggers the "gotoAndPlay" action over and over again. How can an ENTER_FRAME event be made to play a moive clip such as "staged_kiss_mc" only once?
The playhead on the main timeline rests in this single frame for a while; it would be great if "staged_kiss_mc" were to only play once, when the playhead first enters this frame, rather than apparently repeating continually...is there code to stop this repetition?
I am trying to make a class that plays an animation from code when the user clicks on a MovieClip.I copied the animation from the time line using "Copy motion as actionscript3", and made a class that plays it. However, when I try to add the mouse click functionality I run into problems:
1. If there are several instances of the class on the stage, clicking on one instance plays the animation on that instance, as expected. But if I then click on the other instance the animation plays on both clips.2. Repeatedly clicking on the same instance results in the animation eventually only playing partially, as if the animation got terminated early. This is the case even when I wait until the animation finishes before clicking again.I suspect that this behaviour is caused by AnimationFactory.addTarget getting called repeatedly.
Code:
package { import flash.display.MovieClip; import fl.motion.AnimatorFactory; import fl.motion.MotionBase; import flash.filters.*; import flash.geom.Point; import flash.events.MouseEvent; public class Square extends MovieClip { public function Square():void { addEventListener(MouseEvent.CLICK, playAnimation); } public function playAnimation(e:MouseEvent):void {
I am trying to write a custom class for image loading.
public function imageLoader(url:String, mc:MovieClip):void { loader = new Loader(); loader.load(new URLRequest(url));
[Code]....
I ll get the events in these listeners in the loadImage class. But i want to trigger a function in the calling class or root or stage, when these loader events are fired.