ActionScript 3.0 :: Make KeyboardEvents Inside A OnEnterFrame?
Dec 11, 2011
am trying to make a class file Event.Enter_Frame inside a class file function with inside an if statement that would enable key down presses. but i have no idea how i could get it to work cuz i get constnt errors. this is what i tryed
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
I'm making a small movie in Actionscript 2, but have found a problem related to the scope of my functions.Figure I have an audio/mute movieclip, with a global variable called "elaudio" (boolean). When "elaudio" == true , the volume is up, when "elaudio" == false, the volume is muted.I'm attaching sounds from the timeline using Actionscript with an object sound, this way:
I have them for my arrows to move my MovieClip. It works, but the thing is that my MovieClip is viewed from the side not the top view (and I want to keep it this way). So when I press the left arrow key the movieClip moves but it's facing the same direction all the time. So I tried rotation code but it works for the top view. Then I thought about flipping the miveClip through the y-axis (so that the front will be facing the way it is going), when the left key is pressed.
Is there a way to make a preloader base on onEnterFrame function and then delete it after the content has finished loading? I'm asking this because I used this method for some thumbnail preloader movie but the thing is that when I end up with 30 generated thumbnails they eat up processor power because each thumnail's onEnterFrame function is running endlessly..The code I used is this one and it's placed inside the tumbnail clip where the preloader components are:[code]Now, when I want the onEnterFrame action to stop (whe teh content has finished loading) I add the following line inside the else tag:[code]but I know it's not right because the preloader doesn't show anymore...it displays for a split second at the begining of the download and then it disapears and at the end the content is displayed..
is it possible to create a game without using onEnterFrame?I read that using onEnterFrame lags the game when there are too many codes running inside that particular function.is there any example of games that does not use onEnterFrame?
i'm very new to Flash (although have plenty of experience in Java, C++, PHP, etc). For a University assignment, I am creating a World Cup Guide and i'm creating a countdown to the tournament. I've followed a tutorial and modified it slightly but i'm receiving an error message. The error message is:
I have some code which makes snow fall perfectly, but I want it to only happen inside a movieclip (a snowglobe to be exact).
var speed:Number = 5; var total_snow:Number = 200; var snow_per_second:Number = 3 var hit_target:MovieClip = gazing_mc // var holder:Sprite = new Sprite(); [Code]...
I'm creating a master movie that will load 4 external swf's. To do this, I made a container of sorts by having an animated screen rising up. I created an empty movie clip and titled it "empty_mc". I dragged it onto the "container screen" but when I press any specific button to load one of the external swf's, they don't maintain the container size.
So, how do I ensure when a button is pressed for a particular swf, that it stays within the confines of the container? To see what I'm trying to do, here is the site: [URL]
Some of the buttons aren't working yet. However, the Drag and Drop one does for sure...just out of scale of the container.
I'm experimenting with how to do this by this code by using loadMovie and loadMovieNum. I believe I'm supposed to use loadMovie if I want it to be inside a container. I know the code is messed up in parts, but I was just trying to see which one gave me the best result...none did what I wanted it to do,
is it possible to create a class within the main timeline? is there a way to get around it?what am trying to do is to bring my class inside my main fla file, rather than importing it.
Today i tried to attach a movieclip using AS3, but i wanted to make the positioning inside the class.
And i obtained an error: First file(Document class)
PHP Code:
package { import test; import flash.display.*;
[Code].....
At sequence mc.q=Math.random()*100; in the trace from test.as it displays 'NaN'. How can I modify the value of 'q' (public variable) via instance? If i use a function like mc.setCoords(x,y) the script works fine.
i have encoded(converted) some video files through Adobe Media Encoder to f4v. and i play them inside flash, through a flvlplayback component.I've placed the videos inside the same folder as my swf file.is there anyway i can protect the videos to be shown only inside my swf file?via the cue points and actionscript or something??something like a code to be placed at the begining of the clip, and be checked inside my swf file (while loading the video, into the playback component). if the condition was confirmed, the video plays.so that the video files don't play with other players outside my swf file..
I created a Movie Clip with a button inside it. The Movie Clip contains simple animation within its timeline. I dragged the Movie Clip to the main stage and tested the movie/ My goal is to have the button start the animation inside the Movie Clips timeline but it is not working.The Movie Clip instance is named 'film_mc' and the button inside it is named 'first_btn.' The frame is labeled 'one'. I tried these two Action Scripts that I put on the main timeline. Where am I going wrong?
how to make a label appear inside a input text field. As of now I am just using a static text field to the left of the input field, bt due to lack of space I would like the text field name to appear inside the actual input text field and when the user clicks to insert their text the title or label for that input field dissapears.
Basically, I have a DIV, which I've set to z-index: 100. I have an iframe which I set to z-index: 0. My 100 div is ontop of the frame on a normal webpage, but I have to load a flash page in the frame. Unfortunately the flash in the frame shows overtop of my 100 DIV. I can't set the z-index of the flash object because I don't control that webpage!
I need a Bitmap to make a color map inside certain symbols. What I do is import the png file and export it to as3. After that I drag and drop it inside the Symbols that need it in the correct position. What I need to know is how to get a Bitmap child inside a symbol that belongs to a class if I can't set the instance name of that Bitmap. for ex: a Symbol of the class MyClass has an img exported as Class MyBitmapClass and Base Class flash.display.BitmapData. I want, through as3, to get this MyBitmapClass object.
I have a Flash Movie where I need to play a video. I have this video on a folder on the web server.How can I make the video play inside the Flash Movie?I want it to start playing not when the Flash Movie is loaded but then an image inside the Flash Movie is clicked.
I'm trying to make a scroller for a movieClip, with a static text inside does any one Know how can i do it. (I don't need the arrowfor this case but only the code for the scrolling bar)
I was asked to put all my actionscript in only at the main timeline, while I have lots of movie clips that acts as each page in my website. Each of them has buttons that I need to make them work without put the actionscript inside the movie clip but the main timeline.
I tried to use movieclip(parent).menu_btn.function(); which is not working
and now I'm trying to use array as a friend suggested me.
var play_buttons:Array = new Array("menu_btn", "ok_btn", "back3_btn"); stop(); //buttons for menu
[Code]....
the problem is when i clicked play button and it links to the play page,but it has an intro animation for 2-3 seconds before they reach the menu_btn that's why the error come out is that I have a null object since they execute the code b4 it comes to the menu_btn keyframe.