ActionScript 3.0 :: Redraw An Object Before Calling Another Function?
Oct 6, 2011
So I have chess like game, where I place my piece (c[i]) on the board, the piece automatically gets pushed into a square, and the AI starts (computerplay function)
The problem is that the AI (computerplay function) is running before the piece get pushed into the nearest square, leaving it hanging oddly over the board for 3 seconds while the computer thinks.
Is there some way to force a redraw before the calling the computerplay function?
I'm using a package to play back .wav files in Flash. I can make wav's play back, however, what I cannot do is trigger their playback from a button. I suspect this is because I've misunderstood the this keyword. Below is an example.
You can see that when I call playBackTest() directly it works; when I call this object from a button it doesn't.
I'm having a hard time because of an "Error #1009:Cannot access a property or method of a null object reference" Iget everytime I try to run my Flash-movie. I've attached the codethat is contained in frame 1.The function bringUpEasyQuestion is defined on frame 2, alongwith other functions that are defined there. Now when I test themovie, I get this message:TypeError: Error #1009: Cannot access a property or method ofa null object reference.at MES_fla::MainTimeline/bringUpEasyQuestion()atMES_fla::MainTimeline/frame1()I've read that the Error1009-message means that you aretrying to access something that isn't there yet. And indeed, thebringUpEasyQuestion-function accesses objects that exist only onframe 2. But the first line of the function bringUpEasyQuestion isgotoAndStop(2);. The curious thing is that it works when i put thelast line of the code in frame one (the function callbringUpEasyQuestion(0);) on the first line with the command gotoAndStop(2);?
the code works fine , but actually i want the "Object(parent).showHighScores();" to be load automatically without clicking the button (auto call the function once the page loaded), i tried use Event.Enter_frame but it wont stop running,
So I made few text fields on the stage and launched the movie.It appears that when I turn on the "Show redraw regions" and try to click on the text field it shows it's redrawed.When is set the mouseEnabled property for this text field to false and try to click on the text field it doesn't show it's being redrawed.
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
I have an AS3 function that loads and audio file and then plays it. I have the pre-loader for the first audio file working - now I need to run the pre-load function before the 2nd audio file starts.
i'm trying to modify some code and can't figure out what the issue i'm having it. this is the(shortened) code:
public static function Lose():void { trace("OVER!"); Clock.stop();[code]...
this is the error i get: 1180: Call to a possibly undefined method OverIt.i just want to call a function from inside of the public static funtion.both function are inside this class:
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags.I am trying to get through this code:
Okay so I am reading through sens tutorial on OOP and updating my game that I am making. It is much easier to code this way (IMO) but still hitting snags. I am trying to get through this code:
Steps - Make 2 MovieClips. One MC will be a 500x400 picture. The other MC, will be a simple circle called "Ball". Make that Ball a Class by editing the properties, and assigning it the Class name "Ball" as well.1) Picture is static, so we have the picture MC sitting on Frame 1.2) Within the Document Class file, instantiate the new "Ball" class with name "ball" 2a) I want the "Ball" to be added to the picture class, so that every time I call it, the Ball is inside the picture. If you were to trace it - trace (picture.ball);Anyone know how to go about doing this? The code for simply instantiating the "Ball" class = Code:var ball = new Ball(); addChild(ball);
I'm trying to get this one function to be able to call many functions (not at once, but call many possible ones)In other words, I'm trying to get this variable to be named as a function. That way, this one variable can create multiple functions.example:
actionscript Code: class Thing extends MovieClip{ var funcvar; var othervar; function onLoad() funcvar = "YYY"; othervar = "ZZZ"; function onEnterFrame()
I hope that this is possible. I can't seem to find any info on it on the web. I need to call a function from within a function. I'm not sure if there is a name for doing this that I don't know of?This is some example code of what I'm trying to achieve:
Actionscript Code: someTimer.addEventListener(TimerEvent.TIMER, functionWithin);function mainFunction():void{ function functionWithin():void }}
I read online, and I understand kinda what the error is stating. Though, I can't find out why.So basically what I understand is that I am calling a function that is not a function?ere is the error and code portions that are required.TypeError: Error #1006: value is not a function.at VideoPlayer_fla::MainTimeline/startVideoPlayer()at VideoPlayer_fla::MainTimeline/frame1()
I am refactoring some code. I have a PHP page that contains a MySQL query and stores the result in a PHP variable $my_result. This result is then echoed to a Flash SWF during embedding with SWFObject. I now want to call this PHP page that makes the query from a javascript function like so - one change I have made to the PHP is that instead of storing the result in a variable $my_result I am echoing the result. Javascript function to call the PHP page and make the database query
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
i have a movie clip of a square in the library exported as Square1, i place 2 instances of it on stage and push them to an array called ar i add event listeners to both ar[0] and ar[1] to do a certain function. i need flash to tell me wheter ar[0] or ar[1] called the function.
I'm writing a class that utilizes the whole screen resolution and need a movieClip to adjust itself in accordance to that. That "almost work". The problem is that I cannot call functions when the resize listener kicks (onResize = function()) in, and I don't understand why I want to call the function centreMe() from within the onResize function.
Code: import mx.transitions.Tween; import mx.transitions.easing.*; import mx.utils.Delegate; class centre { public function centre() { [Code] .....
I'm using FLex Builder and in my Main class I load an external swf. In the external swf there is a movieclip on the stage called house. In the library I have that movieclips Class name set to a class I defined called com.buildings.House
When I load the swf from the main class I'm trying to access a function called setup in the class called House. I have tried a bunch of different ways but I get errors for them all.
Code: private function onLoadSwf( url : String) : void { var loader : Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoadComplete); loader.contentLoaderInfo.addEventListener(Event.INIT, onLoadInit);
[Code]....
I'm at a loss right now and its driving me mad. In flash I used to use the var externalSwf : MovieClip = evt.target.content; example and it worked but with Flex Builder its throwing error saying setup is not a function.
With the Imap interface its saying externalSwf is null.
I have a program that is displaying a number of images from an XML file. The images are being resized and displayed through a loop function. I'm creating a new Loader each time through the loop and adding it to the stage. The problem is, I then want to create an event listener that will call a function for a mouse event for each image. The first issue I'm running into: how do I determine which image is which after loading them to the stage (say I want to display a large version of the image when the small image is clicked)? Secondly, since I'm creating the Loader within the first function, how do I pass the Loader to another function, say the one called by the mouse event listener? I'm sure I'm going about the fundamentals the wrong way.
I have several buttons calling the bounceOut() function andthe bounceOut() function calls the onMotionFinish() function. Afterthat function is finished I want to go back to the original callingFirst a call is made to bounceOut() when a button is clicked.I have ten buttons.
function bounceOut() { var smSlide:Tween=new Tween(sideMenu_mc,"x",Regular.easeOut,200,-200,2,true);