My stage has about 25 buttons on it. Each button when pressed to tweens the background to some random x/y coordinates and then loads an external swf file.This is all working, but the timing is off. How can I wait for the initial background tween to end before I make the loader call to the .swf file.Currently each button's behavior is called on the MouseEvent.CLICK event which calls a function that knows its unique filename.swf. I know you can add the MOTION_FINISH even to the tween event but then I would have to call a new function and lose track of the button that initially called it.
So I read through Kirupa's XML/Flash thumbnail gallery tutorial and have since modified some of its actionscripting to display my online design portfolio. How do I make it so that 'LAUNCH PROJECT' is a link? Here is the modified Actionscripting (I have one of each for the 3 sections):
Code: function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild;[code]....
As you can see at the bottom of the actionscript, I added a gotoURL action, hoping that simply by making <launch> read <launch action="gotoURL" variables="http:url...> that it would become a link. I, however, have had no such luck. Perhaps I have to add something more. How do I make it so that <launch></launch> has the ability to link to an URL?
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:
What I want to do is to remove an item from the array targetArray when the tween hitFade has finished. I added a MOTION_FINISH event to the hitFade tween which calls the spliceTarget function. I wanted to send an argument to the function indicating the targetArray index to splice, but apparently I'm not allowed to send any argument.
how do I send the targetArray index (i) along to the spliceTarget function?
I'm guessing that I could put i into a global variable and use that in the spliceTarget function, but that seems kind of roundabout.
Code: var hitFade:Tween = new Tween(targetArray[i], "alpha", Strong.easeOut, targetArray[i].alpha, 0, 1, true); hitFade.addEventListener(TweenEvent.MOTION_FINISH, spliceTarget);
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.
All it does is tween the x and y positions of a circle and textfield. I've tinkered with it a bit by putting the tween functions in a separate Tweener class and made it accept whatever display object is passed to it. For demonstration purposes, I have it set up so that the tweens occur as soon as the circle and textfield are created. The problem is that I would like the tweens to occur only when they are clicked on. I don't know how tp do this. How do I write _circle.addEventListener(MouseEvent.MOUSE_DOWN,... .) and _text.addEventListener(MouseEvent.MOUSE_DOWN, tweenerIt) so that they are the triggers?
I don't seem to get the dispatch event working when i use atween. I tried before an dispatch Event andthat worked great. My working example:For example i have a class called LoadImageAnd inside this class i have:
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); private function completeHandler(event:Event):void {
If I have a movie clip that resides and plays in one frame, and I want an second (visible=false) movie clip to play on the same single frame as soon as the first is finished... what kind of event to I use? Do I have a frame action inside and at the end of the first movie clip that throws out some kind of event to tell the second to play?Basically, I have a menu (first movie clip) that alpha tweens up, then the buttons (second movie clip) to appear when the first is 100% alpha.
I have an simple animation playing using the tween event, then I have an even listener to check when it's finished. On finish I want the tween to play in reverse. I used yoyo() which half does what I want but this loops, is there anything that will just reverse like yoyo but just stop at the beginning of the tween
I'm loading an XML file with a series of pictures. The pictures cycle through on a timer of about 3 seconds. The pictures load with an alpha of 0 and there is a tween to fade them in. The problem I'm having is trying to tween them back out to a value of 0. (My function fadeOut never fires (no trace))
Here's the code: import fl.transitions.Tween; import fl.transitions.easing.*; import fl.transitions.TweenEvent; var myTween:Tween; var xmlRequest:URLRequest = new URLRequest("imageData.xml"); [Code] .....
I looked at some tween event handler tutorials but couldn't figure out how to get it to work with the below. I copied the tween code and paste it in a frame that has an animated character. I want the character to run across the screen and after the tween is finish I want to be able to jump to a different frame.
I have a programmatic tween (fl.transitions.Tween) on a MovieClip and want to apply a ColorTransform on it when it ends. Basically, the Tween scales an item down to its original size, and I want to know when the scaleX is back to 1, and then trigger the application of a ColorTransform. Is there a way to do that or must I use a timer in conjunction with the Tween?
Here's how I'd like events to unfold:when the first image is completely downloaded, fade it up and start the timer After 5 seconds, pause the timer and completely download the next image. Fade it up and start the timer again Remove the previous image from the stage
I set my fade's alpha to .5 to see if the previous image was being removed, and it was not. What is wrong with my syntax?
I have asked before but that was a week ago and ive changed alot of code. I am still having the same issue of trying to ignore MOUSE_MOVE while a tween plays and then reactivate MOUSE_MOVE on Finish. I have tried timers aswell to anticipate the finish with no luck as if i move some code a error #1009 happens.
I have alos tried motion_finished, if statements and even values with no luck as the code will just not function unless left as below.[code]...
I am using an external 'Animation' class to handle all animations in a project. I would like to register event listeners to listen for tween completion - how do I go about this?
function in Animation class:
Code:
public function SlideOut(target, tx){ var slideTween: TweenMax = new TweenMax(target,.5,{x: tx,y:0,ease:Back.easeIn}); }
[Code].....
Obviously, mySlide.addEventListener(Event.COMPLETE, transitionComplete) doesn't work. I've tried including the name of the instance of tween too but no dice. I could write my own event within the animation class and dispatch it via another function but there must be a more elegant solution?
It seems to be the case that the MOTION_FINISH event fires of prematurely in the Flash Tween class. I've heard that it is not the best tween engine to use, but this seems like a particularly egregious. I am using "Strong.easeOut" for the motion. What are some alternative tween engines that people like?
its a simple 6 thumbnail gallery with coded tweens. Once a thumbnail is clicked then its attached larger image is meant to display on the screen, this seems to only work after the first click of a thumbnail once the image appears then is clicked it dissapears, and this function only used to work once but now it only works twice, exept the second time around the larger image cannot be removed from the stage, could it be a swapDepths issue?here is my code, i have only fully coded the first thumbnail top left. find attached my swf for the file,
but only 1 ball restart back,other 14 ball just stop at there , try paste on action and try you will see what i mean , how i going to make all ball restart back?
I want to launch another app, in a separate window - like Excel or something . I can predict a hard coded path to it - like "c:myappapp.exe". Can AS do this?
I was wondering if there was a way to launch an external .swf from within the playing .swf?
I don't want the other swf to be inside of the currently playing one (like with the UILoader, I want it to be running as a completely separate instance of flash.
I've been developing a Flash application that will be running on a touch screen monitor installed in a hospital. The touch screen is run by a Windows machine. I'm afraid I don't know much about the Windows world. I'd like to have my Flash application launch in Flash Player every time the cpu is rebooted so the client never has to worry about manually doing it.
I'm getting a PreloadSwf when launching my flash application in my browser.
The error message is: PreloadSwf paths must be local trusted: [bogus_path]
It's referencing a file that doesn't exist in a directory that doesn't exist. I've seen some posts on the web about how to configure PreloadSwf via mm.cfg, but my mm.cfg doesn't reference any path (just sets log levels).
How do I tell Flash Player to skip this preloadswf so I can launch my app?