ActionScript 3.0 :: Displaying Movie Clip Symbols On A Timer?
Nov 15, 2010
I have 7 movie clip symbols which i would like to become visible using a timer.I would like to be able to make them appear one at a time, to a time of my choice after a 'start button' has been pressed.When the start button is pressed another movie clip already plays as a back ground.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I have two jpeg images that are converted to movie clip symbols. When attempting to scale one from zero out to infinity (zoom out look), I apply the classic tween and the image zooms out above the top of my document window instead of going straight out. Is there something I can troubleshoot to fix this? I belive the registration point on the symbol is in the center, but how can I confirm?
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
I've been going over several tutorials and whatnot and I'm confused on the point of movie clip symbols and motion tweens. To me using the other tweens and symbols are "easier". Can someone explain to me why they're so beneficial to have been added to CS4/CS5? Except I understand that movie clip symbols can be adjusted using the 3D tools but is that the only difference?
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I have created a movie clip consisting of about 27 dots named 'timer', I double clicked on 'timer' and animated it (making one dot disspaer every 15 seconds). My problem is that at the end of this animation I want it to go back and play a frame on the outside scene.
i.e. from the 'timer' editing scene (the one you get to when you double click) I want it to gotoAndPlay (103, "Game") - The scene the movie cliip is in.
I keep getting an error saying that it cannot locate Scene Game.
I have been working on a flash game for the past couple days and it is my first major game so there have been alot of issuesI think I finally have everything figured out with a few exceptions , they are.1. The movie clip that serves as my pop up window is popping up behind all my moving icons.I need it over top of them obviously.2. I need to figure out a simple way to pause time while the pop up is up and resume time when it disappears.3. I need to add about 5 seconds to the game clock when the user shoots a question mark so that it appears as though the clock was stoppedonClipEvent (enterFrame) {if (_root.time == 30) {_root.speedz = 9;_root.intervaln = 30;}if (_root.time == 10) {_root.intervalz = 10;}if (_root.time ==0) {_root.gotoAndStop(3); }}
I have a movie clip that when you rollover starts to animate. however i don't want to rollover. I need it to play every minute. Is there a code that i can use instead of having a really long animation.
I want to display MovieClip "Loading" while loading an XML File, but something went wrong and MovieClip is displayed on the screen after the XML is loaded.the main idea is:when the Test object is added to the stage I call loadQuestions function
ActionScript Code: private function onAddedToStage(event:Event):void { event.target.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); loadQuestions(); }
it should display movie clip "loading" and load xml:
ActionScript Code: public function loadQuestions() {
[code]...
This code doesn't work as it should, because while xml is being loaded there is no MovieClip on the screen(it appears after to load is completed) [URL]
I've been animating with flash for a while but I've recently wanted to get into game programing. I've learned a lot in the past month and I'm trying to create a fairly simple point and click adventure game with some basic stats and scoring. I'm facing a somewhat simple problem and I'm not sure how to get it to work in AS 3.0.
At the beginning of the flash I've established my variables to keep score while exploring the game.
var Health:Number = 1000; var Day:Number = 1; var EXP:Number = 0; var Money:Number = 1000;
What I'm trying to do though is set up a movie clip with menu options that, when clicked, brings up a screen that displays those stats as well as a couple extra menu options. What I can't figure out to do is how do I display those variable inside the movie clip.
When I create a dynamic text field and place "info_day.text = String(Day);" i get an error unless I create a variable within that movie clip. And when I do that the variables in the movie clip are not affected by the chances of the variables in the main flash.
how do I have the variable in the movie clip to accurately display the variables established in the main part of the flash?
Why won't my movieclip show? I am not getting any error messages and have used to trace to make sure there are no problems but the movie clip still doesn't show.Class A calls a function in Class B.This function creates a movieclip with a basic graphic just for testing.[code]
is there any timer function in flash to load a movie clip after a certain time elapsed? like we can adjust the time when it will load and when it will disappear
Im learning actionscript using the tutorials here so im more interested in learning *how* rather than just getting it done.
Ive come across a problem on something ive been trying to do. Ive been trying to make a 10 framed movieclip appear at the mouse position and play continuously. To do this I have a two framed loop.
Here is my code. Circle_mc is the movie clip: ----------------------------------------------------- //this is the name of my function and what it has in it. CreateAtMouse = function () { Circle_mc.duplicateMovieClip("circlecreate", 2, {_x: _root._xmouse, _y:
It's easy to share bitmap data between multiple Images: // target and source are instances of the mx.controls.Image class var content_copy:Bitmap = new Bitmap((source.content as Bitmap).bitmapData);target.load(content_copy);
But how to do the same thing for movie clips with vector grapics? The only way I've found is to load movie clip using byte data of another movie clip as the source.
target.load(source.content.loaderInfo.bytes); But it actually duplicates the content.
I've been trying to find an elegant way to display MovieClip symbols from a Flash 9 swf in a Flex app. I am rewriting my old game ChipWits (google it) and have a bunch of graphics which I need to repeat for walls, floors... All the graphics are in Symbols with auto-generated classes (coffee class for the coffee symbol).I have it working in a very inelegant manner by putting named instances of each of the Symbols on the stage. In Flex I call a function in the swf's Document class that moves the symbol to 0,0 and makes it visible in the swf:
private var mc_Item:MovieClip = null; public function showInstanceInSWF(itemName:String):void { // If it has the property draw it[code].....
and then to take the MovieClip and addChild it in my app outside the loaded SWF.This has me pulling my hair out. I am breaking my swf's up so there is one symbol in each, but again this is very kludgy.
I have this code here to count down every 10 seconds and load an external random movie clip. It works once, but I would like to have it start the timer again-
code:
displayTime = 5; function countDown() { displayTime--;
I'm updating a game in a Flash, using Actionscript 2 (what it was originally built in). It's a quiz game with different categories. At the end of each test is a results page showing their score for each of all the categories; each score being saved and displayed each time it's brought up. I need to have a print button added to this page, which I was able to do with
And labeling the frame of what I want to print #p. This works, but the drawback is, I can do that on each results page frame for each category; the error that results from multiple frames labeled the same thing, 'causes the dynamic text fields displaying the score to go blank when the print button is clicked. Even if it didn't, it would still print all of the frames with that label, printing multiple copies of the same results screen. Initially I planned to tie all the quizzes to a single results page; one results page, one results frame, only one frame with the #p label, and is the only thing printed.
The problem there is, I need to be able to have a back button that goes back to a point in the category the user just finished; so they can take the test again if they want, or take another part of the test in that category. So my idea was to put all of the dynamic text fields and the print button, inside a movie clip. All the text boxes have maintained their names and have embedding enabled. All of the actionscript, on any level of that frame, has been placed accordingly into the movie clip - and yet the dynamic text boxes will not populate with the score like they do outside the movie clip.
Worst still, the print button wont work at all inside the movie clip. Clearly I'm missing something, but I can't be that far off base in thinking this would work, am I? If I can make the movie clip show the results and work the print button, then I can use instances of the movie clip in as many frames as I need, but the only place the script or label for the print button will exist, is inside the movie clip. This is the script for the button putting the data into the text fields.
Question: i have to make an animated header for the web site. several seconds it's going on and is stoped with action script command stop(); but i need one elenment inside flash-header continue animating like here: [URL] a rolling logo in upper left corner of header. If somewhere the answer has already been written - it would be nice someone write a link to this source.
Whenever I link a set of movieclips together with the bone tool which are inside a containing movieclip, and also set the type to "runtime" instead of "authortime", I get this error when published.
"Runtime symbols with skewed matrices should be wrapped in a movie clip" What does it mean? I need the type to be set to runtime so I can use scripting with it..
I have been trying to create a countdown timer but i cant seem to get the time to display, the first time i tried only letters where displayed instead of the number and after playing around now I only get the :'s (between the numbers) to display and the occasion '0' appears?[code]...
I created a game in AS3 using a tutorial written for AS2 but I can't get the timer working correctly. The game contains 3 frames, a start screen, game loop, and end screen. the timer starts on frame 2, and counts down (tested this with a trace). When the timer reaches 0 I want to go to frame 3 which is the end game screen but my code isn't working.
var fl_SecondsToCountDown:Number = 30; var fl_CountDownTimerInstance:Timer = new Timer(1000, fl_SecondsToCountDown); fl_CountDownTimerInstance.addEventListener(TimerEvent.TIMER, fl_CountDownTimerHandler); fl_CountDownTimerInstance.start(); theTimer.text = String(fl_SecondsToCountDown); [Code] .....
I have been trying to execute functions in a sequential order, but I am totally stuck, and I dont know what else to do. I basically want different movie clips to be faded in and out, but one after the other... just like a movie intro with the name, stars etc.. text fading in, text fading out, etc etc... Maybe this is TOTALLY retarded what I am trying to do, but I didnt want to do the classic motion tween in the frames, cause thats just too tedious, and on the other hand I want to learn AS3.0. So here is the code, I am fading in the first movieclip, and displaying/delaying it with the timer function, so it sits on the screen for 4 seconds, until it fades out and stops. Problem is that both clips act the same, and I dont know how to delay //text 2 (clipTwo).
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
My SWF file plays properly, but if I open the file in After Effects the movie symbols don't play. Changing the movie symbols into graphic symbols works but then of course I lose my filters. I would export straight to MOV from Flash but that brings up so many other glitches. Basically I am looking for a good way to get video from flash.
I've created 5 different movie symbols that move a graphic symbol across the screen at various speeds. I want to create a movie that will play on continuous loop with the graphics moving across the screen with each symbol being generated in staggered time intervals. What I want to avoid is having the stage clear as each loop completes and the next one begins. I've tried to stagger by entering the start times of the movie symbols by entering them at different frames on the timeline, but as soon as the last frame plays, the whole screen clears.
Im able to link to a movieclip inside a movieclipUnfortunately one of the movieclips now are a scrollbar and scroll. Now the actionscript isnt working?cal.onPress = function() {gotoAndPlay(2);message1.contentMain.message.total = unit1;