ActionScript 3.0 :: Make A Class That Plays An Animation When It Is Clicked On?
Dec 28, 2009
I am trying to accomplish the following:
In my Library, I would like to have a symbol that I can drag to the stage, and when I compile my flash movie and click on the symbol it plays a certain animation. I would prefer for the animation to be defined in the class rather than sit on the timeline.
I have tried various approaches to this and I keep hitting walls, so instead of running down more blind alleys I figured I'd just ask the question... what is the best approach in flash to accomplish this?
Ok when you press link one it olads great! when i press link 2, it plays the closing animation, but not the entire animation, thats the problem.My closing animation is a red square going from one end to another ( for the hell of it).But you see content number two will load b4 the red square gets all the way across!!
What I want to do is create a page that many other pages link to. This will be my index page. When it loads, the Flash movies play.But, when they return to this page after leaving it to go somewhere else on my site, I don't want the movies to play again.I thought of just having an HTML page that looks exactly like it and then linking the other pages to it, but, since there are a whole lotta pages that need to link to it, search engines might rank that dummy page more highly making it the landing page and then no one would ever visit the real index page with the animations. What to do? Here's a prototype of the page I'm talking about.
Image mouse overs cause fades the image to "black and white" and calls up a "view more" animation.
As far as I can tell, there are no sprites or images associated with this "view more" clip! I have searched everywhere, the images, graphics, movies, root directory.
I have an issue with how Macs play timeline animation slower than PC. On the PC the animation plays right and syncs correctly with the music.
I have a tree that grows, when it finished an axe chops it. The tree finishes and the axe starts chopping the tree at exactly 30 seconds into the song which is exactly how it is meant to happen.
Syncs right on PC but on Mac, the tree finishes and the axe starts chopping at 50 seconds into the song.
During the tree animation, I also have some other swf movies loading in the background so that it is preloaded and ready to go when required because I am trying to prevent any delays or the chance of a preloader from appearing when these swf needs to start playing.
What is causing the Mac to have a slower animation. I do notice in general than Macs take longer to play an animation than PC on a browser.
Is this just natural or do you think the Mac and PC difference caused here is due to me loading swf movies into the background?
What are my options to make the sync right. I can not make the animation actionscript based, so I am stuck with timeline based animation.
I think music streaming would be the best solution here. Right now, I am triggering the music as an event, but I am worried of the stuttering effect using streaming music, while my animation plays and swfs are loading in the background and the viewer has a slow PC.
I have two classes. One creates a class and the second one plays audio related to the class. When the user clicks the right answer the quiz gets removed from the stage, but my audio keeps playing. I am wondering how I remove/kill the audio class/object at that point.
My class gets created like this:
private var quizAudio:CaseStudyQuizAudio;
and further down:
quizAudio = new CaseStudyQuizAudio(theAudio);
When I tried to kill it, I was think this would do, but to no luck so far:
I have made a flash button, but I have a small problem. When i hover the mouse over the MC, my animation works fine. But when I remove the mouse, it plays the animation again. I can't figure out why. The animation is only supposed to play as the mouse hovers over the MC, and only then.Here's my code:
on (rollOver) { _root.mouse_over_picture_mc = true; } on (rollOut) {
I have a demo/spec file I'm working with (download the .fla here): [URL] I'd like to have a movie clip (FLV) start playing AFTER the animation stops playing. I know once I bring the clip in, I'll have to give it an instance name and reference it in AS, but I'm not just not sure exactly how to start. I feel like the whole timeline thing traps me up...
I'm developing a web app with PHP and I need to test if a page of a website has background music. As many of you already know, this is the list of the tag (I miss someone?) where the background sound can be inserted in a webpage:[code]While checking if there's background audio because of the presence of the tag bgsound or audio is easy to do, testing if a flash animation has the sound is not so easy (at least for me).I know that I can check if a tag embed has in the src attribute something like sound.mp3 but how can I test if the sound is totally embedded in the flash animation?I searched a lot to find an answer but unfortunately I've not found one.
I have a flash animation that plays on the index page.My client wants it to only play when someone first gets to their site. (each visit)So if they go on to the contact page and then back to the homepage, the flash movie will stay on frame one.
What I have is a ninja star that spins around and moves based on the accelerometer of your phone. I created a balloon popping animation and have it all working well. The problem is that as of right now I can either have it be static and animate once the ninja star hits it, or I can have it randomly move and then play the animation which is not what I want. I want it like this: When the ninja star hits the balloon, the animation of it popping plays. And then once the animation is complete, then I want it to randomly move to a new position on the stage. (so the user can hit it again, and so forth...)
Here is my code so you can all take a look. import flash.sensors.Accelerometer; import flash.events.AccelerometerEvent; import flash.events.Event; var my_acc:Accelerometer = new Accelerometer(); my_acc.setRequestedUpdateInterval(50); [Code] .....
Click on any of the 3 circles to make them animation in/out. Notice how there is bad choppiness when they animate.I don't have this problem (or at least its very minor) when playing the file locally through Test Movie or in the standalone flash player.Only noticeable when playing it on my web server in the browser.Is this an aliasing issue?Is my web server not powerful enough to play it?
I have made an animation in Flash, that would be ported to the iPhone/iPad; I want the animation to play when you rotate your finger on the screen and to stop immediately when the finger is lifted (Without starting the animation over), When the user would continue rotating their finger, the animation would continue to play.
When I play my animation in the Flash working file, the animation stops at the end of the timeline, as it should. But when I test the movie, or export it to any movie format, it will play an instance of a movie clip symbol that I used within the animation. There are no extra frames in the timeline beyond what should be considered the last frame. Is there a setting or something I have overlooked that might cause that instance of the symbol to play at the end of the animation, without appearing in the main timeline?
I am creating a game and I want that when the enemies started to attack me, I want it to plays random animation(the enemy is movieClip who contains other MovieClips )
I am currently coding a drag and drop style game where you drag a seed to a target and it plays an animation within the seed movieclip. I am using classes to import instances of the see onto the stage and the problem I am having is that the animation plays on top of everything on the stage in my .fla file. Is there a way to have the animation play under a layer on my main timeline? I've tried to find an answer to this problem but to no avail. I have attached my files
I'm in need of a preloader, (or easy tutorial on how to create one), that will run a progress bar and also play a short welcome animation all the way through... regardless of connection speed. One that checks total frames of mc against total bytes loaded or something.
My dilemma is that is that I have an image that when you roll over it with the mouse the words 'click to play' appear. Now when I click I want the image to disappear and the movie behind it to start playing.
I've managed to put together some action script through looking at various tutorials and posts. but when I preview my site and click the image nothing seems to happen.
The code I'm using is as follows:
import fl.video.VideoEvent; function doPlayVid(e:MouseEvent):void { tanmov.play(); this.alpha = 0;
I'm working on a project where there's this girl standing still and she's supposed to jump to the front when clicked on, but she doesn't jump. She's set as a button symbol like such: [Up] standing still, instance is a png file [Over] Bends down and swings her arms repeatedly. It leads to a movie clip with another movie clip file inside and this works successfully [Down] When clicked on she gets into this position pre-jump. Instance is a png file
I use two classes for my current project, a document class and a menuscreen class. I have a function in my document class called startGame that i want to run from the menuscreen class when a button is clicked. I'm nearly there but i'm getting an error when i try to run it: 1136: Incorrect number of arguments. Expected 1. The error is at line 17 in the menuscreen class, the line that tries to run the function from the document class. I don't understand what kind of argument it wants. Also, i'm not sure if the startGame function should be (event:Event) Hope someone can enlighten me on what's wrong!
I don't have much experience with buttons and barely any with action script. I am trying to make a button that is a non-animated symbol on up, a glowing version of the symbol on over, and on down the symbol swaps to an animated symbol that moves across the screen.
But, on the down state, the symbol does not animate like it is supposed to. When I hold the mouse button down, the glow goes away, but the symbol just does not animate as specified in the symbol that appears during the down state.
I tried experimenting with making the button move on the main timeline, adding a stop() command in one of the layers of the up-state symbol, and then adding a play() command to one of the layers of the down state symbol, but nothing seems to work.[code]...
I have been searching for a way to do this for about 3 days but I have come to no conclusion. I need to find a way to get an animation playing when a button is clicked. It is a little more complicated so let me try and explain. I have an animation of two doors opening and closing. From frame 35 - 65 the doors open, on frame 65 I have text, then from 66 - 96 the doors close. Now my problem comes when I want to change pages. I need the animation on frames 66 - 96 to start playing when any other button is clicke except for the one that opens that page. I have the delay on the buttons and it is working fine but i have no idea how to test if the other buttons are clicked.
I am making a flash website were the logo will start out at the bottom and play a animation when someone clicks on a button(there will be about five so I don't which one they will click on), the logo will move to the sides. after this animation plays this one time I need to never be able to play again while they are in the website..
I want to load a new movie using AS, after an transition animation has played once a button has been clicked .... > here is my code: (ps using lacos motion tween btw)
#include "lmc_tween.as" var t:Number = transition_mc._xscale; var ys:Number = 400;[code]....
It doesnt work the onEnterFrame isnt fireing, although t IS greater than ys by that point..
For a flash website I'm creating, I want my main window box with all the information containing it to fly in when a menu button is clicked. I can't figure out the actionscript to do that. It's the same thing as this website's main window: