ActionScript 3.0 :: TweenEvent Dispatches Not Always Happening
Feb 3, 2010
I found this post on the Actionscript.org forums about TweenEvent dispatches not happening consistently.
I've come up against a similar problem in the past. The first thing to check is that the Tween instance does not go out of scope. For example (this is pseudo code).[cod]e...
My class is dispatching 2 events. One event is captured by another class, and the second event not.I have 2 classes. Class1 creates an object of Class2 and calls a function to load an xml. When xml is loaded class2 dispatches a Complete event. This event is listened by Class1 and then it calls another function of Class2. When the second function executes completely Class2 dispatches second event. Now the problem starts. Class1 is not able to capture this second event. Whereas while dispatchEvent is called from class2, it return true as a notification that the event is dispatched successfully.
You got an eventlistener for an object that can dispatches events in intervals of 0.2ms.And if the eventhandler would need 0.5ms for his operation, what would happen? (listener and handler are in the same class).Would the last event overwrite the event before? In my case, I get some data from a xmlSocket, and I thought, that some datastrings can come in quicker than to work it off in my handler.
i have an rtmp folder with videos,I am trying to do a seamless change to next video using nestsream play2 method.have tried using the fast switching of NetStreamPlayTransitions. SWITCH like below.[code]The problem is the switching is not happening.offset=-1 is supposed to be fast switching. The idea is to make a seamless transition to the next video.if we dont use any transition method or use opts.transition = NetStreamPlayTransitions.RESET;its the same as not using any. It just switches normally.RTMP is supposed to provide a relatively faster transition, i am looking for a seamless option .
In my game, if the ball hits the winBox, you get a Win message. The problem is that the ball bounces, and it might hit the box repeatedly. How can I prevent the message from happening twice per session?
if (simContacts.isCurrentContact(winBox,gameBall)) { // Won.
If you draw a movieclip (with a 3d rotation on it) to bitmap, eventlisteners will always dispatch rollout and rollover for that movieclip (on mouse over). A solution could be to set the matrix3d = null ,draw, and then apply the original matrix3d, but I can't do this in my project 'cause all clips is a 3d object to a parent 3d object that gets drawn to a bitmap every frame.
To see the bug, copy this example code into the first frame on the stage (CS4 flashplayer 10). var bmp:BitmapData = new BitmapData(100, 100); //setup a dummy bitmap var bmpContainer:MovieClip = new MovieClip; bmpContainer.addChild(new Bitmap(bmp)); var box:MovieClip = new MovieClip; addChild(box); [Code] .....
Overview: The code giving me the problem is deployed here: [URL] The problem I am running into is that a certain sequence of actions (I don't fully understand how or why) is causing my calls to invalidateDisplayList to fail to produce a subsequent call to updateDisplayList. What I know is that during this period, some other visual effects will fail to occur (such as changing the width of a component or the addition of a new child).
Example: The program below draws two columns of horizontal lines. The column on the left is drawn during commitProperties, the column on the right is drawn during updateDisplayList. A certain sequence of actions can cause the right column to stop updating.
To trigger this bug: First add a new item. Now hit the start button and a bar starts filling up. If you press the add row button, the right column and the filling bar both stop growing. The left column continues unfettered. The extra component won't appear until the last line of the if statement in TEComputeRow.tick() doesn't execute for a frame. Click on the stop button to halt the execution of the block inside the if statement in TEComputeRow.tick() and everything goes back to normal.
Am I right in thinking this is happening because it's still trying to execute actions that were happening in frame 1 (fading in of movie clips using transitions) when it goes to frame 2? If so, how do I stop these actions so this error doesn't occur?
I've got a situation where I have 7 movie clips -- 7 buttons.. when you click each button, the corresponding movie clip slides in -- and the previous movie clip slides out....My issue is, if the user clicks (for example) button 2 --- but before the clip is done "tweening in" clicks button 5 -- the clips get all jacked up... not sure how i would say -- "hey.. if a user clicks a button, and there is a tween going on -- wait until tween is complete"and here is my "click function" for each button -- of course this is only the 1st button.. but you get it..
Code: Select all // SET THE CURRENT CLIP var currentClip:MovieClip = slide1;
How do i wait for the entire document class to load before a custom event dispatches.....my problem is it dispatches before the class with the listener is envoked by the "main" document class
I have question about eventListeners been overwritten in a ENTER_FRAME event.I have an event that gets called on ENTER_FRAME which is creating a new twn every time but the tween is been saved in a temporary variable.The tween also adds a listener every time for the MOTION_CHANGE event.Does this MOTION_CHANGE event have to be removed every time so the events don't build up or are they garbage every time a new tween is created.Here is an example of a snippet of my code. Obviously there is many ways to do this but my code is setup this way for a larger reason.
I'm making a Flash website. I've got a TweenEvent, and after that, I want Flash to show me a different screen (keyframe, labeled "een"). What command should I give then?
I'm not sure about the bold line. Which command do I give instead of the WhatToEnterHere, or do I have to do something completely different?
I'm trying to get the clip on which the tweenevent was applied when TweenEvent.MOTION_FINISH is triggered. evt.target is always in the scope of the event/tween and never about the clip.
function X { switch 1) tween1 -> on tween finish launch onTweenFinish(); 2) tween2 -> on tween finish launch onTweenFinish();
[Code]....
results in: ReferenceError: Error #1069: Property name not found on fl.transitions.Tween and there is no default value.
What I want is to process all three tweens in a single function, but I need to know which tween it was. It is of course possible to make three separate functions, one for each tween, but that is just not proper.
I have a simple jukebox section on site and need a preloader, to let the user know that something actually is happening when they click on play, and wait for mp3 to load. What is best way to create preloader based on the code I am using (which is as simple as can be!) here is the code:
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: ActionScript Code: var tweens:Array = new Array();
I have an interesting problem here that I can't figure out. Here's the problem: This code works:
[Code]....
As you can see, I want the object to move in the x direction, then once it's done that I want it to move in the y direction instead of just doing both at once and going diagonal. One thing that is "interesting" is that the trace still spits out the word to the output window. But the object in the end has only moved to the x destination and never gets to the y.
I've got something like this: Tweener.addTween(captions.getChildByName("captionL ine_"+i),{x:0,time:5,transitio n:"linear,onComplete:ready}) function ready():void{ trace("Ready!") }
How do I have to alter this, so that I can trace the name of sprite on which the tween has been applied to? Some kind of event.target.name stuff, but how would the syntax need to look like?
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: Code: var tweens:Array = new Array(); var aryObjects:Array = {mc1,mc2,mc3,mc4}; function someFunction():void { for(var i:int = 0; i < aryObjects.length; i++) { [Code] .....
Is it possible to access current mc the tween is moving through TweenEvent here? If not possible, how would I pass the current object in the loop to the function? I had one idea of creating a function within the addEventListener line and passing both the event and current object, but it is not working for some reason. Code: tweens[i].addEventListener(TweenEvent.MOTION_FINISH, function done(e:TweenEvent){tweenFinished(e,aryObjects[i]);}); I know that Tweener or TweenLite would work well but I want to do this without using them.
Has anyone seen the issue with the progess bar, when uploading on a system running Windows 7.The progress bars show 100% immediately as the upload is happening, and the site looks like its frozen out - but its not, the upload finishes and the onComplete event is fired! So the upload is working, but not the progress bar.I am not even sure who's problem this is... is it MS, or Adobe
Trying to put some event listeners for the "resize" event, evidence suggests that the only object dispatching "resize" event is the stage, right? Moreover, since it is at the top of display list, the event does not travel anywhere else but to the object that registers a listener directly?
I want to load as many bitmaps as are in a folder, looping back to the 1st when I run out of files. I've modified code I found elsewhere for the error trapping, but it doesn't work. Instead of getting the traced 'Errorhandler: ' + event, I get 'Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.' in the output window.
I have some simple script that has 2 "movie clips". What I want to do is to start moving the second movie clip at the same time when the 1st starts moving. (both start moving at the same time) I tried the following script but it never works: