ActionScript 3.0 :: Stop An Animation Running That I've Imported From An .SWF File?
Jul 24, 2009
I'm trying to stop an animation running that I've imported from an .SWF file.I've loaded it using the new URLRequest method, but now I can't seem to talk to it.Is it possible to Talk to it, or should I just leave it in the Library and pull it from there.
I'm developing a web application with Flash CS5 and AS3.0. The problem I'm having is this:At a certain state, the application goes to a frame with a "loading..." animation that loops continuously until the next state is reached. The animation is inside a MovieClip that lives on this frame on the stage (I'm not creating or animating it dynamically). While in this state, the app is waiting to receive a large xml file from an XmlSocket connection. The file takes a few seconds (literally - not milliseconds) to be received fully by the Flash player, and during this time the loading animation stops. I believe the socket is blocking the animation thread until it's done receiving the entire file.Does anyone know of a workaround that would allow the animation to keep playing while the socket is receiving? I've seen pseudo-threading hacks, but those always deal with computations or other activities that can be accomplished by calling a call-back function multiple times. Since I'm just listening on an open socket, there's no callback I could pass to a pseudo-thread.
Using the greensock tween engine I have a little effect going over my button. It works when I publish on my desktop. But stops working when I import the swf into my main swf. It's the scaling e.target, that is not working!
I am trying to create a relatively simple animation in Flash CS5. I've built out 40 seconds of a 3-minute cartoon and now it won't let me add so much as a keyframe without telling me to clear up some virtual memory.I'm running this on a new laptop less than a year old. Lots of hard drive space and 4 GB of RAM. No viruses or anything. Very fresh pc. Nevertheless, I adjusted the virtual memory paging size to the maximum allowed. No change - I get the same error.I've tried opening the existing file on two other computers and Flash CS5 simply crashes when I try to open it.The animation I've built has about 20 layers, each using one symbol per layer. They were created from illustrations saved as PNGs, none of them larger than 200 kb or so. I have a small mp3 audio file I am syncing it to as well. I've set the properties to 550 x 550 pixels with 30 frames per second.I have a deadline for this thing of March 25th and I've been trying to solve the problem on my own for the last two weeks.
I am having problems getting animations to occur at all levels/layers. So I have the main timeline level and when I drill into that layer, I have a character made up of several graphic symbols - shapes such as arms, legs, torso, etc. When I create keyframes and then try to reposition symbols to create animation, the movement is not appearing at all levels. for instance, if the arm is by the side in frame one, then I go to frame five and drill down into the symbol and reposition, the timeline will show the change from frame 1 to frame five at that level/layer, but not on the main timeline for the entire character.
I am trying to understand what is going on in a SWC that I am importing from Flash CS4 into Flex Builder 3. Specifically I am using a SWC supplied by a Designer as the animation for a custom preloader (a subclassed DownloadProgressBar).The issue I am trying to understand is, once the FlexEvent.INIT_COMPLETE is fired, I cleanup by removing the swc by running this [code]though even after I have removed this (which is successful, as I have checked by comparing this.numChildren before and after the call) the key framed animation still continues to run (not visibly). This has been detected by the Designer placing a trace in the time line of the animation (in Flash). Can anyone tell me why is it, that even after I have removed the animation from the subclassed DownloadProgressBar, it still keeps running ? Also, is it standard practice when importing SWCs to manage the cleanup of resources from the Flash side of things (much like releasing memory in obj-c). I find it counter intuitive that removing the child from the Flex side does not stop the animation.
1- I imported an flv video file with "file->import->import video" and then put the object on the stage on a precise frame ( 71 and 79 ). Around the object player I created a transparent button as wide as the stage (67-82) which clicked brings you to another frame(2).The problem is that this work is a site and if you click on the transparent button you see a frame with contents but the movieclip playing is still on and user still ear the music and experience the bandwidth slow down. What I want to do is something like: movieclipinstancename.stop(); to stop the movie playing.
2- I'm triyng to understand the best way to import or use a movieclip, using AS3.
I'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
im having a little issue with my character animation when i use the arrow keys to move him. everything works but the fact that the "Running" animation wont stop. i tryed i few things and i only end up breaking the code.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
I'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
I'm just a beginner to actionscripting. I have 3 movie clips in an animation. All I want to do is, I want to start running the first one, upon completion, the second one should start while the first running again. Any approach and the options available in AS2.0?
im having a little issue with my character animation when i use the arrow keys to move him.everything works but the fact that the "Running" animation wont stop.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
I have this script that makes random bubbles comes up. I need to have the script stop when it gets to the next scene, but it just keeps running.I have tried an
onEnterFrame.removeMovieClip("bubble");but that didn't work.
I have two functions, both are puting objects on stage and few seconds removing them, after decent of period of time mc steps to 3 frame where movie should stop, but those objects still appear on third frame, but I don't need them there. How to stop those functions?
I'm running a school project which involves flash product.I have used the slide show from[url]....php nad everything works fine, but th slideshow is seen on all the scenes, begginin with this scene wheere it only meant to be seen.I do not really know how to stop this, smth like "stop all actionscript from this scene, when going to the another".
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
I prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,
ar t:Timer = new Timer() TimersManager.getInstance().register(t); ... TimersManager.getInstance().stopAll();
it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.
How do you tell flash to stop Looping a stream sound that is imported from the library via Linkage method into AS3? I understand the idea of soundChannel that control the sound.
The above is a drag and drop situation, so when the block_mc is no longer hitting the circle_mc, the sound echoes or loops multiple times before coming to a stop. Any clue how to rectify this. How do you use onSoundComplete in AS3.
I currently have 6 scenes in my current movie. It's going to be an online portfolio and each page is a section of the portfolio. However, I have an animated background (400 frames long) that I want to be played throughout the entire site. Of course, when I try and do this the animation resets every time the scene changes. The best I could do so far is to have it running on every page this way but like i said, it resets every time the scene changes. Is it possible to set this background to run smoothly through the portfolio without resetting?
I have a simple flash game with two frames at the moment.Most of the stuff that happens is in as files linked to different movie clips.I orignially only had one frame my background frame and when testing I just press ctl+enter and bamm away it goes the actionscript runs as soon as the movie/game starts and ergo the game plays.My problem is this, I now want to have a start/home frame at the beginning (of course) which has the start game button on which when clicked THEN starts the game.Currently the game starts in the first frame along with the start button.How do I stop the game running straight away and my first frame only contains the start button, which when clicked then goes to the 2nd frame and starts the game?
I have a xml gallery on one frame (each frame represents a webpage) and when i click on another frame the frames content appears but the xml gallery is still running on top of it, why how to stop the xml gallery running before going on another page. Is there like a stop function ?
the code in as3 i used for the gallery is as below:
var xml:XML = new XML(); var img_count:uint; var loader:URLLoader = new URLLoader(); var img_holder:Sprite=new Sprite();
I have a function that draw rectangles from values in an array in a loop. I'd like to add a new function that just draw rectangels from the last value in the array. The problem is that the drawing keeps on playing. Where and how do I put a stop to it?
how to move from one frame to another (once clips complete their actions). I had previously posted some questions regarding this matter, but I think the post got too long and confusing (at least to myself).SO I'm starting over from scratch and want to go step by step so I can understand. I have a line clip on stage that I move down the screen and center and expand it at the same time to fit the width of the stage. Now I have this code for that:
I am using Flash CS3. I'm new at actionscripting and I do not understand it completely. I have a movie that has a few (2-4) scenes in it. Each scene is like its own "commercial" I created a holiday movie that has snowflakes falling using an online tutorial. The movie works fine by itself, but when I load it as a scene in the movie that has my"commercials", the snowflakes continue to fall throughout the rest of the scenes. The holiday movie has a movie clip that has a snowflake falling straight down. The actionscripting duplicates the movie clip randomly as well as its opacity, postition, etc. I understand what I did during the tutorial, but I'm not sure how to get the snowflakes to stop falling throughout the rest of the scenes. I've tried entering a stop after the script but it just seems to stop the scene there without continuing to rotate through the rest of them. I don't quite understand where to tell it to stop. Somewhere else on the actions timeline? In the movie clip itself? Here is the actionscript code I'm using:
this.createEmptyMovieClip("canvas_mc",10); var i = 0; myInterval = setInterval(addFlake,500);
I am importing a youtube video to a new movie clip using this script:
Code: function containYoutube(youtubevar, depthLevel) { this.createEmptyMovieClip("youtubecontainer",depthLevel); this.youtubecontainer.loadMovie("http://www.youtube.com/v/"+youtubevar);
[Code].....
I need to be able to unload it if the user jumps to another part of the timeline. I have tried to just unload the movieclip, but it still seems that youtube is streaming data to the swf. If I do it locally, it crashes the application. If I put it on the server, it makes it clear that youtube is still loading even though the movie clip has been unloaded.
I want to be able to stop a function from running by the press of a button. Is there such an inbuilt function? Like "stop function(myFunction);" or something..?
I would like to know how to stop a running tween when rollingOver a sprite. I used to stop the tween on as2, but I don't know how to acces the running tween on as3 because of the var statement before the tween name.I guess the score is modifying the 2 lines:
over_handler1.stop(); over_handler2.stop();
My code is this one:
Code: function fc_hitOver(e:MouseEvent):void { var lastActive:String=e.target.name;[code]......
I am using a flipbook Flash/Actionscript 3.0 framework for a digital magazine[url]...
You can have videos embedded in the pages of the flipbook, but they can not be display fullscreen like Youtube videos, for example.
The flipbook can also import swf files to display as pages of the flipbook, so another way of embedding videos into a page of the flipbook would be to have the video player in the swf page you are embedding. This gives you more control over the style and the positioning of the video.
My question is: Is there a way with AS3.0 to togle the embedded video from normal predefined size to fullscreen and back?