ActionScript 3.0 :: Why Cannot Tween Be Repeated Again
May 24, 2010
I've created a movie clip. This movie clip contains a strip of images put together. I use actionscript 3.0 to tween it into position every time a arrow button is pressed. The green space is a mask so it can't be seen until it enters that space. I am only focusing on the right arrow button at the moment. Heres an image of what I mean.
I've made each tween 15 frames long and when it gets to it I have a stop();
on the 15th, 30th, 45th, 60th and 75th frame as there are 5 images in the movie clip you can see above. This code is on every 15 frames
stop();
Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1);
function mouseDownHandler1(event:MouseEvent):void {
gotoAndPlay(16);
}
On the next frame after every 15 frames so the 1st, 16th, 46th etc. This code is on the frame to tween it into place.
import fl.transitions.Tween;
import fl.transitions.easing.*;
var myTween1:Tween = new Tween(Pictures1, "y", Strong.easeInOut, 18, 173, 20, false);
This all works and everything is fluid until the end of all the frames which is frame 75, on the last I make it have this script.
stop();
Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1);
function mouseDownHandler1(event:MouseEvent):void {
gotoAndPlay(1);
}
This is so when the right button is clicked it goes back to the beginning and it all starts again. The problem I have is it won't work anymore, it keeps playing the same tween over and over when I click the right arrow.
I've created a movie clip. This movie clip contains a strip of images put together. I use actionscript 3.0 to tween it into position every time a arrow button is pressed. The green space is a mask so it can't be seen until it enters that space. I am only focusing on the right arrow button at the moment.
Heres an image of what I mean.
I've made each tween 15 frames long and when it gets to it I have a stop(); on the 15th, 30th, 45th, 60th and 75th frame as there are 5 images in the movie clip you can see above.
This code is on every 15 frames
stop(); Right_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1); function mouseDownHandler1(event:MouseEvent):void {
[Code]....
This is so when the right button is clicked it goes back to the beginning and it all starts again. The problem I have is it won't work anymore, it keeps playing the same tween over and over when I click the right arrow.
I'm an interior architect at a small architecture firm and I have been tasked with updating the firms website. I have no prior experience with flash, but have been able to learn enough to update all expcept for the portfolio section. For some reason, when I add three additional frames to the portfolio gallery timeline, it repeats the previous three frames before playing the new three. This happens only when I publish the file, when I run the timeline and view it on the stage everything appears fine.
In the resultHandler of an HTTPService call, I have assigned a repeating node to an arrayCollection. Inside that repeating node are other nodes that sometimes repeat and sometimes do not. For instance, here the option node repeats inside options.
I am making a demo where an object is moved around the screen with a line tracing its movement. The speed of this noticeably slows down over time. I tried it both with an enterFrame and by setting an interval. I imagine it has something to do with the graphics class vector drawing and garbage collection. Here is a simplified version for demo/testing. If you run it you will see the line drawing slow down over time. Is there a way to achieve it without the slow down?
I read somewhere of a technique where you use the bitmap data class to draw on a stage-sized bitmap.(I've never programmed the bitmap data class before).
Here is the code:
code: var lineX:Number = 100; var lineY:Number = 100; var deltaX:Number = 10; var deltaY:Number = 10; var lineDrawing:MovieClip = new MovieClip(); this.addChild(lineDrawing);
as you can see you have these type tags (either on page level, or sub page level).what i need is to find any repeated values (regardless of level) and append counter to those which repeat.So in this example 'corn' repeats 3 times, 'tomato' 2 times.I want this values to be changes in:
I would like to be able to click on various items within my movie clip, with each clip producing a new duplicate that can dragged around, independent of the original item or other duplicates.
I have a PHP script returning a list of variables to flash. The variables are named something like this:-
photo1 photo2 photo3 price1 price2
[Code]...
How can I create n number of identical movieclips with say three dynamic text boxes in each to show the three variables price, photo and modelnum but will vary with the value of n for each one.
I wrote the code below to convert timeline-animated movieclips into bitmaps to improve performance.The only problem is, I have created a loop to draw each frame of the movieclip over 300 times. The bug I am experiencing is that when the function BitmapMC is run 314 times, I get the error: "ArgumentError: Error #2015: Invalid BitmapData."It seems as if Flash is running out of memory or something, but I can't figure out what might be causing this problem.
Is there an alternative to draw() that I could use? I'd like to use copypixels, but of course I have to draw the bitmap first before I can do that.Incidentally, the animation I have converting to bitmap has 30 frames, so in total it is drawing about 9,340 bitmap images before it crashes.Each bitmap image is 78 x 125.5 pixels.
Right now, I have a gallery with many different thumbnails each individual movie clip symbols and not button symbols and each movie clip has a rollover and rollout function assigned to them which are all basically the same for each thumbnail.
Following is an example from a small section of the gallery thumbnails.
The above shows two groups of thumbnails grouped into individual movie clips (web01, web02, web03) each movie clip containing 3 thumbnails (btn04, sub04_1, sub04_2). I had done it this way for grouping and ease of animation.
I was wondering if it was possible to create just one function which executes the rollover and rollout functions so the script window would not be filled with so much repeated script.
I have a function which makes a call to the server to load some financial data. This data is then displayed in a grid. In order to keep displaying the latest data I keep making this server call (every 30 secs). I'm using a Timer object to do this. The problem I have is that I have to wait 30 secs when the application starts for financial data to be displayed, what I'd like to happen is that the load data call is made, then start the update timer. Is there a way to set this up or shall I use to data load calls, one to get the initial data, then one to get the updates, which is made every 30 secs?
I am stuck in improving the performance of repeater. I have repeater(recycleChildren = "true") with a custom repeating component in a pop up window. The problem is when I close the popup window it does not destroys the instances of repeater item. When I repeater the popup window profiler show the instances count as: reptur.dataProvider.lenght + the instances that were there at the time of closing the popup window.
So the memory shoots up & not release as I close & open the window.
I have an event firing that shows progress in a video:
[Code]....
What I'm trying to do is to send a notification to the server every five seconds, to indicate progress. I can round the seconds down to nearest integer using Math.floor. Then I can use modulus to get every fifth second. What I'm not seeing is how not to send a repeat for (e.g.) 5, since 5.02, 5.15, 5.36 etc. will all qualify.
ok, so i am doing a tutorial on external text sheets, but i cannot seem to implement the same code into my current project, it just doesn't seem to work.Its strange because im not getting any errors, but it still doesn't work.This is the example code:
Code: var loader:URLLoader = new URLLoader(new URLRequest("my_text_file.txt")); loader.addEventListener(Event.COMPLETE, completeHandler);
i am hoping that one of the bright sparks on here can help me to get something working correctly.i have a movie that has a number of mc's that have sounds relating to them - when the mc is clicked, one of a number of library mp3's should play at random. each mc has upto three associated sounds.
at the moment the tunes play on click but sometimes repeat - i need to ensure that each plays a different sound in any given order. this is the script that i have on the mc's to define the playing of a sound - in this instance the "playexplosion" is the call for the sound and it uses the vars/array to call the specific mp3 (explosiona/explosionb etc.
[Code]...
is there something obvious that i am missing in that script? or is there a line i can add to tell the mc to not repeat until one of the other mp3's has been played? it is driving me nuts at the moment - and should in theory be straight forward enough, but in practice it is not that easy
Simple. Take the array [4,6,6,7,8,8] for example.we have the number 6 and 8 twice.Isn't there a method to return this array like: [4,6,7,8] ?or, how can I push this number into the array only if they are not pushed yet?I tryed to make a loop with condition to check if the numbers was already there, but I had no bliss.this is my code now:
HTML Code: meses = []; arquivos = xmlData.firstChild.childNodes[0];
I have a counter that counts each time a special event in a game occurs.The code looks like this at the end of several movieClips' last frame:
[code]...
The problem is sometimes events get repeated, and though I don't mind if the event happens again, I don't want the repetition to count as a new number. I want it to count once and only once.
I am creating a driving game using the following method to drive the car forward: if (Key.isDown(Key.UP)) {speed += 1;} I also want to call a function when the key is pressed athough if I add a function call the function gets repeated as long as the key is pressed and I only require it to run once?
I am building sort of a slideshow that features a counter. Everytime the countdown gets to 0 it should go to another frame RANDOMLY and start itself again. So far, I was successful at that using a Math function [i.e. gotoAndStop(Math.round(Math.random() * 5)+1);]. However, i needed the random function to include UNIQUE instances, so that it would not go twice to a same frame. Everywhere I looked for I was told that the way of doing that was creating an Array.
However, it all worked with the Math function and now that I have an array not only it doesnt work but I get a runtime error, an ArgumentError: Error #2109: Frame label 0,2,3,1 not found in scene Scene 1. It's like it cannot find the source of the randomiser function. How did this happen and, how can I make it work and still obtain a unique randomised order?
I've just joined if you haven't noticed and wanted to express my admiration for all the skills on these pages and links. Much inspiration has already been delt on my humbled mind. Visit the file in question here
1) on this dude's site, Beyond the Pixel, he/she's got the style sheet repeating a trend gif. I created one myself and have got it working on my htm file. Problem is, I want to be able to get the htm repeated image to seamlessly blend into my swf file. How did BTP do it? I assume I need to estimate the pixel distance (the repeated gif I'm using is 5x5 pixels) then absolute place the swf file using proper css placement code. Then I'd just start that same gif in flash on the movie's edge and repeat it across the movie (x and y). I think I'm right on the former, but feel that I'm being to simplistic in the latter.
2) I followed this tutorial on preloaders. Got it to work, even managed to get it to load vertically and change the size of the loadBar. Problem, and it may not be on true publishing, but when I test the movie, the preloader does its deal but right before it goes to frame 3 to display a ND picture, a little green box pops up in the upper left of the frame. It does this every time. I'm using Flash MX '04 on a G5.
I'm developing a touch-screen Flash application for a shoe store, and it runs fine initially, but slows down toward the end of the day. I've been diligent with removing event listeners and so on. I've now narrowed the problem to be very specific - it's one section of the application causing the problem, and one part of that section:
- I have a main movie clip which contains the animation, which itself contains 5 nested movie clips, each with their own timeline. All movie clips have a stop action on the final frame. images are transparent PNGs with outer glow "filter" - the issue is not with performance as such, but with CPU increasing over time. Each time you play the clip, there is a small amount of CPU usage that 'sticks' and doesn't get freed up. What happens is that if you play the movie clip many (MANY MANY) times, then eventually it starts to slow down. Mac's Activity Monitor shows that the idle CPU usage is increasing slowly, over many times of playing the clip. It's insignificant with each play, but adds up over time.
You may be inclined to say: oh filters effect CPU, so it will be slow - but it isn't slow until it plays many, many times. Initially it's fast. I've uploaded a .zip with .app and .exe versions of my problem section. There are two files of each type: AutoPlay.app (& .exe): plays the problem clip repeatedly (I've just removed the final 'stop();' frame), so you can leave it open and come back in half an hour to see it slowing down. ClickToPlay.app (& .exe): Plays the problem clip once when you click the 'play' button, so you can click several times, let it return to idle, and verify that the idle CPU usage is in fact increasing.
Making a random number between lets say 0 and 99 is relatively straight forward using the Math.random class What is the best way to create 100 unique random numbers from between 0 and 99 where no random number is repeated?Would I make a random number, chuck it into an array then the next random number created is checked against the array, and if the number has been created before try for another number?
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.