ActionScript 3.0 :: Allow Animated Switching Between Lots Of States?
Jul 22, 2010
We have made a simple button class that extends MovieClip, the purpose of which is to allow animated switching between lots of states. So far so good. Then we extended the simple button again to allow for a text field and resizing hit area. Still all good. Finally we extend our label button into an application specific type that alters the button's background image in a certain way. Everything seems pretty simple, right?
Now for the problem: it doesn't perform any gotoAndPlay actions.It should be jumping to labeled frames, the traces of the target labels come out correct, but the playhead never moves. Looking at the application using De Monster, it seems that each instance of the button is missing all the properties and methods of a MovieClip.I realise that this is all a bit vague without showing any code,what might cause the debugger to report a lack of properties or why gotoAndPlay might be blocked
I have a email form in a custom component that is put in the main application when switching to the email state. When someone searches something it will switch back to the search state. But when the person eventually goes back to the email state the contents of the form is still there. I tried doing a creationComplete and running a function that makes the fields have no text such as email.text = ""; but this doesnt work.
I have been tyring to export an animated banner, in animated.gif format. it's a simple animated text with no gradients. it should go on top of a graphic which has some gradients and is multi-coloured and with effects (the colours are similar to the one/i used in the page) as you can see here the text looks a bit funny.url...
Am I completely hallucinating or what ? That's several years I'm working with Flash, and today, i want to do the simplest animation ever, and it just doesn't work....I want to mask an animated clip with an animated mask (a shape animation), but every time the mask arrives at a keyframe, the clip restarts to the frame 1 !!I added a piece of code to see at which keyframe it is blocked, and at every mask keyframe, the code says 'TypeError: Error #1009: null property..
I have around 400 sounds in my flash file.Is there anyway to go about using them with having to instantiate them all.I will be storing them in an array.
var sound1:Sound = snd1; var soundN:Sound = sndn; var mySounds:Array =[sound1,soundN....];
I already have linkages in the library as sound1,soundN,etc
How would one go about this ?say you have a number of input text fields. and ppl feed their orders in.
big mac = 5 mc chicken = 2 lg coke = 0 fillet of fish = 0 cookies = 0 sunday = 2
then once they are done it shows thier order..... without all the menu items.
big mac = 5 mc chicken = 2 sunday = 2
To do this I was going to attempt to have an if statement for each item.if there was an item ordered a dynamic text box would be created at _x _y...... then add 10 to _x. (to move the next one down the stage)
if there was no item ordered a dynamic text box would not created.then the next item would be created further down the page as _x was increased with the last menu item created.
I'm a game developer and I have been (trying) to optimize an engine I'm making for my game. So far I have done almost every code trick there is (almost, because I'm not even close to be a professional programmer so I don't know how to do this perfectly )The game is working very smoothly now, I'm impressed, but its still generating some issues with MovieClips. When I load a new map, it loads up a movieclip that contains all the ingame objects (Screen). Inside, I add all the enemies, player and map elements I need. After that, I sort the index of the objects inside it by their position on Y.
While this works fine (using vector), my problem is that each map has like 30-40 movieclips (like doors, walls, etc), plus the player (another movieclip), plus some objects (20-30 movieclips), plus some enemies (10-40) movieclips... and when I move the camera (following the player), all the flash window area needs to refresh, and generates lag. If I only have the doors, walls and player, it runs ok... but when I start adding the enemies and other objects... Is there any efficient way to work with movieclips? Notice 90% of map elements like doors and walls are a movieclip with only one frame.
I have made a for loop that makes lots of squares by making a fresh graphics object for each square:[code]Is there a better way to do it as this seems to cause massive slowdown as the game gets larger.Like if I use something from the library, I can just reuse it without making it every time (like = new telephone() ).Its like it reuses the image in each instance of the object.But is it possible to reuse in this way with shapes?
Only recently have I understood that onEnterFrame creates a continuously-running program that runs at the same framerate as the movie (until you call a "delete enterFrame). So, if I have a bunch of these running at the same time will I see a big speed drop? I'm a bit leery about using onEnterFrame because of this. Are there any alternatives to this method? I haven't been able to find any (short of putting onClipEvent handlers on movie clips).
I am using FlashDevelop and Flex SDK, I use this to embed things on the swf:[code]Now, I would like to embed more than 100 files (or maybe more!), and doing this one bye one will take long and will be very exhausting Is there any easy way to that easily?
I'm having a hell of a time optimizing my loading sequence for a gallery site I'm working on. This is the way it works:
1. I load and parse an XML containing the URLs to the thumbs and large versions of the photos. - This step is fast and works the way I want.
2. I load the thumbnails in sequence jumping back and forth between two functions - one initiating loading of a thumb, and the other the event handler for that particular thumb which iterates a value, and then calls the initiating function again. I suspect this is where the major slow down happens.
3. When the iterating value has reached the same number as the number of URLs to load, the class dispatches a complete event, and all is well - except so much time has passed that no one will ever have waited to see the content ...
I'm doing an AS2 project with a parent.swf that loads many child_##.swf's. they each use identical buttons and other library assets.tried using Shared Library concept two different ways:
1 - created library.swf and used assets from it for child swf's ... no problem when child is played by itself, but when parent loads the child's, shared assets do not work,
2- established parent.swf as the 'library', and followed the common steps of Shared Library setup, but shared assets did not work. of course, using class files works, but still I need a central place for the graphics ( I'm avoiding having my classes create graphics via draw methods ).
I hired flash developer to make me fisheye menu with a lot of rows and columns, be he just can't make it, he says that it stuck and that it is slow when he tries to make a lots of rows and columns, is there any component in flash that could work with to make that.
I want to create an array of loaded xml for the following:
ActionScript Code: var xmlQuestions:XML = new XML(); System.useCodepage = true;
[Code].....
What I want to achieve is so I can load 5 different xmls and place them into an array. All 5 random xmls will be placed in an array then I wish to trace them
How can I assign the same function to lots of different buttons with different instances names? ie the following function needs to be assigned to all my "correct" buttons. ie, correctansnwer1, correctanswer2, etc etc.
Code: Select allObject(this).mainquestions.CorrectAnswer1.addEventListener(MouseEvent.CLICK,correct); function correct (event:MouseEvent):void {
I've recently created a Super Text Transition class - its pretty much perfect, except theres on thing that niggles me.
It works by splitting up dynamic textfields into many movie clips, one for each letter - but I cant work out how to position the newly created letter movie clips (each containing a dynamic textfield with only one letter in them) in the right way so it looks exactly like the original text would in the textfield.
Im assuming Im not taking into account certain variables - between textWidth/textHeight, _width and _height of the letter movie clips, leading, letterSpacing blablabla. know the variables to use to recreate a text field with lots of letter mcs?
i created a game that has 96 still movieclips and seven more movieclips that basically move horizontally. The lag starts to rise if i add more and more moving movieclips. The game loop just basically, increment the x coordinate of the movieclips, so i don't think i have problems in the game loop.Is it normal the flash will lag once it has exceeded certain number of movieclips??if it's normal, what do you suggest to increase the game's performance?anyway, this is the update method from the game loop:
public function update():void { //cek kondisi untuk melakukan spawn char
I need to add things to the stage and later they get removed, my first flash had a problem because when I removed things from the screen their click handeler didn't get removed, and was slowing the program down.So I've been trying to figure out the best way of making a thing and assigning a click handeler to it that I can remove later.
I've written this as a test piece of code .This basicaly makes 20 circles and adds a click handeler to each that knows which circles been clicked but it dosn't work.The error I get is
TypeError: Error #1006: value is not a function. at test_fla::MainTimeline/addClicks() at test_fla::MainTimeline/frame1()[code]......
Im using an animated movieclip to create a pulldown menu..the thing is that I want to anymate the buttons inside the pulldown as well..so I therefore used a similar movieclip inside the pulldown menu to make this animation
i've been batteling with this for over a week now and i've just been unsucessful. I wonder if someone has got a better solution/theory to solve my problem I am trying to make an online product selection in flash. So the user goes from stage 1 to 6 choosing different options.
The first stage is where they choose the material. I have over 100 different materials to display! I want to put them in a database so i can update it later and also apply filters on the display page, because each thumbnail needs to store the Picture url for thumnail and main picture, the name of the material, the Price range code, the Colour description, pattern description and the material description.
How can i achieve this?! I really have looked high and low for something that stores it on one page and filters can be applied. It just needs to fill a movie clip with as many thumbnails as it finds in the DB, whilst storing the information for each thumbnail. Eventually i would like to add a button below each thumbnail which says 'select this one' which then just sets a variable to the name of the thumnail button they clicked.
I've managed to get a sensor attached to an arduino talking to flash using something called AS3glue. it works, when i set up a trace("leaf") for the contition that the sensor reads 0, i get a printout of the word "leaf". however i want the program to make a graphic appear on the screen when this condition is met, not just trace something.
I'm trying to get the program to generate a library object called "Enemy" on the screen at a random position each time the conditions are met. It's called enemy because I was following a game tutorial...actually it's a drawing of a leaf. Here's the bit of the code which is causing me problems:
I have typical situation where big loop is loading lots of images and its done asynchronous which make browser to frees during loading and I want to make it synchronous but having big trouble doing it. I found this class synchronous loader and it work great but you cant add mouse event listener to loader. Here is sample code:
I am in the making of a isometric level editor, and I have about 15 movie clips with more to come. I want to let people change the color of tiles to what they want from a list of colors, so how can I let them change the color of a tile dinamicly with actionscript so that it changes a tile's color while preserving changes of "shadows"? I mean I have let's say a cube and to make it look 3D I need to change each face to make a feeling of 3D and not a flat one.
We've upgraded our production servers to 3.5.3 on Windows 2008, and now I'm seeing a lot of "NetStream.Play.InsufficientBW" statuses in our client app's log The server is streaming a very low bandwidth live video/audio stream, and the client has more than plenty of bandwidth to play it The stream doesn't exhibit any audio drops or skipped frames, and there are no message drops on the server side We have had clients complaining of random disconnects. Does anyone know why I might be getting this message
I work with Flash all day at work, and I've made a million buttons. But today, I decided to make a few at home for my personal website. I made a rectangle, turned it into a button symbol, and made keyframes on each state. When I tested it, it didn't work. If I go to Control -> enable simple buttons, it works just fine, but either testing it with ctrl-enter or opening up the SWF gives me a dead button with only the up state.
I uploaded the fla. How could something so simple not work?
It was created in flash CS4, but I saved it down to CS3/Flash player 9 for the sake of compatibility.
ive got an image with text pasted on the top. i want to turn into a button as when the mouse rolls over it i want it to go lighter. so i changed it into a button by pressing f8 convert to button and changed the alpha value in the over status, the brightness changed but the text diasappeared.take 2 - tried the same again minus the text, converted just the image to a button but now when i double click it to get the various hit, over down etc stage theyre not there! i tried to select edit but seemingly that just edits the alpha property but not in any particular stage
Well I've got some problems changing the Up, Over, Down and Hit state of my button. For example when I have created 4 of those states, and I just normally save my flash file, the next time I open it my states are gone but when I play my animation the button still works with the correct states (the created Up, Down, etc. states). But then again when I enter my editor to create those Up, Over, Down, and Hit states they're just missing?