ActionScript 3.0 :: Run A Function When My Program Starts?
Oct 21, 2009
I am totally new to AS3.0 and OOP in general, so this is a very basic question I can't seem to figure out.I have a package.Inside that package is a class.
Inside that class is a function that initializes a timer called setTimer()
I am trying to run setTimer() when the program starts, but it seems that wherever I put the line setTimer(); in the program, I get an error.How and where can I run this function just once when the program starts, so I can initialize my timer?
I am totally new to AS3.0 and OOP in general, so this is a very basic question I can't seem to figure out. I have a package. Inside that package is a class. Inside that class is a function that initializes a timer called setTimer() I am trying to run setTimer() when the program starts, but it seems that wherever I put the line setTimer(); in the program, I get an error. How and where can I run this function just once when the program starts, so I can initialize my timer?
I have a question regarding TweenMax and the way it tweens MovieClips. Here is what I have.
1. I have a rectangle movie clip on stage (width:20, height:20). When you click it, it expands (to width:650, height:350) and gets a 3-d function attached so it reacts to mouseXY position (like Lees 3-d photo tutorial). This part works fine.
2. I click it again and it retracts to its original small size (width:20, height:20). This also seems to work fine.
Problem: When I click it again it expands (to width:650, height:350), but when the 3-d function gets added it starts tween all weirdly shape and not the way it is intended.Here is my class
I need the enemies to move around the obstacles on screen. I have tried several methods but it seems to screw up other functions in my game... For example the depth sorting function starts messing up (sortchildren()). I think its because i'm such an amateur.
I've got a site that is using loadSound to play some mp3s and it works fine. however, the sound starts to stream, and then replays itself like a second later. my guess is that its playing faster than the load is going and when it gets to the point where it hasn't loaded enough, it starts to replay it, but i'm not sure that that is the exact problem. my code:
[Code]...
now, i tried making a playTrack function that i can call with setTimeout and i put that in the onLoad in place of track.start(), but that didn't work either (i was hoping to not start playing the track for 3 seconds to give it some time to buffer).
I'm completely useless at maths due to paying no attention whatsoever to it in school when I was a kid so forgive my lack of knowledge of basic terminology.I need a mathematical function that will return a number based on a graph that starts at 0, curves to (eg.) 100 and then curves back down to 0. I have a feeling it has something to do with Math.sin or somesuch wizardry but am not sure.Basically, I want to feed it a number between (eg.) 0 - 60 and for it to return a number on aforementioned curve. The purpose of this is to be applied as a lateral force on some basic ball physics. The idea of the 'curve' is that (depending on timing of the shot) there will be a 'sweetspot' in the timing.
in "on_loaded" function we compare "tn < total " (total is 24) if it's true goto and run "load_tn" function, but there is something that i can't understand when i debug it in first time when tn<total program goto and run load_tn but in second time it go to and continue and third time it goto and run load_tn and fourth time it continue and so on why first time it load_tn() and second time it continue and third time it load_tn() and fourth time it continue and so on.
ActionScript Code: function load_tn():void { var pic_request:URLRequest=new URLRequest(folder+filename_list[tn]); var pic_loader:Loader = new Loader();
i'm making a program which used twitter connect as its core and it is developed with adobe AIR, the library i used it Tweetr, and everything is perfect until i don't find any example on how to logout and login again. I've used tweetr.destroy() and tweetr.endSession() but there is no effect in the program.
1) In my program, I am wanting to create a function that would take in the height and width of a loader object, compare them to the stage dimensions, and then scale the object in question before it is added to the display list. However, I have several different types of classes that I want to make use of this functionality. So what would be better, to create a NEW class that would have to be created each time a resize needed to occur, and is imported by all needed classes, or just have a function within each already existing object and copy that function to every class's scope that needs it? Would this be resolved by placing the function in question inside of the default package?
2) When accessing stage properties, are they a global or a relative scope? i.e.[code]would those two statements produce the same value regardless of whether they were in the default package or inside of 1300 classes? Or is the stage scope relative to some degree?
i have been messing around with a script found for a simple paint program. After adapting the code a bit for my own needs and getting an understanding of how it works I had a couple questions.first of all I need to create a button that will clear the stage (or more specifically lvg1)second what does e reference in lines similar to
I have a program A that loads another swf B, and after B is loaded, A will call a function of B.It used to work when B creates a TextField and uses TextFormat, but when I changed to creating a TLFTextField, I got this error:[code]I got Error #1069 again, but when I changed TLFTextField back to TextField, it works again.Test A can now find the function "changeText()" in Test B.
I have been making a simple aplication and i have a problem i cannot find the solution (neither why it is happening) The thing i want to do is to dynamically add a canvas containing a button to the application and then i want the canvas to be moved from the left side of screen to the right. So i have made the following code
Im trying to add an exit button onto my program so when its clicked it exits the program completely.. I've tried some of the suggestions on the forums but they arnt working. what I have been using and its not working..
// CLICK to Exit exit_Btn.addEventListener("mouseUp", goExit); function goExit(evt:MouseEvent) { fscommand("quit"); };
I need to program a timer for a typing tutorial program. It needs to go to 5 minutes. When the timer gets to 5 minutes the movie has to go to frame 13 which displays the results of the typing test.
I have created a flash program and I would like to run a second flash program from inside the first. To explain, say I am running a program that draws a circle and fills it with a color. Then, I have designed a second program that will divide a circle into sectors by entering percentages, to turn that circle into a pie chart. Is there a way to be running the "draw a circle" program and have a button that opens the "divide the circle into sectors" program in a new window and then passes information from that program to the first program. I am sure I will have to send the information from the second program to an XML file and then have the first program recieve it from the XML file (which I can do), but I don't know if I can run the second program from inside the first program.
I have problems with creating a preloader in AS3. I have tried several tutorials but the problem remains... the preloader starts counting at 50% and is only shown after a few sec. I have removed all export in 1 frame from my instances.I have no sound. I would prefer not to load my main.swf into another swf, if there is another solution.
I don't known what happened but fdb.exe now always start debug swf in IE And IE not my default browser.How to return its default behaiviuor? (embeded browser only with swf)
am a very beginner in this field i don't have the code right now i just took it from simple preloader tutorialswat i did is i created a text field in my first frame and gave the code to that textfield
I have preloader in a file whose size is about 87kb....but preloader appears only after 60% of movie is loaded....why is it so and how can i start preloader to show from 1%
i have my preloader text and bar and and my text starts from 50/48 occassionally and goes to 100%...why is this starting from 48/50?? here is my AS frame 1:
After a few years of using Flash I am creating my first project in AS3 and am running into some problems which are quite common involving targeting movieclips and controlling them. Basically I have a fla which has an MC on the timeline with an instance name of INFO_MC. Now i want this MC to be invisible when the swf starts and I have managed this by using the following code: Actionscript Code: INFO_MC.visible = false;
This is fine. However I get stuck when I try to make INFO_MC visible when I click a button in a loaded swf. How would I target INFO_MC from a button inside a loaded swf. Do I need to add an event to the button and then have a listener on the root timeline which would turn INFO_MC visible when it hears that the button has been clicked?
i convined by boss to splash out on flash cs4 for work to make the website. it worked fine for about a week. now, when i try to start it, it just starts to load then crashes. it looks as if it is going to load then doesn't. i have tried uninstalling, rebbotiong in safemode and using various registry programs and reinstalling
I want to prevent users from using webcam emulators, I have done that in AS2 by using senocular's function, but I can't make it work in AS3,so, here is the old version by senocular , and I would like to do the same in AS3, tried using indexOf but doesn't work, I need to find at least the first 4 characters of the string and compare them to the item inside the array in AS3![code]...
I'm working on a game in Flash CS5 / AS3 and I'm trying to get my preloader to work. At the moment, when I load the SWF file with 'simulate download', the file will load but my preloader won't show. The preloader does show for a moment when the loading is at around 90%.I have unchecked 'export to first frame' since that's what the Internet told me to do, but there are so many different tutorials for nearly every version of Flash/AS around that I'm rather confused; not sure how to fix this.My preloader code is as follows:
stop(); this.addEventListener(Event.ENTER_FRAME, loading); function loading(e:Event):void{
I'm comfortable with PHP and Javascript but this is the first time I'm using flash. I have Flash CS5.
I've managed to import a movie file, however, as soon as it's downloaded it starts playing. I've tried using the Action stop(); coding, which works file in the export preview in CS5, but on a website it runs straight away.
I know I can't use the command because that stops the timeline but by then the video is already playing. My solution would be to use and have the video in frame 2, then get javascript to jump to frame 2 when I was ready. However, I can't find a way to import a video file to a frame in CS5. Is there a better way?