ActionScript 3.0 :: DispatchEvent Triggers Function In Timeline?
May 4, 2010
I am trying to adapt to AS3, and I am new to writing packages. I have my external .as file, and in there I have a bunch of functions. I need to call a function written on the timeline.I realize I need to use dispatchEvent, but I'm not exactly sure how. In the package, I currently have:
Code:
public function autoNextPict(e:TimerEvent):void
{
I have a few external audio clips in MP3 format that I bring in to my SWF by creating different Sound Channels for them. However what I would like to do it when the end of the MP3 file is reached, it will dispatch an event to make the playhead on the main timeline move to a certain frame.
How can I get a function triggered by multiple triggers? For example, a function that is normally triggered by a condition but also needs to be executable independently with a mouse click.
I have a flash movie with a dynamic loading textfield formatted in html. What I'm looking to do is format (using a tag?) the loaded html code to have a hyperlink (<a href?>) gotoAndPlay(2) or perform other functions.
if I have a class I load, import com.pixelator;//import explosion class In my movie I want to run a function when it finishes and dispatches the event below. How do I do that? here is the code from the class
PHP Code:
function completeHandler() { dispatchEvent(new Event("PIXELS_DONE")); }
I have a button that triggers the function addToBet on a card game and doesn't allow the textfileds to show any larger number but I can't top the clips with the coins I'm trying to attach. The function showBet keeps running.
So I have a Movieclip with a Listener listening for MOUSE_OVER, and on mouse over it triggers a function ToolTip.
[Code]...
which triggers the tooltip function but the problem is that... when the mouse is clicked on MC2 showToolTip works fine.. but when I mouse_out of MC2 it runs exitToolTip function from MC shouldnt it run exitToolTip only when you mouse out of MC? how do I make exitToolTip run only when we mouse out of MC rather than MC2 ...
I'm using FLCS4 (AS3) and I've built a very basic site, simple pages on various frames. Three of the frames/pages contain video components that auto-play a flv clip.What I'm asking is it possible to know when the video clip is finished and at that point display a button.(So the user cant proceed forward until the video clip is finished playing){captive audience, so to speak}Anyways, is this possible, if so; how do I approach it?
I'm tyring to do something a little complicated and I was hoping for some expertise I'm using a timer which triggers a gotoAndPlay after 5 secs. It works fine but I am now trying to work out if it is possible that if I press a button I would be able to stall the timer. i.e the goToAndPlay only happens after 5 sec otherwise the it is prevented and the the timer goes back to zero.
I know its a bit difficult to describe but I have attatched the .fla to help you see what I mean.
I have four movieclips on a stage that when you roll over any of them it triggers another movie clip on the stage to play from a certain frame.In this instance plaz is a movieclip, mcTher is the movie clip I am trying to get to play through its animation.Here is the code for one of the clips the others are nearly identical.
How do I use the counter to trigger sprites? Need an example or idea to work from. I want the number values to load sprites. The value of the counter goes to a text field. I want each number value to have an "if" condition to play a sprite of a corresponding number.
How do I build a scrollbar that listens when certain text is at some Y position and triggers certain animations(MovieClips to play or stop)? I was using this code but is not so responsive sometimes works and sometimes no.
import com.tis.utils.components.Scrollbar; var s2Bar:Scrollbar = new Scrollbar(aboutMC.about); s2Bar.name = "ScrollBarMc";
it loads an external .swf file and is supposed to play it. I've added an event listener to run when the file is loaded. The function it calls moves the video to the bottom most layer so the buttons still show and then plays the file. The problem is the event listener never triggers.
Im currently using AS3 code with some javascript integrated into it which allows me to open an image in a popup window which is the same size as the image. The problem im having is that it triggers pop-up blockers and becomes an inconvieience to the audience. Ive seen pages where it doesent trigger the pop-up blocker - and am wondering how this is done.
I asked a friend of mine, he didnt know either - but assumed it might have somthing to do with emulating a pressed CTRL key.
I have this code that works for a normal hit test that triggers a mc animation in and out. But if i want to add more than one it just plays the last in the chain of events.
Basically I want to have something pop-up, and stay up on when the mouse moves to a side of the swf, but it re-animates the pop-up motion when the mouse is moved even after it is on one side. Here is the script I wrote for it: (left_motion is the mc that has the animation.)
onMouseMove = function() { if (_xmouse <= 300) { left_motion.gotoAndPlay("up"); trace("mouse is on the left");
[code].....
So what I'm wondering is, how do I have the pop-up animation happen only when the mouse has changed from the right to the left, and vice versa (sides determined by the x position of the mouse).
I want to create a game in which you need to drag and drop three correct items to a target area. When all three correct items are dropped, the game should progress to the next part.I've tried searching for on this, but I don't know what exactly I should search for (ie what terms, keywords)
if I put a TLF in my FLA, doesn't matter where, the project compiles but as soon as it runs triggers errors that are not related to TLF at all.It doesn't find a linked class apparently. A class which has nothing to do with TLF. I remove the TLF (in root, anywhere I put it no difference) and the project runs again.
I'm design a project for touch interfaces and on my project I have a scrollpane with scrolldrag = true and the source is a sprite with buttons.My problem is that when I drag my scrollpane the mouse click event on the button is triggered. How can I easily prevent this from happening?
I was wondering inside faultHandler how I'm able to identify what message causes the error. As it seems there's no way to get the reference to the original message.This is the code snippet how the message is constructed and sent.
private function sendMessage():void { var message:AsyncMessage = new AsyncMessage(); message.body = userName.text + ": " + input.text;
Not sure if this is the best option but thought maybe if I could use an eventlistener that would save some time. I am loading an XML file once a second and want there to be triggers if specific values are in the XML so far I have this:
I am getting an unexpected behaviour when using the onRollOver event with a movieclip.The onRollOver behaviour is initialised after some animation. This allows me to hold my cursor over the movieclip. When the initialise function adds the onRollOver event function to the clip, it triggers, even though my cursor is already over the clip and a nice animated glow is added to the movieclip. This is good and the behaviour I want.
onRelease the movieclip I call a disable function and this sets the onRollOver event function to null. After some more devestatingly good animation, I reuse the initialise function to reset the onRollOver event function to react again. This time, if my cursor is already over the clip when the onRollOver is initialised, the onRollOver does not fire.
Code:
function wsInitNodes():Void{ wsCurrentNode.onRollOver = function(){ // Do groovy animation stuff };