ActionScript 3.0 :: Why Does A Flash Movie Whose Frames Were Just Cut & Pasted On A New Frame Act Funny When Tested
Sep 15, 2011
Why is that whenever I cut a frame, clear the frames in a timeline, paste it in new frame then test the clip, the whole thing starts to act funny?I just don't understand why that happens - it's supposed to run smoothly though it's on a new frame, right? Is there a way to maintain the movie clip when tested though some frames were cut then pasted on a new frame?
if I want to play/test only 30 frames of 100, is it possible to hear the audio that just pertains to those 30 frames? Or is this only possible, IF the audio segment STARTS WITHIN those 30 frames?
i have a 15 frame movie in flash cs4i have a bg layer comprised on inanimate movie clips (so that I can apply drop shadows to the objects)i have 4 layers of animated movie clips that have imbedded bone animations. when i say imbedded i mean that when i double click on them, i can access the bone animation. (i did this so that I can hold the bone animated object in a movie clip that i can apply a drop shadow)i have a hotspot layer that is a transparent rectangle so that when the user moves the mouse over this area, the timeline should play and animations startnow here is the actionscript:Frame 1:
stop(); hotspot.addEventListener(MouseEvent.MOUSE_OVER,animate_family); function animate_family(e:MouseEvent):void{
I have faced a very funny problem. My requirement was detection of a MovieClip color. I have used ColorTransform method to fetch the color but failed.Then I went through the getPixel method by creating a Bitmap of the Mclip and then used getPixel method. It is working fine, but whenever I am changing the color of theta Mclip by colorTranform method and then again creating a Bitmap of that Mclip, it is drawing the old Bitmap image again and again.
Is there any solution of getting a color code of a Mc except getPixel?What is the solution of this problem?
Here is my code: You can also check the attached file
I have a short movie which consists of 6 MCs. What I would like to be able to do is to start the movie on a random clip and then proceed as usual playing each consecutive MC. The movie then loops back round to frame 2 thus avoiding the random selector code which sits on the first frame of the movie.I have tried three different solutions of AS, two of which I got from a 2008 posting on this site from CBadger and although all versions work in Safari and v1 & 3 work in Google Chrome on the Mac. None of them work in Firefox on a Mac (the 1st version displays but doesn't randomise and v2 & v3 don't display at all) and I have not yet tested them on a PC.Here is the code that I have used for each version on the first frame in the root:
Array.prototype.shuffle = function() { for (var ivar = this.length-1; ivar>=0; ivar--) { var p = random(ivar+1);
I have a movie clip symbol that is place on my main time line.I want the movie clip to display frames for (x) seconds then go to the next frame.I have a chunk of code that works by itself but when placed into my flash site it is causing some strange problems. Such as navigating to a label (page) prior to the movie clip that has the wait function code, freezes the flash.I am wondering if I need _root or a this in there somewhere.
The reason I want to do this is so I don't have to add a bunch of frames to get the pause time I need.Is there a way to use the code below and not have it cause problems with the rest of my time line?Here is the wait function code
is there anyway to have a button play frames 5-10 on a movie clip inside the current frame, as well as skipping to...lets say...frame 10 of the scene?
i want to create a site where buttons go to different pages, but those pages have animations in and out.so if someone is in one page, and clicks a button to go to another, that page plays the "out" animation while the other page plays the "in" animation.
i've been trying to make a scrollbar and everything works fine, until i have to connect it with the text. theres an image and a title that i want to scroll with the (static) text so i created a movie clip (instance name cafe_txt), and when i wrote the script and tested the movie, i come up with the 1120 error that cafe_txt is not defined.So i changed the clip(thinking that the problem was the scrollbar had to be in the same instance as the text) so that the scrollbar was inside, and i come up with error 1067(1067: Implicit coercion of a value of type flash.display:MovieClip to an unrelated type flash.text:TextField.)
I've tried changing names, double checking that instance names are correct,moving things, changing the text so that its dynamic not static(if the scrollbar is connected to just the dynamic text it works,it just doesnt scroll the full length of the text) here's the code in my stage:
-a container sprite that holds a bunch of sprites being used as buttons (listening to their onMouseOver, out, down, etc etc)
-a class that takes a bitmap snapshot of this container sprite onEnterFrame.it seems that doing a draw of that sprite onEnterFrame and then rolling over a button, causes it to fire rollover and rollout events repeatedly even without rolling off the button! it is definitely the draw that does it because if i comment it out it stops.
I am using Flash CS4. To illustrate, I created a new flash file and added a short tick sound to the library. I set the properties of the sound to export to Actionscript and named the class "overSound". I added a Movieclip object to the stage to represent a button and gave it an instance name of "overButton". On frame 1 of the main timeline I added the following code:
I'm attempting to parse newlines from pasted text from the clipboard into a single-lined TextField. I'd like to replace the newlines with ' ' (or any other delimiter) in the text field and have it submit text with newlines (' ' delimiter would suffice, as that's automatically parsed within my message box already).
This is a snippet of some code I'm working on. Currently I have a mc that you press that plays another mc. That mc that reacts has 5 frames, each frame with stop(); on each frame. I do a normal play code because it lets me play through and cycle back to frame 1 after frame 5 (so if I click the mc it eventually cycles back to the first frame and starts the process over again). If I do a nextframe it stops at frame 5, so that's why I use play.
press_mc click on it and it tells mover2_mc to advance a frame and recycles back to frame one to redo the process.Can I tell press_mc to play and skip a frame or to have it play a list of frames that I tell? I can't do a _currentframe +2 because it'll halt at frame 5.
I have no understanding of even the most basic concepts, put it that way. Anyway, so I have 2 test boxes, one that is static and one that is dynamic. I made the dynamic one first, and on the same frame, I put the AS: var random:Number = 100; What I do know is that flash now recognizes that whatever dynamic text box with the variable label of "random" is a number. The output should also be a #, and when you test out the movie, a 100 should be in the dynamic text box that you just created, even though you don't see this on the stage before testing. So I tested it out, and sure enough, a "100" shows up. Next, I put another text box that is static, and I typed "test" in it. (Without quotes) The two text boxes should have no relation, but when I tested out the movie again, only the "test" static text box words show up, and the 100 in the previously created text box is gone. I've tried moving the text boxes to different places and changing variables and such, but nothing works, as far as I know.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
I have 5 different buttons for the navigation on my flash website.The first page is on frame one.When you click on any of the 5 buttons I want it to play frames 10 - 15 before moving to which ever frame the button 1-5 corresponds to. So:
Click on button 1 > plays frames 10 - 15 > Goes to frame 20 Click on button 2 > plays frames 10 - 15 > Goes to frame 30 Click on button 3 > plays frames 10 - 15 > Goes to frame 40 etc
Download the attached file and test it. Wait a few seconds, maybe 10-20 sec, and then se the a bug appear. It looks nice, but why? I was just playing around with lineTo and then i saw this... What do you think ?
I guess its some kind of random array.. but i dont know how to form it, need it for game(dont want same frames repeat its stupid ) And only specific frame numbers(i have motions between specific frame numbers).
SO I am working on animating a 20/fps sprite (an SCV from Starcraft 2). The animation is 1 second long, and thus 20 frames. I have made a sprite sheet in photoshop, and have each frame as a separate layer. I import the PSD into my library and have it convert the layers to "Flash Frames". I get each frame nicely tucked away as a layer in my library. Problem is, it gives an ugly white border (about 1 to 2 pixles thick) around my sprites, making it look like I did a terrible crop job. However, the crop job is fine (I can change the background in the PSD to black, and the cropped sprite frames look perfect! What have I done wrong or need to do?
No matter what I do, my transitions won't work as expected. I'll explain the issues and then place the code at the bottom. There are 4 States in my application.
goButton is present only in "State1" and "State2". State1 and State2 are nearly the same, but the y property of the goButton is diffrent in each. So I've made a little transition that moves the Button back and forth. Good so far.
However, both "State1" and "State2" can also be Transitioned to "State3". But there's no goButton in "State3", so I've used the <s:Fade> and the <s:RemoveAction> effects to get rid of it.
I have a swf that loads in other swf files and interacts with the loaded swfs, everything works great when I hit ctrl-enter to test movie from from flash, but if I go out and doubleclick the generated swf on the harddrive at first it appears to work correctly, but some of my class methods do not function properly, or throw errors claiming there are null object references. If I compile to an exe file instead of swf it works fine as well.I am nearly 100% positive this is not a code related issue, as I said the only time I run into the problem is when I doubleclick the generated swf to run it.
I have a movieclip that contains two frames, each frame contains a different set of buttons.
it seems that i cannot add the event listeners to buttons that are not in my current viewed frame.
so.. problem one: is there a way to add event listeners to all the elements in the movieclip even if the elements are in a different frame.
problem two: after I added an event listener to some elements in current frame and then I move forward to the next frame and go back to the same frame, all the event listeners are removed and i need to initialize them again. is there a way to resolve the issue without the need to re-initialize the event listeners ?
I was thinking of adding frame on top of my home poage to give users better navigation with a meun on top.But how do you make when you press the button in flash the hyperlink will make the frame at the bottom or specific frame page to change?
I created a drag and drop quiz following an online tutorial. It worked fine. Then I made a different one. I cut and pasted the code from the working file into the new one and changed the names of the movie clip instances. When exported (control +enter) I can pick up the MCs I want but I can't drop them; they just stay stuck to the cursor until I click on another MC. I have gone through the code and I can't find anything wrong. It just doesn't work I'm stumped. Here are the working and not working versions:
var counter:Number = 0; var startX:Number; var startY:Number;
I have a flash movie, which has two frames and constantly loops. On the first frame I have set my variable, and on the next frame I make it add 1 to that variable. Thing is, the variable is currently being set to "0" on frame one, added one, then set back "0" again as it goes back to the first frame. Is there a way, without adding extra frames to set a variable on Load but then to not set it again?
My actionscript is like this: Frame 1: count = 0 Frame 2: count +=1
I am working with ShockWave flash ActiveX in c++ builder 2010 IDE and my program show ads (swf files) that will be loaded by .ini file that I add the path to each movie. When the number ads increased I have decided to write a method in c++ builder to play each swf movie consequently. As different swf movies have different number of frames, duration, and speed (FPS) I am going to create a method that track all swf information and will control playing swf file via TTimer.
[Code]...
How to find out how long the movie will be played (in seconds) in order to set timers interval???
I have two files one is called tween_start.fla and the other is called tween_end.fla I am trying to create a motion tween where the animation begins at tween_start.fla and ends at tween_end.fla Each file consists of 7 shapes (it's a tangram if you're curious). At frame 10 of the tween_start.fla timeline I right-click on each layer and do Insert Blank Keyframe. Then I go to tween_end.fla click on a shape and do Modify>Convert to Symbol. Then I go back to the timeline for tween_start.fla, right-click on frame 10 and do Paste Frames or Insert Keyframe. If I do Paste Frames with all of the symbols I've created in tween_end.fla then the shapes end up stacked on top of each other. If I do Insert Keyframe it doesn't insert the symbol I've just created, instead it just keeps the same shapes that were at the first frame of tweet_start.fla. So how do I insert the symbols from tween_end.fla into the tenth frame of tweet_start.fla and then execute a motion tween between the frames?
I'm using Flex to generate text that will be copied to the clipboard so a user can paste a grid into Excel. For instance it might generate the following text which can be copied into Excel:
I have some columns that contain numbers that should be considered text, for instance they have leading zeros that shouldn't be removed. How do I set the formatting for these columns so the leading zeros don't get removed in Excel?
I have a flash movie with about 350 frames, each frame is a mixture of text and between 1 and 10 images, later on I might add some download file links, website links and videos to some of the frames. I have a menu at the top of the movie which lets you flick between each frame, so by clicking the menu button "image 20" you are taken to frame 20, click menu button "image 135" and you are taken to frame 135 and so on, very simple. I also have 2 buttons at the bottom of my movie, these buttons let you go backwards and forwards through the frames. If you are on frame 50 and click "forward" button, then you go to frame 51, click the "back" button on frame 50 and you would go to frame 49.
At the moment I simply use Actionscript Code: on(release) { gotoAndPlay(4);} Which of course would take you to frame 4.
My movie has nothing else, that's it, very simply and very little action-scripting on each button. At the moment my movie just flicks between each frame which doesn't always look very nice, so I want to change it so that the frames do a slide effect. So if you are on frame 15 and click the "forward" button, it would slide from frame 15 to frame 16, so as frame 15 slides to the left hand side, frame 16 would slide in from the right hand side. Or, if you were on frame 21 and clicked the top menu button "image 320", then frame 21 would slide to the left hand side and frame 320 would slide in from the right hand side.
And it would do the slide animation seamlessly and smoothly, I saw some examples online which didn't look very smooth when doing a slide, so it would be good if I could make it as smooth as possible during animation. I have search around online and the only examples I can find are image galleries, which seems to have action-scripting far beyond my capabilities at the moment, or they work in a way that is not any good for what I want to do. I use action-scripting 2, but I could change this to action-scripting 3, I am also using CS4.