ActionScript 3.0 :: Doesn't Trigger The ImgDisplay Or ImgLoading Functions
Oct 10, 2009
[Code]....
When I run the above, it doesn't seem to trigger the imgDisplay or imgLoading functions(imgLoading was supposed to be progress event, but I changed it for testing).....it seems, the eventListeners are not working
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Jun 17, 2004
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code:
item.onRelease = function() {
myButton.onRelease = function() {
getURL("http://google.com", "_blank");
}
talk = this.txt;
}
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
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Jul 21, 2008
i am trying this withou succes
Code:
curr_item.onRelease = DelegateFD.create(this, generateSubMenu, curr_menu, "submenu_mc", curr_item._x, 225, 1000, curr_item.node_xml);
curr_item.onRelease = DelegateFD.create(this, releaseMenu, curr_item, curr_item.gotoURL, curr_item.pageTitle);
But only the last function releaseMenu is being executed
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Nov 20, 2004
Apologies if this has been posted b4, but I cannot find anything in the search...
I want to trigger functions according to a set condition... what I am trying to say is.....
if ( the value is more than 6 but less than 18) {
do this()// everything between and including 6 and 18 , i want to trigger 1 function......
} else {
do this()
//everything else 1,2,3,4,5,19,20,21 etc I would like to trigger another function
}
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Jan 18, 2004
Sorry if the subject doesn't make much sense but I basically want to perform several if the statement when on movie clip is clicked. an example of an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
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Jan 18, 2004
I basically want to perform several if the statement when on movie clip is clicked.
an onRelease trigger that activates two if then statement that change the frames of 2 movie clips.
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Sep 24, 2009
I build a game that is working great on its own.Using keyboard events enter frame.When i load it in another movie, i cant trigger functions that are mapped on keyboard events.The listener is executed, but doesnt listen.On its own fine, loaded into another movie: no keyb events and from time to time enter frame event errors.I can access the keybard functions AFTER clickin on the movieclip that contains my loaded swf.
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May 25, 2011
After about a week of arduous debugging and restructuring I've finally got my game engine to compile and run without any errors or wierd output. However, my control code, which I've moved almost untouched into it's own class, is failing to function due to events not triggering. It can be found at the bottom of this post, but I had to delete the contents of a few functions to make it fit in the char limit. The functions that are empty, aren't like that in the actual code, they didn't seem relevant to the problem.The important part to note in it is my block of addEventListener lines, flanked on either side by a trace message. Both of those traces fire successfully, so that would seem to indicate that the event listeners are being added fine.
The problem is that no events fire. At all. None of them. Keyboard and mouse input does not trigger the appropriate functions, I've tried traces just inside each of them, and they are never triggered.ctually, one event does fire correctly. The one that runs every frame. That goes perfectly, but the others do not.Is there any obvious flaw in my code that could cause it? Other than this, the entire application runs perfectly, without a single compile error and nothing in the output box except my traces.
Code:
package {
import flash.events.*;
[code].....
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Aug 30, 2009
The problem is that no matter what file name I try to load it does trigger the onLoadError but always the onLoadInit even though the file doesn't exist. Local it's working but not online. Here's the code:
import flash.net.FileReference;
var jpgListener:Object = new Object();
jpgListener.onLoadProgress = function(file:FileReference, bytesLoaded:Number,
[code].....
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May 11, 2009
I'm using Flex and AS3 (I chose Actionscript project) to make a new project. I use Tweener for all my tween animations. Well now I have written a script that when a key is pressed (left or right key) a sprite should Tween to the left or right. Now that's not working...
I've pasted the code here [URL] and I activate the keylisteners (function activateKeys) in another class. Works fine cause it traces everything.
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Aug 11, 2010
I'm trying to get the id3 information from an mp3 being streamed from FMS.I followed the samples I found online and am using the following client-[code]As a note the above code works fine to play the actual file (substituting mp3: for id3:, of course) it just doesn't seem to trigger the onID3 method (I've tried onId3 which is what the samples use).I am also able to view the id3 information from windows explorer and other external readers.The platform I'm ultimately targeting is Flash Lite 3.1 AS2, but I've tried various configurations and haven't had any success.
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Jan 31, 2011
I'm seeing inconsistent ROLL_OVER behavior. I have two movieclips (A and B) both containing an alpha=0 hit area child mc (rectangle contained in a mc symbol with the symbol's alpha set to 0 in the parent). I add the same event listener in each parent A & B:
hit.addEventListener(MouseEvent.ROLL_OVER, onRollOver, false, 0, true);
function onRollOver(e:MouseEvent):void {
trace("Mouse Rolled Over");
}
In parent A, when the cursor is over the hit area as the clip appears (using TweenLite.to(alpha), the listener above triggers properly without moving the cursor. In parent B, I have to move the curosor in order for the above listener to trigger. Moreover, in parent B, when the eventlistener is attached to the hit child mc (as shown above) rather than "this" (parent B), I actually have to remove the cursor from the hit area entirely and re-enter the hit area for the above listener to trigger? The parent mc's are loaded differently. Parent A, which works more reliably (mouse doesn't need to move in order for the listener to trigger), is pre-loaded and made visible (.visible = true). Parent B is rendered on the fly in the timeline and is a child of three levels of parents/grandparents...
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Feb 7, 2008
[URL]Did u notice that the video automatically became fullscreen if the mouse doesn't move for a specified time.How can trigger a function if the mouse doesn't move for sometime?
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Mar 12, 2010
i have designed a gaming kiosk app in as3i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse eventseverything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the fingeroutside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os.for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card.in my app, a button will change to the down state only if i touch it and also move my finger slightly.
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Mar 13, 2010
i have designed a gaming kiosk app in as3.i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7. the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse events. everything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the finger
outside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os.for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card.in my app, a button will change to the down state only if i touch it and also move my finger slightly (click events - down and up - are triggered fine).shouldn't the MOUSE_DOWN event trigger exactly like how a TOUCH_BEGIN would in the new touchevent class?
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Jan 7, 2010
Lately I changed Flash CS3 for CS4. In older version classes written by me worked fine. However, in CS4 I have serious problem with them. Compiler states that part of my functions and vars are undefined, which is not true. I tried everything - changing name of class, functions, moving class file to different directory, removing package. I even counted { to check if they have pairs. I'm really out of options what can cause those errors.
Here are error given by compiler:
1120: Access of undefined property mnChangeMan.
1120: Access of undefined property ChangeManSliders.
1120: Access of undefined property ChangeManInput.
[Code]....
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Jun 27, 2011
Lately I changed Flash CS3 for CS4. In older version classes written by me worked fine.However, in CS4 I have serious problem with them. Compiler states that part of my functions and vars are undefined, which is not true. I tried everything - changing name of class, functions, moving class file to different directory, removing package. I even counted { to check if they have pairs. I'm really out of options what can cause those errors.Here are error given by compiler:
Quote:
1120: Access of undefined property mnChangeMan.
1120: Access of undefined property ChangeManSliders.
[code].....
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Jan 7, 2010
Lately I changed Flash CS3 for CS4. In older version classes written by me worked fine. However, in CS4 I have serious problem with them. Compiler states that part of my functions and vars are undefined, which is not true. I tried everything - changing name of class, functions, moving class file to different directory, removing package. I even counted { to check if they have pairs. I'm really out of options what can cause those errors.
Here are error given by compiler:
Quote:
1120: Access of undefined property mnChangeMan.
1120: Access of undefined property ChangeManSliders.
1120: Access of undefined property ChangeManInput.
[code]....
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Jul 7, 2011
I'm having a bit of a problem here. As per the title, my flash swf file works fine when tested from the IDE, but when I publish it and open it through the browser, the stage doesn't seem to resize along with the window.I post below a bare-bones example. The "back" movie clip should resize, only it remains at the starting dimensions
Code:
import flash.events.Event;
import flash.display.MovieClip;
[code].....
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Aug 8, 2009
The problem I have is simple: the play and load functions doesn't work in flash CS4 as defined in the documentation: URL...So to speak, I can only define like this: URL...My flash player version on all 3 fla files that I use is set to 10.And now with the GREAT issue I can't set startTime for the video and this is just GREAT.
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Feb 6, 2009
I have been firing a few onEnterFrame functions depending on the users interaction. ie. animations/loading bars etc. Now I have been trying to streamline my code practice, so it's nice and efficient, and most importantly - I get to delete those onEnterFrame functions when they are complete. The way I call my functions doesn't neccessarily delete my onEnterFrames when they have completed their task. Sometimes it does, sometimes it don't.[code]Is there a more efficient way to get this dialogue to work? As if I start using this method to call a progress bar % and it is concerned with 'loading' something, then this onEnterFrame doesn't seem to work properly. For simple animations, it's ok.
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Aug 28, 2009
I'm working on a video player with full screen capabilities. I have the control bar set to tween in and out of the video screen with a mouse event. I'm also trying to position the control bar at the bottom of the screen when it's in full screen mode. My problem is that the control bar doesn't reposition when in full screen because of the tween functions. I'm thinking that whatever solution comes up that I might go in the if statement of the full screen code.
[Code]...
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Nov 30, 2011
I am using Flash CS5 and I have created a large, rarely changing framework that I don't want to be recompiled every time I use it in my projects.I must be doing something wrong because the "auto-complete" functionality doesn't show the names of the parameters of the functions.For example, I have a function:
public class Hey {
public function show(name:String, num:Number, data:Array):void {...}
}
[code].....
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Apr 23, 2010
I'm having some weirdness with a project that I'm doing in IE. Long story short, I've got a basic shell that loads in external SWFs based on user feedback. Once those SWFs get loaded in, they execute functions from the shell (_root) movie. It works great in Firefox, but immediately breaks (no way) in IE. The movie gets loaded in, but none of the functions run.
I suspect it has something to do with security, because, for a variety of reasons, I have to load the SWFs from their absolute location, rather than their relative location. When I test it locally (but loading the movies from their absolute, live location), everything still works, but I get that damn security warning that reads like this:
[Code]....
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Aug 23, 2005
I have an application done in flash- on the main Scene Level, everything has only one frame but I have MCs and the like that are triggered by actionscript.There are quite a few nested functions on the main actions layer as well as an "onEnterFrame" function that reloads XML data in the background, etc... but that is not the problem.
The problem is, that at one point, I am calling a few MCs that kind of close up a section of the page like blinds- and then I want a text to appear ontop of that now closed area... but if I just write...
Code:
_root.TimelineFader.BlendeT1.gotoAndPlay(2);
_root.TimelineFader.BlendeT2.gotoAndPlay(2);
_root.TextAboveTimeline.theMessage_txt._visible = true;
...it all happens simultaneously, of course.I guess I could check for "BlendeT1"'s (or T2's) current frame (since it's an MC)... but how do I wait while that MC runs / until it reached a certain frame? How can I keep the rest of the actionscript in the main function from continuing?
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Oct 6, 2011
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
[Code]...
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Jun 6, 2010
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
[Code]....
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Nov 4, 2009
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
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Nov 25, 2010
Is it not possible to call other functions from generic mouse event functions?
Code:
_root.myButton.onPress = function(){
hide();
[code]......
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Dec 2, 2004
in this example why the values of (12) and (21,39) are lost at the geo and geo1 functions
[code]...
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