I'm having problems designing the AI for a fighting games thats meant to have 1 player and 3 enemies. I programmed everything at once really carefully so I thought it would work without errors, I thought wrong. So I'm hoping this is down to lack of knowledge rather than lack of skill. So each of the enemies use an enter_frame listener that calls a method doAI. doAI() looks a little something like this
Code:
function doAI(evt:Event):void{
var x:String;[code]........
So I don't know what the computer keeps doing, but it almost seems as if its doing both doThis() and doThat() really fast. I don't know if the problem is creating methods inside the enter_frame listener or if it keeps creating new variables (x and y) every frame, but I need all 3 cpu characters to be able to do this without me creating a different method 3 times for each of them. If you don't see anything wrong with this shall I upload the real code aswell as a link to the swf file and how they behave?
I'm attempting to use the ENTER_FRAME event listener in order to change the text value of a field every 60 frames..I have the strings I want rotated out in an array that is being referenced in the if/else statement The movie doesn't even error out, it just doesn't work.
So I have an array of eight mcs arranged in a circle around a larger mc and I want to make it so the user can click and drag any one of the mcs in the array and it will cause them all to rotate around the larger center mc. I can rotate one clip around using an ENTER_FRAME listener but since I want them all to rotate and not until the user clicks and drags.
Key Listener I did on Flasg-8 stopped working properly after I re-published them in Flash CS3 In particular reloading the clip on pressing A still does not work, although it used to on Flash-8. The relevant bit of code is:
Whenever I remove an event listener to a button then that button no longer works. Does it cause memory leaks to not remove these listeners.....come to think of it I have about 30 eventListeners that I cannot remove otherwise the application ceases to function correctly. Is my application a memory black hole? How should i proceed with garbage collection?
TypeError: Error #2007: Parameter listener must be non-null.at flash.events::EventDispatcher/removeEventListener() at project1_fla::MainTimeline/btnName()
I have a movie clip (with instance name rectangle_mc) on the stage. Within this movie clip there are two separation animations on the timeline. The ROLL_OVER animation starts on frame "over" and the MOUSE_OUT animation starts on frame "off." If I roll over the movie clip, the initial animation plays, and when I mouse out the other animation plays to restore it to it's initial state. However, once the rollover animation has played once, it will not play again when I roll over it again, but for some reason the MOUSE_OUT plays every time.
I am having a weird problem with scope/reference. I am using a loop to preload a number of thumbs in one go, I am creating a different listener for each one on the fly and then passing event handlers for each one of them. This should not be difficult using a loop, but somehow I cannot access the the parent object on my listener and therefore I can't do much with my thumbs after they are loaded.Here is the relevant segment of my code. myThumb_mc is a temporary variable that does not exist when the loop finishes, you can copy and paste this code to test it though. It should work to that extent. (you'll need an image1.jpg to be in the same directory)
Code: var myThumb_mc = _root.createEmptyMovieClip("myThumb_mc", _root.getNextHighestDepth()); myThumb_mc.clipLoader = new MovieClipLoader(); myThumb_mc.clipLoader.loadClip("image1.jpg",myThumb_mc);[code].....
The code above works, but it does not look nice and it cannot be the right way of doing this. Long question short, how can I access the parent of a listener from a listener object? ._parent does not work.
I have a one-frame .fla with script on one layer and a movie clip on another. The movie clip has an instance name of "titleBar," which moves from left to right using dynamic tweening.The tween code moves it from an X position of 200 to a X position of 820.Then I have a function called "xChange," which waits for titleBar's X value to be 820. Once it does, I'd eventually want to load an external swf but I'm just running a trace for now.Again, Here's the code.
I was wondering, why does weak references does not work fro Enter_Frame and Timer? I mean, when I add any event listener on an object for those events I must remove them later, that is annoying! I use this:
When I lose reference to objects with these events (removeChild or null it) the event continues to happen and the 'myevent' func continues to be called :/Am I doing something wrong? What would be a good solution for this?
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
Here is the code: //Classes import com.greensock.*;
I am using the ENTER_FRAME function with Math.random to animate / simulate a random number range, as you might see in a digital voltmeter for instance.
the range goes from 12.0 to 12.9 and works good, but my problem is that i need to slow down the rate at which the numbers change.... A LOT.
Is there anyway to do this without slowing down the whole timeline???
Currently my AS is confined to the digital volt movieclip.
This is what i have:
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_1); function fl_EnterFrameHandler_1(event:Event):void{ var newVal:Number = 12 + (int(Math.random()*10)/10); volt.text = newVal.toString();}
I am trying to save memory and space. So instead of using the Timer for my application, I was thinking about using my main loop (ENTER_FRAME) to keep track of time that passes. Is there anything wrong about this ??
I have built this web site [URL] and in it I have a scrolling text. If you go to "about" or "process" you will find a scrolling text at the bottom. On the test (if you hover over it) there are 2 arrows and if you click on any arrow the text will move one line up or down. I want the text to move up or down many lines and not only one line. To do this I need to use the ENTER_FRAME but I have tried every thing and I do not know how to do this. I wonder how to add the ENTER_FRAME to my code to be able to move all the lines up or down?. You will find the code I am using now below this text. This code work very well to scroll the text line by line (if any body wants to use it feel free to copy it).
I have a little problem while trying to get a URL on a Enter_Frame event using Flash AS3.I would like to trigger the URL request on the last frame of the movieclip.Everything works fine except that instead of getting the URL once, it keeps loading it all the time.
Result: I get hundreds of web pages opening in my browser.
Here is the code I use:
stop(); addEventListener(Event.ENTER_FRAME,my_function); function my_function(e:Event):void{ var homeLink:URLRequest= new URLRequest("http://www.myurl.com"); navigateToURL(homeLink, "_self"); }
I have all of my different assets on different layers. I have 3 graphics, and 3 blocks of text. I have also 1 more block of text which i want to be shown when the frame loads. When the user clicks on one of the graphics, the text on the screen hides and the correct text block is shown.I have tried two methods so far an neither work. This is my first attempt.
Code: addEventListener(Event.ENTER_FRAME, movieLoad); function movieLoad(event:Event) { leaseTxt.visible = false;[code].....
The buttons now work, but all of the text blocks show when the frame loads, but when i click on of the graphics, the correct actions happen (all text blocks hide, except the one I want to be shown).
I have multimoduled application and I need to monitor when the mouse is moving or not moving on a protion of my swf file.The app is consisted of video player , text part and video list on the right.So I want monitor when the mouse is moving just over the video player not the whole swf application.I have this function
Code: vidPlayer_mc.addEventListener(Event.ENTER_FRAME, checkMouse); function checkMouse(e:Event):void { if (sw==0) {
[code]....
I use vidPlayer_mc.mouseX/Y; property but i doenst seem to work.I need the functionality when mouse moves over video player the playbar on the bottom shows up and vice versa.
Ok so I have a gallery that rotates anywhere from 15-30 images around. Originally I added an enter_frame to every image and performed the movement calculations in there. Now I just add one global enter_frame that loops through an array and moves all the images. Sometimes I notice stuttering. I was wondering if there is a more efficient way to do this. I was even thinking about adding another enter_frame, one that could move say the first 15 or so images, and then the other enter_frame would move the rest, that way one enter_frame wouldn't have to do all the heavy processing because the other would share the load, now that I think about, was it more efficient to have an enter_frame on every image, it was just a thought that went through my mind and I wanted to throw it out there, I'm curious to see what everyone will say.
I'm trying to move a movieclip on each ENTER_FRAME by changing the x-value and it seems like x-values below 1 isn't accepted. Am I doing something wrong or is that simply the way it is? Because if it is, is there any work-around to make the clips move slower than += 1 without changing the frame rate or using a Timer?
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