ActionScript 3.0 :: Way To Clean All Of Properties And Have 'fresh' Start?
May 13, 2011
I have made a game that after you reached a certain object it will switch to the next level. The next level is in a new layer and in a new frame.Problem is I think all of the properties (speed, collions etc..) have been inherited. Meaning my charachter will move on his own and collisions will still apply for objects if the previus frame.Is there some kind of way to clean all of the properties and have "fresh" start? I have tried to clean the Array that detects the collisions, the collisions work now. But the player now is 2x faster and also jumps 2x higher.
I have made a game that after you reached a certain object it will switch to the next level. The next level is in a new layer and in a new frame. Problem is I think all of the properties (speed, collions etc..) have been inherited... Meaning my charachter will move on his own and collisions will still apply for objects if the previus frame.
Is there some kind of way to clean all of the properties and have "fresh" start? I have tried to clean the Array that detects the collisions, the collisions work now. But the player now is 2x faster and also jumps 2x higher... I don't have the code to past in here right know, I will add it later. So, summing up. Is there some kind of way for me to clean the properties of objects from one frame to the other?
I have a little game where I'd like a background image to slowly resolve. Basically, it starts out quite pixelated and slowly resolves to "clean". Is there a popular library or something for this? I've found a couple of examples on the web, but they all seem a bit heavy duty.
Is it possible to load a new set of flashvars into a swf without refreshing the page. Example: Let's say that I have a swf that load an XML file based on the flashvars that are received when the page loads. This swf is sitting in a div on a page. Else where on the same page I have an html button that when pressed would set a new flashvar. Can the already loaded swf accept a new set of flashvars based on that HTML button being pressed and do this without a page refresh so that a new XML file is loaded in the already loaded swf?
How do you force your movie to load a fresh version of xml each time it plays? Say the file I want to load is called "galleries.xml" and it gets updated often, what can I do to ensure flash loads the most recent version?
I'm building an app that is interfacing with a database through PHP, but it looks like it's grabbing a chached version of the php page, which is giving it old data. How do I ensure that Flash loads the file fresh from the server and not from cache? I'm using URLLoader, andI've tried putting the question mark at the end of the URL (i.e. "questions_view.php?").
I have created buttons with this Actionscript. They load in the external swf's fine, but when I click on them again they load them in again, and again, and again... What do I need to write in the code so it loads in fresh everytime you click on the button? (or in other words, cleans up the load in page before it loads in new files).
I finished a project with flash cs5, and now I need to delete all the symbols and graphics that are not used, from the library is there a simple way to do that?
I am attempting to create a swc file that is CLEAN; meaning a .swc files without odd symbols included as classes and whatnot. I am able to not include undesired external classes so that's not a problem, that is working fine. The problem is that I have found that if any of my movieclips have a stop(); on them (and presumably any other as code) those movieclips show up as classes in my .swc library which I really would not like to see. I want my class to have only it's main class visible without any extra classes generated by flash.
For example: I have a movieclip with a linkage to a Main class and inside that I have a movieclip called btn1 that has an animation inside with a stop at the end. When I export the .fla as a .swc I get my main class in the library as com.test.display.Main but then in addition I also have the flash generated class in there as test_fla.btn1. I didn't create this class so I don't want it in there
I'm using the following to remove a textFeild from the stage I then need to add this textField back to the stage at a later time....i tried using addChild the problem is the text that was in the text field prior to the removal is still in the textfield when i re add it......How do i remove the textfield and replace it with a fresh textfield at a later time?....using msgTa.text =""; is not an option.
I'm trying to build a listeners clean up class. I can do it for any item that isn't associated with an object or movie clip. However, how can I modify this to make it work for those items?
I've been trying to clean and organize my code as much as possible lately and I'm wondering what the best way is to create documentation that resembles the professional ASDocs.
I'm quite annoyed by the lack of link graphic management of the flash ide, don't you? In a web application like flash, it's quite surprising that I can link a static text but I cannot easily style it's hover/out state like html, nor simply get it underlined.Yes, I know, use the StyleSheet class and dynamic text fileds, yes... But no, that's not the way I want.
I have this code where I include Tweens in an array, and once the last Tween has run, I try to clean up the Array, but I get an error message: TypeError: Error #1010: A term is undefined and has no properties.k and let me know what's wrong
Code: var coordCounter:int = 0; var array:Array = new Array();
I was working on a project and Error#2044 was driving me crazy, I try to catch all errors, review and over review my movie loaders but nothing, that error does't allow me to use preloader because it fires off from the begining. When I was totally on my knees I decided to start the whole project from scratch, but, just for the sake of it after making a new flash document I try to simulate downloading and the SAME error fire off!, What? there is nothing, not even a line of code, a pure fresh movie and this errors lurks in my movies.What could It be, it is just my Flash?, this has no sense, It is an empty (fresh movie), why does this error fire off?
It seams no matter what publish settings I use the image quality of JPGs in my flash movie is poor (see linked image) Am I missing a setting? how do you get really crips, clean, beautiful image preview in Flash?
I'm trying to make a rotating banner with buttons on it (check the uploaded FLA... I had to set the extension to *.zip to get it uploaded, so once you DL it, change it to .FLA). It sorta does what I want it to do right now, but my code is really... REALLY awful. The only thing I can say about my code is that the functionality is close to what I'm looking for. Basically, this is what I want it to do:
1) banner consists of 3 different banners that rotate out with an animation in a continuous loop.
2) little buttons in the lower right hand side will whisk you to the appropriate banner, but will NOT be clickable on its specific banner.
3) rolling over the main banner img or the button will also pause the movie
4) clicking on the main banner img will send you to a URL I have a very hard time finding a way to be able to call a function over and over again without remaking the function and renaming it. If you have some time, please take a look at the FLA and pass me some pointers. I am using Flash CS3 if that matters.
We are building a flash based product where we need to create icons for various modules. we are having challenges in look and feel of the icons- what looks really good on Adobe Illustrator/ Photoshop looks jagged on flashPlayer. A challenge we have is that the overall screen aspect ratio and hence aspect for the icons which are relatively sized can change
we were told in discussions with some adobe folks that
a) we need to build icons which are square, and in multiples of 32 pixels.
b) use a png format
As per them, this way the pixelation is reduced and diagonal lines won't appear jagged- we still have an issue on rendering in flash player
I tried to include a free photogallery based on as 3 in to a free flash template site. Now, if u click photogallery, the photogallery have to build up!
I have following problem: -If u click the photogallery a second time, it doesnt work correctly! (I think it has something to do with the existing objects from the first call!.. The second thing is, it uploads the pictures for the gallery 2 times. So i have 40 picture instead of 20 (20 of 20 are the same :/)....
I tried this but with no succes: (i tried to remove the objects with remove child...Its the last part of this code)....
Code: /* Created by Min Thu http://www.flashmo.com AS3 References and Credits
im making an application that swaps out rims and tires on cars, there is a car selector screen as well car selection.swf ----> car mod.swf ---> car selection.swf you can go back and forth between the different cars, swapping rims... so ... here is where I'm at so far with what I'm doing. calling in a new swf file, and it pops overtop of the one im using... all the false hidden stuff, seems to stay in memory, i need to wipe it clean, so m animation is still smooth.. code :
I am building a website that has a separate .swf for each page of the site. Each page is loaded into shell_mc using loadMovie. When a new page loads, I run shell_mc.unloadMovie before calling shell_mc.loadMovie(newPage). I am just wondering if the unloadMovie command will destroy everything in the current page that might take up memory before it begins loading a new page.
How do I use it? Lets say I have a movie with the name "movie1" and another movie with the name "movie2". Now I want to load "movie2" into "movie1" in an empty MC with the name "content" when I press a button.
I have a program where a few traces will display needed information for test purposes. Within this trace I would like to show an array, but when I do trace ("Array = " + myArray); It will just show every entry as: Array = 1,2,3,4,5,6,7,etc... What I would like to achieve is: Array = 1, 2, 3, etc... Is this possible?
I want to clean up my main timeline by breaking it into 3 sections and putting each section into its own clip. My main timeline is then only 3 frames long with one clip on each frame. Of course, trouble is, the main timeline doesn�t wait for the first clip to play before progressing to the second. Do I need some code in the second main timeline frame to tell it to wait til the first clip has finished?