ActionScript 3.0 :: Use HitTestObject To Determine If An Instruction Is To Be Executed?
Feb 26, 2010
I think in my last post I was trying something that wasn't possible, or correct There are 9 Children. The alpha of evt.target changes on mouse click, and a square is added around the evt.target which overlaps the two neigbouring Children.
The number of Children is then 10, and I am trying to detect whether the next evt.target is overlapped by the square before passing an instruction to change/not change its alpha.
i want to use a DisplayObject to determine collides with hitTestObject function how to create a DisplayObject for BitmapData? so it knows totally transparent pixels are not collidable
I have done a very basic flash navigation using on rollover within movieclips that make them fade in or out when you roll over. Here: http:[url].......My client has asked that when you roll over another button the current page button fades out. This should be straight forward but I have forgotten how to send an instruction from one MC to another. This is the code I have applied to an invisible button within the mc
Code: Select allon (rollOver)[code]........
So instead I need all other buttons on (rollOver) { gotoAndPlay("over"); to have another line in the same mc to make home button mc gotoAndPlay("out") then reverse on rollout.I have a different nav bar for each page.
I'm having a problem with Adobe Flash Media Server 3.5.4 (Developer) default install ldd` showed me some missing libs, but I was able to overcome that server` runs fine, but I can't run `fmsadmin I'm using Debian 5.0.6 on VPS Here is some debug info I was able to get:
srv:/opt/adobe/fms# gdb fmsadmin GNU gdb 6.8-debian Copyright (C) 2008 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later [URL].. This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details.This GDB was configured as "i486-linux-gnu" (no debugging symbols found)
I just can't find the script required to automatically load another .swf when the (already) loaded movie reaches the end of the timeline.Context: 1st swf has been inserted into an html doc with a div tag. I want to add the script to the timeline of this movie.
I have a class Dialogs it has a method Open.Now I have an Instruction subclass of Dialogs. I want it to do something special when the method Open is called. Is there a way to "append" the open method in the Instruction sublass?
This event should show me the file.swf file, instantly when i get to that frame.But it doesnt show anything and it does if i put the code on a button on(release). Why ? Is it the "gotoandstop()" instruction?
I have students whose flash file works until it is saved. For instance, they create a untitled.fla file, press ctrl + enter and the swf file plays perfectly. At the end of class they save it, the next day they open it, and none of the AS is executed. The swf file plays as if no AS was ever written.
To make things even more puzzling, the file will play from different drives. For instance, if the .fla file is saved to a thumb drive, everything works. If the file is placed on the desktop everything works. If the same file is placed in a different students directory, everything works. I've contacted Adobe support, they directed me to read their (worthless) forums. I have recontacted their support trying to find some real assistance.
Was testing out my movie and using the simulate download option. Bored while waiting I started to resize the movie. Then I got an error about over 256 levels of recursion. Intrigued I tried to simulate the error again. I realized that it would only happen when I resized the movie a bunch while it was doing simulate download. Sometimes I would also get an error "A with action canceled because object didn't exist".
Digging through the code I couldn't figure it out. On the first frame of my movie all I had was a setInterval that changes the loadbar display to show how much is loading. It also tells it to stop(). Once loaded it tells it to gotoAndPlay(5). Frame 5 is where all of my other code is at. This error was happening at Frame 1? Then I remembered I had used "with" in some code to realign stuff on resize. Like:
[Code]....
As soon as I commented out the stagelistener stuff the error stopped. The stage code is on frame 5. It should not start running until the movie has loaded as frame 1 stops the movie until it is loaded. It is running BEFORE the movie is loaded though because I get the "with action" error and the 256 levels of recursion error. If I put a trace in the listener function it doesn't trace back until it is at frame 5, but for some reason part of it still runs. Anyway, sorry for the long explain...just a strange, strange error. Now I don't know what to do about it. I want the stage listener, but I definitely don't want an endless loop or other errors occurring.
I wonder if there is any way to view the Actionscript that is exectued when executing a fla file. Or maybe a tool that would allow me to generate Actionscript through a graphical interface.For example, I create a Flash File and draw a circle.
I ask because I caught this at the end of an Adobe developer guide:
Notice that some properties are assigned to the [AsyncToken] after the call to the remote service is made. In a multi-threaded language, there would be a race condition where the result comes back before the token is assigned. This situation is not a problem in ActionScript because the remote call cannot be initiated until the currently executing code finishes.
But I could not find any information on what they meant by "currently executing code".
My flash actions layer contains the whole source code. My question is: why does the actions layer get executed with a fresh start (new variables) more then once?
the following code snippet demonstrates what i mean:
var notyetexecuted:Boolean=true; function addNetStream(counter) { if (notyetexecuted = true) {
[Code]....
why this is the case and how Flash executes layer?
I am developing a small game in flash and decided to use AS3 for it! Now the problem that has happened to me is that the condition within an if statement is executed!!!
Now instead of trying if the conditions (y > 850 && splodeCount == 0) are true it simply follows them as if they were orders. For example it places the object at y 850 and makes the splodeCount 0!
I use flash MX 2004, and I've been facing a problem. I made this flash program to load a jpeg, and to resize and display it.. But the problem is, it works, but not in a stream I mean My program work in 4 phases::
1. Load the jpeg 2. Check and compare the image's height and width with the given parameters 3. resize the image... 3.1.. First height... 3.2.. Then width 4. Display the resized image
The problem I am having is, it does phase 1, then does nothing... I experimented with it a bit, and then i found... Let it do the phase 1, then goto another frame, then back to previous frame... It does step 2.. Do same thing again for other phases... Its sort of like I am refreshing my frame again and again to make my code work in bits and pieces.
I just can not manage to cancel the on(rollOut) event when the on(release) event has been started. I attach here a simple I need the solutions urgently because am trying to make a flash menue for my website.Here the code so far:
I have some code on the main time line which basicially just says when this button is pressed go to this frame indicated by the frame label. In this case "answer". This is done inside a movie clip, which isn't on the main time line.
I have a problem with a script, that is debugged without mistakes, but is not executed anyway. The Script consists of the movie with a keyframethat creates a new Instance for an Object that again creates a series of new Instances for another Object (array) that controls an associated Movieclip.The Error: A Script was executed longer than the Standard-Time-Out of 15 Seconds.
I ran into a problem.I'm doing a GIS program using flex. There's a map in my Application,when I click one icon on the map,windowA pops up,when I click a link inside windowA,windowB pops up,but here my problem coming out,when I close windowB and click the link inside windowA another time,Two windowB pop up...
Let's say I have some code like this in AS3.[code]The constructor for Thing is going to cause a swf to be rendered onto some movieclip.If the loop is run 10 times or so, most of the time I will only end up with a subset of Things showing up on the clip. I'm guessing this is a problem that flash is having loading a bunch of Things at the same time.I've been able to solve this problem by passing callbacks to the Thing constructor, and only continuing the loop once the previous Thing is completely loaded and calls back.First of all, is this a known problem? Or am I going about this in the wrong way? Secondly, is there any way I can tell flash/as to run this code in a linear fashion without the callbacks? It gets kind of annoying doing this everywhere.So I think richardolsson is right, we must be doing something wrong. To restate the problem, if I try to load multiple swfs onto the stage, even as few as two or three, without waiting for the previous one to finish loading, I will get an unpredictalbe number loaded. For example, running the loop above 10 times, I may end up getting the 2nd, 5th and 10th Things loaded. The others seemingly getting lost in asynchronousity. Flash shows no runtime errors in these situations. So here's the basic idea of how we are doing things.[code]This is the basic scheme. If I try to create a bunch of instances of 'child' WITHOUT waiting for the onLoaded function to finish on the previous 'child', random instances simply won't show up. I wrote the above code very quickly, it is not compy/paste, so ignore simple errors. Are there any glaring reasons why the above method does not work?
I verified that the installApp function is executed.Why doesn't the second piece of code work? Is user interaction required? If so what's a way around this?