Project: Reading text from XML document Text scrolls up, pauses, then automatically scrolls up and off the screen Text content changes to the next node.
Scene Level: I have a movie clip named "symbol headline" (see attached screenshot)
Within the MovieClip: I have 2 dynamic text boxes: headlineText and contentText (see attached screenshot)
The Problem: Everything works GREAT except there is a slight difference between the TIMER in the ActionScript and the frames in the GUI. That means that after 3 or 4 iterations, the text starts changing before the motion tween is done.
My Idea: Instead of using a timer in my ActionScript, can I create and Event Listener that listens for when the movie clip starts to replay? If so, HOW ?
I'm trying to find a function that will repeat my Rotational tween function. I found the yoyo() function to be what i want to do but i don't want the tween to change the rotation to CCW while originally moving CW. Basically i want the animation to move CW at a steady rate continuously.
I'm using the following code at the moment, i'm not too sure if this is the most suitable code for this situation, maybe im off track.
From my thoughts, i assumed that i would need to put the stars function in a onEnterFrame to repeat the animation and change yoyo() to continueTo() function. or maybe some sort of if statement in the stars function?
ActionScript Code: import mx.transitions.Tween; import mx.transitions.easing.*; var stars:Tween = new Tween(ring, "_rotation", Regular.easeInOut, 0, 360, 4, true);
I am trying to detect the press of the function key f4. It works find in publish mode on my pc with keyboard shortcuts disabled.Once put on the web the f4 key opens the address bar of Explorer. How do i detect the keypress of F4 do do actions in my flash movie.[code]
How do I do a onRollOver detect without using the onRollOver function? I have a movieclip and when it's rolled over I have it zooming using the AS2 tween function. In that movieclip there's a form with fields, and if I use the onRollOver function on the movieclip to zoom, the whole movieclip becomes a button thus preventing any input into the form fields. Is there an alternative I can use? I tried using hitTest, but it keeps looping itself unlike the onRollOver function that only runs once.
I am working on a Flash project, it has a module, that will play some video and display image as advertisements, and I set a listener that will trace when the video is playing, if the playing ends, and listener will do something.
[Code]...
if the image-sliding never shows up, everything is just fine. if the image-sliding shows-up, the advertisement module will get stuck at the video's end, and that will only happen to my own video.if the advertisement module get stuck at my video's end, then I can click the progress bar to get the video play again(no need to replay the whole, just a few seconds is ok), and then the advertisement module will continue to work correctly again.
I have a game and i use function gotoAndStop in actionscript to play frame "moving" in my character game.And in this frame have movieclip. How can i detect when movieclip inside frame "moving" end ?
I need to create an animation and provide some results of the move function at the END of the animation. However, i am not able to control the output till the move function is completed
I tried the isPlaying- that doesn't seem to detect that the animation is completed... so continues to output resukts before the animation is complete
sample code I tried
private function mvbut():void{ var mv:Move= new Move; mv.xFrom=Math.random()*300;
I have website I am developing and I have an intro SWF that I have placed the following AS 3.0 code in the last frame to call the Jquery function "trigger" ; or I might be able to detect the end of the movie and then fire the function.
PHP Code:
import flash.external.ExternalInterface;ExternalInterface.call("trigger")trace ("the movieEnded");stop();
how to detect the call of a function in the plugin Auth.Is there something like getNotifyAction?The idea is to read the username and password of the connection. Serverscript already did but I need to do it with a SQL database so I use the Plugin. helpvar connection: NetConnection = new Conecction ();connection.connect ( "rtmp: / / 127.0.0.1", "username", "password");
I need to create a splash page type thing. It needs to play a flash movie and then when that movie has finished show a full screen image using html/js. THe movie will be flash and the image display will be javascript powered.
I'm using the tweener class but I'm not sure how to accomplish what this. What I'm after is to pan the object "img" to one side, than pan back, and repeat.[code]...
But what would be the best way to run the check on the first tween action, fire the second when the first it done, and repeat the whole thing when the second is done. Should this be a while loop? Or some kind of event listener?
I have a movie clip which is brought on to the stage by a tween function called introTween. After the introTween has finished, it has an eventhandler inside it which calls on 2 new tween functions to start. These are tweenX function which contains the myTweenX tween and tweenY function which contains the myTweenY tween. these functions loop round to keep the movie clip floating along the bottom of the stage. The movie clip can be dragged by the user. The problem I have is that when the user drags the movie clip during the introTween the dragIt function is called (see below) and when called its looking to stop the myTweenX and myTweenY tweens. However, because the introTween function hasn't finished, and thus hasn't called the tweenX and tweenY functions...then the dragIt function can't find myTweenX and myTweenY to stop(). how I would go about solving this problem? Is there some sort of IF condition I can put in the dragIt function which looks at whether the tweenX and tweenY functions have started or even the myTweenX and myTweenY tweens have started?
i've defined a Tween object within a function, and i want to control that tween from another function.
This is the basic way i have the code set up currently:
// Define the function with my tween: function updateSlide() {
[Code].....
Now i'm sure it's not working because it's not within the same function, but what would you do to make this work? Some sort of global variable or global function? I'm not used to working in AS2, or with programming in general
I have been trying to assign tween function in an array through a loop in as3.I have 20 mc on stage, the instance names are obj1, obj2 and so on.I want to assign a tween function to each of them, the function looks like this :
Actionscript Code: function startTween(e:TweenEvent = null):void {xTween = new Tween(obj1, "x", None.easeNone, obj1.x, Math.random()*20, 0.2, true);
I've got a tween which is called using an ENTER_FRAME event listener, as I need the movieclip to constantly tween until it's selected. However, the tween isn't very smooth, it's very jumpy and I'm guessing this has got something to do with the ENTER_FRAME event being constantly called. Is there a better way of creating a smoother tween?
Here's my code...
ActionScript Code:this.addEventListener(Event.ENTER_FRAME, ballFloat);private function ballFloat(event:Event):void { var myTweenX:Tween = new Tween(this, "x", Regular.easeOut, this.x, randomXBoundary, 10, true); TweenX = myTweenX; }// end of ballFloat function
I have a .fla with 5 pics on my timeline and using tween function to roll them from bottom to top, what I need to get those images random from o folder or something.
I have a number of cases where I have a tween happening in ActionScript, but I would like it to happen after a delay from the event that triggers it. At the moment I'm creating this delay by having a tween that does nothing (eg. an "_x" tween for which the start and end points are the same) and then using tween1.onMotionFinished = function(){to create the one I really want. Is there a way to create this delay more neatly?
I have a movie clip which is brought on to the stage by a tween function called introTween. After the introTween has finished, it has an eventhandler inside it which calls on 2 new tween functions to start. These are tweenX function which contains the myTweenX tween and tweenY function which contains the myTweenY tween. these functions loop round to keep the movie clip floating along the bottom of the stage. The movie clip can be dragged by the user.
The problem I have is that when the user drags the movie clip during the introTween the dragIt function is called (see below) and when called its looking to stop the myTweenX and myTweenY tweens. However, because the introTween function hasn't finished, and thus hasn't called the tweenX and tweenY functions...then the dragIt function can't find myTweenX and myTweenY to stop().
Any ideas how I would go about solving this problem? Is there some sort of IF condition I can put in the dragIt function which looks at whether the tweenX and tweenY functions have started or even the myTweenX and myTweenY tweens have started?
ActionScript Code: private function dragIt(event:MouseEvent):void { this.startDrag(); this.parent.setChildIndex(this, this.parent.numChildren-1);
I want to put a function in this movie that allow me to make visible a tween function after some frame, for example 100. Here is the file; i'd like to make visible the page of book after 100 frame. So, how i could make it possible?
I changed the startframe with the currentFrame command in order to run the function from the frame that its triggered. I dont wont to put limits on startframe by defining it into the code. The clip starts playing normally. Normal speed. In about the middle I want to change it speed. So (according to the code) I just have to place the cursor on the clip in order to trigger the function (it could be with the clip of a button). The thing is that everytime that the function is triggered the clip starts -not from the frame that it was triggered- but from the beggining.
thatBall.play(); var mc_playrateChange:MovieClip; function framerateF(mc:MovieClip,framerate:int,currentFrame :int,endframe:int):void{ mc_playrateChange = mc; mc.timer=new Timer(1000/framerate,endframe-currentFrame); mc.gotoAndStop(currentFrame); [Code] .....