ActionScript 3.0 :: Stop The Action And Make Things Happen On Clicks?
Oct 16, 2009
I have a set of images of dogs and a doghouse.
1. Each dog has an email assigned to it for the person.
2. Clicking on a dog (or alternatively "dragging it"), puts it in the doghouse and moves the existing dog out to the now empty location.
3. Once moved in, ther should be a button presented to create an email to the person saying they have been placed in the doghouse (so..like..mailto??).
4. Maybe an image of the doghouse with them in it could attached to the email.
5. LATER: The state of the page could be kept so future visitors know that the person is in the Doghouse.
I have an old JavaScript page that kind of shows the functions:
FAMILY DOGHOUSE
Also, what I have done in FLASH (so far) is also shown at the bottom of the page.
1. Not sure how to make the action wait for the mouse click or drag!
2. Also, maybe a button, once the people decide who goes in the doghouse, to submit and fire the email??
When I chose this little project I thought it was easy, but I realize I have not a clue how to begin beyond making buttons and tweens.
I've been trying to use random to make something happen a certain percentage of the time. For example, for making the scientist go to frame 91 half the time and 181 the other half, I was using this code:
How to alter the onPress to make things happen automatically when the page loads? Basically here my_btn (on frame 1) is used to send data to the server. I need it to happen automatically when the page opens in the browser.
I'm trying to make this script work in which two things should happen onRlease of a movie clip. In the script below, the "transition" plays but frame 18 doesn't..even though the path is right. I even tried frame label even that doesn't work. The script is on the clip itself.
I have some AS3 code that does two things. Only I want the 2 things to happen 10 seconds apart. The lines of code look like:
var myTween:Tween = new Tween(yellow, "x", Bounce.easeOut, startValue, finishValue, duration, true); var myTweenBlue:Tween = new Tween(blue, "x", Bounce.easeOut, startValue, finishValue, duration, true);
Right now, they happen at the same time, but I would like them to happen a few seconds apart. I have seen where I can pause the timeline, but in this case, the timeline is already stopped. these actions are triggered by clicking on a button. So Im not sure how to make it so the two actions happen a few seconds apart.
I'm trying to achieve something that I'm sure it's not that complicated, but unfortunately I have not clue how to do it.I have created some text fields. And what I want to do, it's that when the user clicks onthem, in order to start writing, I want a specific movieclip to dissapear.This could be achievable if I knew how to make the textfield behave like a button; but I don't know what code I need for this, as onPress it's not working at all.
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
i am creating a flash website, i have a preloader at the start of the site. My problem is that when i view it as it would be seen on a browser the preloader doesn't appear straight away. i have an image with the preloader (site logo) and is 182kb file size and am guessing that this picture needs to load first for the next action to happen. if htis is so, other then reducing the file size is there anyway to make the preloader appear straight away.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) { this._parent.gotoAndPlay("98"); }
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) { this._parent.gotoAndPlay("98"); STOP ON FRAME 108 INTEGRATED HERE }
I need to create a demo where a button is pushed several times to go to several items in a menu. Like this:
If button is clicked once --> show menu item1 & go toandplay frame 2 If button is clicked twice --> show menu item2 & go toandplay frame 3 If button is clicked 3x --> show menu item3 & go toandplay frame 4 etc.
Actually it also needs a delay, so when the button is clicked once, it shows menu item 1, but if it is clicked again within 3 seconds, it should go to the next menu item in stead of going to play frame 2...
I have a movieclip in a game, performing different actions, all working beautifully now. I want to add one thing: If I click, say 5 times consecutively on that mc, I want an action to be triggered by that number of consecutive clicks, e.g. gotoAndPlay (2).The mc is moving around randomly on the stage and there are other clickable mcs moving around as well.
i m adding flash animation on my windows desktop icon .well i want some action to be performed when someone clicks on that icon.lets say open winamp in program files.i added flash file thru Html page on desktop.what about URL on Fscommand.is it possible to use it.? is it possible to make flash open some executables from computer e.g.winamp.---by the way if macromedia creates vb.flash then our operating system will fly in air ----
1. I make a simple movie (call it movieClip) first frame has stop(); action, second frame has label playMovie, last frame has action gotoAndPlay(2); (so that movie not stop anymore2. Now I place movieClip on stage3. Question... what is code to make movieClip play frame label playMovie?
I already try to put many different type action in frame one of stage this.movieClip.gotoAndPlay("2"); //NOT WORK this.movieClip.gotoAndPlay(2); //NOT WORK
I currently have a large picture on screen which I intend to show 1/3 at a time. Each time you click a button the picture tweens up 1/3. Basically what I want to happen is, on the 4th click, once the picture has been seen in its entirety I want it to vanish. The only piece of code I need is, how to make a new event happen on the 4th click.
I am trying to create a public function, i have a decument class with all of my variables in it, I have worked out how to bring in external .swf files, now I need a way to have an even trigger something on a separate .swf So at the moment I have a flunction that works on the parent
stage.addEventListener(MouseEvent.MOUSE_MOVE, mousePosition); function mousePosition(event:MouseEvent) { if(mouseX>=125)
I'd love to know how to make click and drag two different things. As it believes the drag function is also a click. Also I'd love to know how to set it so that ALL movieclips stop when they reach say -10px from each side?
I'm trying to allow all things oitside of the stage peramiters to be visible in the browser screen so certain elements can be longer than the stage and still be shown Can't remember if it's a flash thing or an html thing.
For example if you had a cat and running a mouse over its tail would make it angry, but running the mouse over it's head would make it happy. I thought it might be done by having layers on a button with 2 hit areas, I mocked it up quickly, but it just played both animations when I hovered over each button.
how to do a basic action tween in actionscript 2. I can only find tutorials on AS3 ones or AS2 ones with easing, i dont want easing. i want it so when someone clicks somewhere on the stage the "character" moves to the position that was clicked.
I have a portfolio_mc that is inside of a content_mc (stage->content_mc->portfolio_mc). There are 3 buttons that take the user to an appropriate frame designated by a frame label and this loads up an FLV. The problem is that when I click on any of the navigation buttons on the main timeline, the FLV that is currently playing, is still playing (I can hear the audio). How to stop this.
Here is the code used for controlling the buttons in the motion_mc timeline: stop(); var naviArr:Array = new Array(btn01, btn02, btn03); btn01.addEventListener(MouseEvent.CLICK, navigate); btn02.addEventListener(MouseEvent.CLICK, navigate); btn03.addEventListener(MouseEvent.CLICK, navigate); [Code] .....
I have an opening screen which asks the user to enter the first name and then they click the "start" button.This then loads an external swf into it and it starts a quiz on a timer.All that works except that the timer starts sometime during opening swf.I'm not sure if it's when the main swf is loaded or if when the user clicks in the input box but it is definitely not when the user clicks the "start" button like I have programmed.I even tried to stop the timer until the user clicks a button on the second swf (the external swf that is loaded into the main swf)[code]In the loaded swf I have a clock_mc that holds the timer.the first frame has a simple stop(); and the second holds all of the code that makes the clock run.I then have code setup so that when the user clicks a button the clock_mc.gotoAndPlay(2)[code]
I have a few flv component instances on different frames. When you click a navigation button the current flv should stop and it takes you to a new flv on a different frame. But the previous one keeps playing. How do I stop the current one playing when the button clicks?
How to make a kind of array that index things based on a object? but not being strict like dictionary.
What I mean: var a:Object = {a:3}; var b:Object = {a:3}; var dict:Dictionary = new Dictionary(); dict[a] = 'value for a'; // now I want to get the value for the last assignment var value = dict[b]; // value doesn't exits :s
How to make something like that. To not be to heavy as a lot of data will be flowing there. I have an idea to use the toString() method but I would have to make custom classes.. I would like something fast..