ActionScript 3.0 :: Using Falsh CS5 For Event Not Working?
Feb 15, 2012
Iam building a flash event where when you click a button the color of clothing will change colors to match the button - got it to work in 1 button rest will not work now.
I have created a dynamic accordion style navigation button using both Falsh and XML.I have the XML loading at a certain keyframe after the navigation button is fully expanded creating 7 sub navigation buttons which link to a certain website.
The Issue I'm having is when the user rolls off the button the it collaspes but the 7 sub navigation buttons still remain.
The problem is I get Error: Error #2094: Event dispatch recursion overflow. Why does removechild keep getting called if this.parent does not exist? Why doesn't removing event listeners work?
I am a high school teacher who is teaching Actionscript 3.0 for the first time. I am teaching my students how to create multiple scenes to understand actionscipt interactivity. The first scene has a button. The second scene has something happen when a key is pressed. The problem is that the second scene doesn't work. Flash doesn't even show the trace command that a key has been pressed. Keypresses work fine when done in the first scene, but when put in the second scene after a button has been pressed, it doesn't recognize the keypress event.
I am creating a game where you have to use the up and down buttons on the keyboard to avoid movie clips. For some reason it won't register when i press the keys down. Here is my code:
I just tossed this super simple code example into a Flash CS4 IDE frame script, but it doesn't output anything in the console. I'm simply rolling over my mouse over the window, not clicking anything, and nothing is happening. Why doesn't this work as I expect?
I have a list that as an arraylist as a dataprovider.It has an inline item renderer thet has image control. The click event doesn't work for the image ctrl.The code looks like this
I have created a Custom Event, that is fired from a custom component. It should be catched in the main application to change the selectedindex of the viewstack.[code]
I'm using a progress bar component in a movie clip and this progress bar works loading an external movie clip. However, once the external clip is loaded, it seems the "complete" event is not registering with the object listener. This is what I have:
ActionScript Code: this.createEmptyMovieClip("FOB", _root.getNextHighestDepth()); var progressBarListener:Object = new Object();[code].......
The code a little more complicated than this in that there is an array that stores some information and a setInterval command that calls the loadContent function loading each external movie clip. I can past the entire code if necessary.Also the progress bar component is set up as thus: in the main movie (root) there is a movie clip called progressBar. Within progressBar the component resides with a variant name of PB.For some reason, when the external clip is finished loaded, the progressBarListener doesn't seem to be called.
I'm tweening a couple of lines and then loading a loader. I want to wait for the tween to complete before I load in a swf file. The problem is that when I test my code, the tween is still in motion when my external swf file is loading.
I have made a very simple custom event class and have it imported to the main timeline and another class. The problem is I'm not getting an error but it's also not working. Below explains my setup main timeline:
ActionScript Code: import Operator1;this.addEventListener(Operator1.CONNECT_ME, eventHandler); function eventHandler(evt:Operator1):void { trace(evt); }
in another class I import the Operator1 class and dispatch the event using the following (from a button's press):
ActionScript Code: dispatchEvent(new Operator1('hello')); heres the operator class:
I have menu as movie clip that has animation tween,when the mouse over the "Main Menu" button, the menu slides down to show sub menu buttons.menu key frames: - frame 1:
ActionScript Code:
stop() main_menu_btn.addEventListener(MouseEvent.ROLL_OVER, overMenu); function overMenu(evt:MouseEvent):void { gotoAndPlay("over");
- frame 2: "over" label and the following code:
[code]
inv_btn.addEventListener(MouseEvent.ROLL_OVER, outMenu2); function outMenu2(evt:MouseEvent):void { gotoAndPlay("out"); }
attached is the fla which has a part of code i am working on for a project.with help of mouse you can draw a circle on the image, but for some reasons the mouse up event does not work. it works fine when the eventlisteners is attached to the stage, but does not work when its attached to the movieclip.also how can i restrict the circle to be drawn only inside the movieclip which is a rectangle.here is the code
Code: const CANVAS:Sprite = new Sprite(); var _dragging:Boolean = false;
I am trying to create what I believe to be a very simplerollover button that produces three buttons that pop up then clickon a button and gotoAndPlay a label. The rollover and pop up I havebeen able to do successfully - however the mouse CLICK event forthe buttons that pop up won't work. I know this should be simple -but I have been struggling with this for days. I am determined todo this using AS3 as I do not see the point in going backwards toAS2.
For some reasons, my soundchannel event.sound_complete is not working. Basically, my class is to import sound into it and to allow use to change their volumes and the speedness of the sound.
This is the tutorial for the speed [URL]
Right now, what I want to do is to auto loop back the song once the song have finished play but I have having troubled doing it.
I'm creating a project with a number of different sections. I've created a index menu with invisible buttons on that takes you to the different sections. This works fine. In each section I wonted a means to get back to this index, so created a index button that is present throughout each section. I've put the event handler in the actions layer on the same frame that the button instance is on (frame 15).
The following function never executes for whatever reason:
function fullScreenRedraw(event:FullScreenEvent):void{ traceTxt.appendText("Ok, I'm in the fullScreenRedraw function"); traceTxt.appendText(" "); if (event.fullScreen){ FullScrn_Btn.visible = false; [Code] .....
Yes, I do have a button handler that when I click on an icon on the screen, it brings the browser into fullscreen (not browser header). So, full screen mode works correctly. It's only the above FullSceenEvent that does not.
1. swf should play if client open it at his end (this will be detected by checking a text file which has variable on the local drive say "C") swf should preload if finds flashvars from HTML file on server by user 3. if both of the above conditions dosent work then swf should not play
I have succeeded some what in this. if i run the file without preloader it work fine. but when i add preloader to it something goes wrong.
I'm trying to do now is to make the application auto click on the first thumbnail,[code]I've been trying to google it and found that maybe I'll have to add an event listener to know when the thumbnail is actually being added to the stage, and just then click on it.I just found out that the code that Ascension Systems provided worked, but it didn't work at first because of a different error I had,the thing is, I'm working with the youtube API, FLVPlayback and such,And Each one of them is in a different movieclip,In the youtube movieclip I added this function:[code]I am setting the player as an object in the beginning of the script like so:var player:Object;
I am working on a AS3 only project in Flex....I tried to listen ENTER event when use clicks enter/return in my textinput box....but it seems not working well...I did try using TextEvent.TEXT_INPUT and it worked fine but not Component.ENTER.
quick question regarding the TextEvent:LINK.It stopped working recently when I switched my interface and I'm not quite sure why or how to fix it.I have a movie clip which contains a text area and a scroll handler. 3 of these are added to my interface, although only 1 at a time is active in the display, depending on which tab you click.
All of that works fine, but once I change the chat object (textfield and scrollbar) in the display, it seems to stop working, and I'm not quite sure why. I'm not creating new instances all together, just adding and removing from a parent clip upon clicking different tabs.
what would be or could be causing this? As far as I can tell nothing is over or obstructing the clip containing the text field and scroll bar. The scroll bar actions work fine, which is next to the text field, however there seems to be no action going on as far as clicking links in the text field.
Edit - Textfield is selectable, I know they need to be for the event to work.
I have 7 images, 6 of which are hidden, and they're all stacked on top of one another. The Goal is to click the top one, make it disappear, and make the one below it appear. the subordinate layers need to be invisible so that the glow doesn't interrupt the glow above. Im not certain, but the imported images were converted to symbols as a Movie Clip, not a button, but i don't know if a button would still be able to maintain a layer filter...
Code: //Create only one visible layer to avoid overlay problems (Indigo - Red) Purple.visible = true; Indigo.visible = false; Blue.visible = false;
I have a class called OfficeGame, which is working fine, except in that class I instantiate a class called OfficeSchmuck which is the character of my game. The problem being that the character is not responding to my event listeners which tell him to move. Here are the two classes:OfficeGame.as