Flash - How To Get All Objects To Jump Together Or Sequentially
Mar 4, 2010
I've got an array of 10 frogs, and only one jumps. I want them all to jump together or sequentially. Anything is better than one frog jumping. How do I get all the frogs in my array to jump?
What I want. Selectable frogs I can control
//Creates 10 frogs
var enemyArray:Array = new Array();
for (var i:int = 0; i < 10; i++) {
var noname:FrogClass = new FrogClass();
I want to play with arrays and the displayList. Scattering the frogs or using other motions would be interesting.
I am brand new to scripting in Flash, and was hoping I could get some help on a question. I have an animation that is 300 frames long. The first 100 frames are an animated 'ad' (for lack of a better term), the second 100 frames are a different ad, and the third 100 frames are the last ad. This can be viewed straight from beginning to end (and is intended to loop if no action is taken), but I would also like to add some functionality to the animation, so that people can jump forward to the next ad, or back to the previous ad (hitting back from the first ad would take them to the third ad, and vice versa.)
[Code]...
This does not turn up any errors when I test the movie, but the functionality does not work. Am I anywhere near a working script, or am I attempting this in a completely wrong way?
I want to create about ten twenty second movies and then have them play sequentially.
The movies are only slightly different from each other.I don't want to make a movie that is two minutes long though. I want the movies to play in a different order on each page.
im trying to figure out a way to make a button play two movie clips one after the other in AS 2.0. I have bunch of buttons that i want to play the same MC followed by a specific MC for each button so i cant add another goto at the end of the middle clip. theres probably an easy solution to this but I only know so much about AS.
I'm trying to go from an flv. that starts automatically 1st thing directly to a .swf file, with no user interaction. They are both inside a mc 'container' on the stage. I can get them both on the stage, but at more or less the same time, not sequentially. I tried using an addEventListener(VideoEvent.Complete) with the .flv, but the .swf starts up after the .flv is loaded, not after it finishes playing.
Am I supposed to use some sort of 'loader' strategy or is there a way to 'listen' to when a .flv finishes playing and then the .swf will come up automatically?
I have three flv files that I need to play sequentially, one right after the other in the same location (box) in an html document. I have segmented the video because of it's size. Does any one know how I would make this happen or where I can find some sort of tutorial that can assist me with this? I also have another project in which I have 4 animations that I want to play in sequence but they are in different locations on the web page.
I'm trying to find a way to play a sound sequentially. In other words, I want to play a sound file from a certain point to a certain amount of time (NOT to the end). So to play a portion of that file.Now, I know I have to use mySound.start(secondOffset), but how can I stop it? Sound.onSoundComplete is not useful, as I want to stop the sound at a certain time from playing, which might not be the end.I guess that the approach is to use the Sound.position property, and to stop the sound when the position meets criteria.I've tried so far all kinds of approaches, like making a loop while the sound plays and checking the Time, but nothing seems to work.
I'm working on a little navigation here where several icons will fly up to a certain height and then hover around, kinda like a flying insect might. Most of my actionscripting experience has been pretty basic so far, and i'm having a little trouble getting this thing to do exactly what i want.
these are things that i would like to happen: -- the icons fly up sequentially, instead of all at once -- the icons fly up to a less uniform height (more variance on the Y axis)these are things that really need to be fixed, but i can't figure out how: if you rollover the icons too fast, they go to a negative scale(which flips them over)also, i'm sure this code isn't the most efficient, and there are a few onEnterFrames that i could probably get rid of, but when i tried deleting any, it would break the code.
I have a 3 frame movie clip called "morePix" shaped like a forward arrow. The morePix.onRelease() function loads an external movie using MovieClipLoader(). When the movie loads a back arrow comes up. Eventually I will have about 5 external movies loading into this MovieClipLoader() and I will want the forward and back arrows up until I get to the last movie. I'm trying to figure out how to create a loop or an array to load these movies. I hope that makes sense. It seems easy but I'm stuck. Here's the code I have so far...
morePix.onRollOver = function (){ this.gotoAndStop(2); }
[code]....
The sequential movie clips will be pics3, pics4, etc. this is in Flash MX 2004
I have a movieclip tweened of a lightbulb bright then fading. 50 or so instances are placed within another movieclip and given instance names of bulb0 to bulb50. I have a stop action on the first frame of this movieclip.
Other animation within the main movieclip is activated on rollover and I have used actionscript to place this main movieclip on the stage and to control the other animation within it.
Within my external as. I have an array as follows:
var bulbclips:Array = new Array(); for (var i:uint; i < 58; i++) { bulbclips.push("winNav.bulb"+i);
I am building a flash header for my website. I want to have two parts. The first part is about a 10 second intro. The second part though will be a looping slideshow (It's photography site). Basically two different movie clips.Can someone give me a little help getting started? I think I can use AS (3.0) to loop the second movie but I need a way to recognize the end of a movie.
How do I code AS 3.0 to have multiple buttons on a frame selected sequentially? I have on frame with 4 buttons programmed to go to a specif frame when clicked. However, I want the buttons selected selected sequentially, so a user can not just click the last button and be finished with the CBT.
Just for tweak purposes. Is it a good idea to load Images simultaneously? Why would i wanna load images sequentially or simultaneously? What are the advantages and disadvantages of the 2 approaches?
How do I play a series of frames sequentially... (each one has a movie clip on it), and I don't want the next frame to start until the nested movie clip has finished playing?
When I test 3.swf, it plays only 1.swf (exactingly where I put it in 2.swf - coordinates) but doesn't play 2.swf. Everything looks correct, including the containers. All actionscript is in the frames and I'm using Flash MX.
My situation is as follows : I have an XML from which I get some urls passed into flash. (urls are path to images) And I have 3 movieclips sitting on the stage waiting to hold the images. I need to preload all the 3 images on the first frame of my movie before it starts playing. All I have been able to do is this :
I have a number of movie clips on a frame and want them to play in sequence. I have used _visible and onSoundComplete to achieve my goal. Here is my code in the main timeline:
Code: function invisible() { mc1._visible = false;
I need to know how to write some code in flash that will make it jump down to a certain point on the page. Similar to this page.If you click on a state it will take you straight to a section down at the bottom. How exactly would i go about writing this code.
I'd like to be able to navigate forward and backward through my keyframes using the keyboard. The code to do this for individual (non-key) frames is simple enough. The following is straight from Flash's "Simple Presentation" template:
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_changeSlide); function fl_changeSlide(evt:KeyboardEvent):void { if(evt.keyCode == 37) // LEFT {
i have on a close button code which says gotoAndPlay this frame (the onrelease effect) etc...anyway at the end of this effect i have a stop aswell as _root.gotoAndStop("home"); the home that appears there and what your looking at, at the end of the effect is the same thing...so why am i getting this jumping or flash? before it goes back to normal?
I'm working on a client's website. I use loaders to load various images and then I add them sequentially to the display list. These images include a big (BIG, ie, 6000x1500 , 220kb image) background image.. All of the images being loaded are PNG.. The site is fine and the images are fine/show up on a majority of browsers. However, after trying to view the flash file (at a .swf extension -- not embedded into html yet) on IE6 and on Chrome on only ONE of my laptops, the background .png does not appear and does not seem to have be loaded at all.
I haven't assigned loader listeners (i.e, there is no preloading).. Does the loader class have some sort of size restriction? I think not because it is working on some browsers and not on others. Otherwise, how could the actual PNG be at fault? I've temporarily fixed the problem by importing the background into my library and calling it from the actionscript but I would definitely prefer to load it dynamically or at least know why it is not happening as expected on some browsers/in some cases.
Complete idiot question but I know how to load and external swf and have buttons to start them playing. I was looking have them play and then load another and play.I f someone could point me in the right direction to even research this.
Code: Select allvar mcl:MovieClipLoader = new MovieClipLoader(); var mclL:Object = new Object(); mcl.addListener(mclL);
I'm trying to use a button in Flash to jump to an anchor at the bottom of my php page. The swf is in a php pagetop include and the anchor is in a php pagebottom include. The code is:
btnNewsletter.addEventListener(MouseEvent.CLICK, clickHandlerContact); function clickHandlerNewsletter(event:MouseEvent):void { if(event.target == btnNewsletter) {