point me in the right direction for creating a thumbnail slider which repeats itself when it reaches the end, rather than just reaching the end and stopping? For example: http:[url]....I take it you would just duplicate the entire thumb container when it got close to the end? Would this not buckle up the function which is sliding the container as this is probably base on the containers width? Or would you treat each thumbnail as a seperate element and move them individually?
I use this code to try to create a photo thumbnail slider from an array loaded with the images names. The problem is that I can create one thumbnail with my code as shown, but I get in trouble when I try to make thumbnails of more than one image from the array. How should I work around this?
I want the thumbnails to create a nice row, that I can use in a "infinite image slider"...
Code: //image array //the array that holds the images names imgArray = _root.getCurrentArray(); //the path to the images folder
I have made a image-viewer. I've this AS for the viewer:
Code: import mx.transitions.Tween; import mx.transitions.easing.*; function loadXML(loaded) {[code].....
Now i would like to make a loop for the thumbnails so they don't have a beginning or end(Now when i scroll to the right the thumbnails stop at the last thumbnail, i want it to begin at the first thumb again).I'm also trying to make that the middle thumbnail represents the photo in target_mc.
I am making a gallery, which you can view here:[URL]ok, firstly, when you click a thumbnail, you cannot scroll them until you roll off the click thumbnail, and I'm not sure why. is it just a movieclip thing? or can I put some code in to re-get focus of something? ok, now for the two general questions:
1. When you roll over the thumbs, they go up, sometimes they flick back down though, even though you are rolled over them still. is this just because they are moving?
Im trying to create via xml and a for() loop a thumbnails wiewer and each thumbnail have a simple onrelease function.....but my probleme is that my 'container' movieClip and 'BT' movieClip dont show when I export the movie...also when i trace()them the output is empty. maybe is because they are inside x.onLoad(xml){} function ? At the end of the script you can remove // before the trace() function for ckecking in the output panel. here is my code:
What I have is a map that you can click on points and it will zoom in, you can also click on a "plus/minus" buttons to zoom in and out (I even have the mouse wheel zooming in and out). The client wanted me to add a "zoom slider bar" to it so you know you could move it up and down to scale it. Everything is working except the slider, I can't seem to get it to work with the position of the slider. All of the zoom functionality is there but the slider is killing me.
I am putting up the fla file since there is a lot of code in there and I didn't want to put it all in the forum. if you look in the fla in frame ten on line 726 you can find the function that is supposed to handle the zooming when you move the slider. Up on line 74 you can find the slider onPress and onRelease functions, but those I believe should be fine.
I am trying to create a basic timeline, similar to the timeline we all use in flash (see attached).
I have a playhead slider, which when dragged, just drags within its startDrag() limits.
I also have horizontal window scroller which also when dragged, just drags within its startDrag() limits.
I am trying to work out how to get the horizontal window scroller to scroll when the playhead slider hits the left or right edge. I am using hittest for this collision.
I have the playHeadSlider scrolling along the top. When playHeadSlider collides with hittestThing I want mcContents to then move.
It kind of works.. mcContents moves when the playHeadSlider is in collision with the hittestThing.. but it just moves rather than 'drags' across. I have it set up so that mcContents is twice the width (approx) of mcScrollWindow.
I need to somehow update what I have so that if the playHeadSlider collides with hittestThing on the right, mcContents only moves to the right and if playHeadSlider collides with hittestThing2 on the left, mcContents only moves to the left.
Yes, I'm making a photo gallery like everyone else. I'm making it so people can order pics from the site. There are going to be about 500 photos per album in 5 different categories. The photos can be shrunk down to about 60kb a piece. If I use the actual pictures as thumbnails, just scaled down, the total size of all the pics will be about 30mb. I know this is a lot.
Either way, the people looking at the album will most likely look at nearly all the pics so they will be using up bandwidth either way. Plus, if I use the actual pics as thumbs the user will not have to wait to see actual pic when it's clicked on because it's already loaded. A preloader is annoying to me. I do realize a preloader would be wise when loading the thumbs. Just dislike them after you click one for the big picture.
So is using shrunken thumbs a necessity or if the big pic is under a certain size it shouldn't matter if I use it for a thumb also?
By the way I'm still really new to Flash and AS3.I'm writing this quiz that gets questions and answers from an xml file in the same directory and displays the question in a TextArea, the available answers in a list, and additional text in another text area.Most of it was working the way I wanted and I noticed the apostrophes weren't coming through the XML so I thought I'd try escaping it with a not thinking. I did a publish preview and saw that my list loop became infinite populating my answer list. I took the out and still had the same problem. I backed out as far as I could in the AS3 and couldn't find anything that would cause it to continually loop like that. I traced a statement at the beginning of the script and realized it was actually looping the whole app not just an event or function. I'll reply back with the code.
i made two buttons, first called buttonA and the second buttonB.each button will run a movieclip when it's clicked now, the first time when i try it it works wonderfull, then when i keep clicking it, the scrips repeats causing the moviclips to pause or run again, the more i click the more it repeats ,
Is something wrong in this syntax? I'm getting only the first record and it keeps on repeating. When the php file is being tested in the borwser, it shows its data correctly in this format. AA,,BB,,CC,,DD,,
I have a website with a mc inside a mc. The nested clip keeps repeating , I want the nested clip to run 1 time. I have stop actions on each clip, it delays, but won't stop repeating.
I have a simple mp3 player, with PLAY PAUSE PREVIOUS and NEXT buttons. the problem i have is if you click the play button more than once, the mp3 clip will start to play itself as many times as you clicked. this sounds really bad..u could have the clip playing over itself 5 times.
Code: if(play button is clicked ONCE){ (deactivate play button until next song); }
in other words, only one PLAY-button-CLICK allowed per song...
I am dynamically playing a video.flv file on the stage when a button is clicked. It plays fine but continuously repeats itself. I want it to play once and the disappear.
So, I downloaded a simple sound loop from Flash Kit.
I am building a Flash webiste and want the sound to loop once the movie loads. I have added a stop and play button to the movie in case the viewer doesn't want the sound on. I understand sound can be annoying.
I add the following code to the FRAME 1 of the movie. Everything works fine but when the loop finishes, it just stops. How do I get it to continue looping? Also, as I navigate to other sections of the movie.. I want it to continue playing and not restart when I go back to say "Home". Home starts at frame 1 as well.[code]...
I'm just starting to learn to make my own functions and was trying to make a walk sequence. My original program used an elaborate series of counters and onEnterframe, but I want to take a different route (basically starting from scratch) because my walk sequences always turned the avatars into picasso paintings when two or more keys were pressed simultaneously. I'm more familiar now with set and clear timeout, but what do I do if I want a specific sequence to count up, then down, or rotate back and forth, like the pendulum of a clock? starting with a basic function like function walk(bodypart){bodypart._rotation += 45;}. if (keyUsed == 68){walk(square_mc);} what do I have to change so the square rotates back and forth +/- 45 degrees while depressed?
On the stage of a flash app I have several movieclips that keep repeating. Now I need a movieclip that doesn't repeat. It should play once, and then keep its last state on stage. I can't find out how to stop this movieclip from repeating.
I built a Flash clock. The Clock working! Visible working! Sound working! BUT the sound seems to be plays EVERY frame instead of just the very first frame one time. Stops great but multiple songs seems to be playing. Is it my ENTER_FRAME code causing the problem? If so, what should that line read?[code]...
When i play it it autoplays (that's fine) but it also keeps repeating over and over, i'd like it to stop at the end and just display the end frame (as mentioned i converted a movie so i cant do it with actionscript in the .fla file).
The problem I am having is that once I click back button on my scene to go back to home page, the animation of papervision3d kick-starts on top of already existing papervision3d animation. It doubles each time.
Is there a way to remove it? something like removeChild(); or it's nothing similar to that?
I have a .fla that plays music until a certain text object (start_course_txt_mc) is visible. Then I want the music to stop and the narration to begin. I can get all that to happen. The problem is that the narration keeps playing over and over, but it is only playing about 3-4 seconds of an audio file that is about 30 seconds long.
function unBlur() { var my_bf:BlurFilter = new BlurFilter(0,0,1);
I've got a class that "Spawns" enemies to the display based on a timer. So if the timer is 3 seconds, such and such happens. The problem is that the function is firing the ENTIRE time the Timer says 3 seconds, instead of just once and for some reason I can't wrap my head around how to limit it to just going once. Logic Statements aren't showing to be my strong point.[code]Anything other than that shouldn't be relevant, the spawnZeroFormations() seems to be working perfectly. it's just being called far to often. The thing is it WAS working but then I rearranged code and deleted something and can't remember what it was.I tried wrapping the switch in a For loop, but it doesn't seem to do anything which is confusing in itself; but again Logic statements aren't showing to be my strong point.
I'm creating a flash game in which you are a UFO flying over a group of cows and you have to abduct them. It's a top view game so I have the grass moving from top to bottom and I have a movie with 5 cows and theres a controller in the _root movie that creates a random variable:
_root.cows = random(5);
Now everytime the controller movie gets to a certain frame, that frame tells the cow movie to play a certain cow (Moving from top to bottom) based on the current variable. What's happening is when there is a repeat, the cow disapears and jumps back to the top. Seeing how there's only 5 cows you can tell this happens a lot.Now I've researched this a bit and found that I can create an array of random numbers and splice each one as I've used it. I've tried this, copied different codes and I can't get it to work.