I want to have a flash banner start playing once it becomes visible below the fold. When the visitor scrolls down and it is viewable in the browser it starts playing. Is this possible? I'd prefer if the solution was outside of flash but just want it to work. Currently the banner does not replay itself so it is playing to the end before it becomes visible. If it could load or start playing once its viewable that would solve the problem.
I know lazyloader can load images after you scroll down and facebook comments load once you scroll down but could you do the same thing with anything? in particular a flash banner.
I programming a game and when i destroy an enemie, i wan't the game to create a textfield with the enemie's points value that moves and disapears after a while.So when the enemie is destroyed, i create the textfield and ad a tween. Then i ad an eventListener to the tween so the textfield is destroyed when the tween is completed.
Code: var points:TextField = new TextField; var tween:Tween = new Tween(points,"y",Strong.easeOut,points.y,points.y-30,0.5,true);tween.addEventListener(TweenEvent.MOTION_FINISH,delete_txt); addChild(points);
Then the function that deletes the textfield :
Code: protected function delete_txt(e:Event) { removeChild(e.target.obj);e.target.removeEventListener(TweenEvent.MOTION_FINISH,delete_txt); }
It does work most of the time but like once in 20-30 times the textfield doesn't disapear and just stays in the air. I placed a trace in the delete_txt function and the program doesn't seem to get to it when the bug occurs.I'm not getting any error.
How to use motion_finish. the animation i want to make is simple, there is a box on the stage and there are few balls at the top part. when i click on a ball i want the box to come under it and when this motion finishes i want the ball to drop into it. i can make them move at the same time but i can not figure out how to fire the ball animation only after the box is in its right position.[code]...
I'm tweening a couple of lines and then loading a loader. I want to wait for the tween to complete before I load in a swf file. The problem is that when I test my code, the tween is still in motion when my external swf file is loading.
I have question about eventListeners been overwritten in a ENTER_FRAME event.I have an event that gets called on ENTER_FRAME which is creating a new twn every time but the tween is been saved in a temporary variable.The tween also adds a listener every time for the MOTION_CHANGE event.Does this MOTION_CHANGE event have to be removed every time so the events don't build up or are they garbage every time a new tween is created.Here is an example of a snippet of my code. Obviously there is many ways to do this but my code is setup this way for a larger reason.
I'm making a Flash website. I've got a TweenEvent, and after that, I want Flash to show me a different screen (keyframe, labeled "een"). What command should I give then?
I'm not sure about the bold line. Which command do I give instead of the WhatToEnterHere, or do I have to do something completely different?
I'm trying to get the clip on which the tweenevent was applied when TweenEvent.MOTION_FINISH is triggered. evt.target is always in the scope of the event/tween and never about the clip.
function X { switch 1) tween1 -> on tween finish launch onTweenFinish(); 2) tween2 -> on tween finish launch onTweenFinish();
[Code]....
results in: ReferenceError: Error #1069: Property name not found on fl.transitions.Tween and there is no default value.
What I want is to process all three tweens in a single function, but I need to know which tween it was. It is of course possible to make three separate functions, one for each tween, but that is just not proper.
I found this post on the Actionscript.org forums about TweenEvent dispatches not happening consistently.
I've come up against a similar problem in the past. The first thing to check is that the Tween instance does not go out of scope. For example (this is pseudo code).[cod]e...
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: ActionScript Code: var tweens:Array = new Array();
I have an interesting problem here that I can't figure out. Here's the problem: This code works:
[Code]....
As you can see, I want the object to move in the x direction, then once it's done that I want it to move in the y direction instead of just doing both at once and going diagonal. One thing that is "interesting" is that the trace still spits out the word to the output window. But the object in the end has only moved to the x destination and never gets to the y.
I've got something like this: Tweener.addTween(captions.getChildByName("captionL ine_"+i),{x:0,time:5,transitio n:"linear,onComplete:ready}) function ready():void{ trace("Ready!") }
How do I have to alter this, so that I can trace the name of sprite on which the tween has been applied to? Some kind of event.target.name stuff, but how would the syntax need to look like?
How would I go about accessing the object I am moving with a tween through TweenEvent? or is this even possible? I think e.currentTarget will give me the tween object instead of the movieclip it is controlling, but I'm not sure.
Example: Code: var tweens:Array = new Array(); var aryObjects:Array = {mc1,mc2,mc3,mc4}; function someFunction():void { for(var i:int = 0; i < aryObjects.length; i++) { [Code] .....
Is it possible to access current mc the tween is moving through TweenEvent here? If not possible, how would I pass the current object in the loop to the function? I had one idea of creating a function within the addEventListener line and passing both the event and current object, but it is not working for some reason. Code: tweens[i].addEventListener(TweenEvent.MOTION_FINISH, function done(e:TweenEvent){tweenFinished(e,aryObjects[i]);}); I know that Tweener or TweenLite would work well but I want to do this without using them.
I have some simple script that has 2 "movie clips". What I want to do is to start moving the second movie clip at the same time when the 1st starts moving. (both start moving at the same time) I tried the following script but it never works:
I am trying to make an interactive flash application that works by detecting mouse overs and clicks on various buttons/movie clips and then moves to the appropriate part of the time line. But I am having an issue when I use more than one addEventListener in any one frame. I have attached the code for one such frame below. When I comment out the addEventListner and the other code relating to the followBall function this works fine and directs the user to frame Inlet_Valve_Open_Frame but now only the followBall function is working and when i try to click on the Inlet_Valve_Button movie clip nothing happens.
Can someone please help. I have never read all the help files on the adobe flash CS3 as i don't have time and i have built this code up based on examples i have found online. I wanted to include my fla file but it's to big 6Mb. But i have attached the swf so you have an idea what i am doing.
If in a situation, the addEventListener is being assigned more than once for same actionwhat will happen then? Suppose on frame 5 there is ample_btn.addEventListener(MouseEvent.CLICK...... ... and when user navigates the application/site it comes on frame 5 again and again. Will the addEventListener be applied more than once on that button? If yes then what will happen on clicking on that button? will the associated function be called more than once now?
I have made the flash file into CS3 and simplified the idea a bit. Basically I want to click the box on the right to start playing the song and the spectrum and then if I click it again it will stop playing the song and the spectrum then if I click it again it will start playing again ect ect. I could not upload the song.mp3 cause the file size was too big you will have to replace it with another mp3 in the root of the folder and name the mp3 song.mp3.
I want to do something quite simple, but am new to AS3 and the changes since AS2.I want to click a button (play_btn)Then when this happens it opens a SWF (movie.swf) into a placeholder (placeholder_mc) onto the stage. That's it!
play_btn.addEventListener(MouseEvent.CLICK, placeholder_mc); function placeholder_mc(event:MouseEvent):void{ trace("pressed"); loader.load(new URLRequest("movie.swf")); }
I have created a scrolling bar menu. All the buttons in the menu work except for the last two. When I place a trace statement within the function it definitely is listening to all the buttons except for the last two. All instances are named correctly. Can the size of the scroller be contributing to why the addEventListener is not working?
I have this map I'm creating in Flash. You click on a state, then you can click on an icon to view a tooltip/popup of some information. What I was trying to do was instead of creating new functions and event listeners for every different icon is to use a for loop...but it's not going so well.[code]...
I have created a navbar in flash with 5 different movieclips I use as buttons. Each movieclip(button) has a different instance name. Is there a way to use addeventlistener so that I dont have to do soemthing like this[code]...
I currently have a .swf file that is nested into another .swf file. In the parent SWF file I use a UILoader to load the other .swf file. uiLoader.source = "data/child.swf";- In the child SWF file I have stage.addEventListener(KeyboardEvent.KEY_DOWN,keyPressedDown); and when I run it on it's own, it works perfectly; but when I run child.swf through parent.swf stage.addEvent... give me a null reference exception. Is the stage part of what is causing the issue?, and if so, is there a way to fix this?
but when i use this loop, i get a 1006 error, "value is not a function":
ActionScript Code: var buttonNumber:Number; var buttonName:Array=new Array("home","resume","portfolio","contact"); for (buttonNumber=0;buttonNumber<4;buttonNumber++) { buttonName[buttonNumber].addEventListener(MouseEvent.CLICK,route); }
is there something obvious that's wrong with my last line in that loop? i've narrowed it down to the part where I call the array value. but after that - I'm at a loss!