i have a mx:AdvancedDataGrid control with animation on resize. And i need to resize another contol A accordingly with mx:AdvancedDataGrid size. But resizing of contol A is too slow.
Threrefore, the addition of resize handler is bad solution. I want to get the time when the animation is completely stopped either the new size of mx:AdvancedDataGrid control.
I have a couple of questions with regards to video playback in Flash using AS 3. I'm not very good with flash coding so I've used the default video importer to import the video (file > import > import video). However I'm trying to put an event handler in that will detect when playback has completed and then take the viewer back to the main menu. I know it has something to do with NetStatusEvent but not sure how to connect it with the video.
Additionally when a viewer is watching a video, if they click a button below the video it takes them, say, back to the main menu. However the video continues to play in the background. I have put a 'video.pause();' on any button that takes the viewer away from the video, however the video is still loading in the background which isn't the ideal.
I need to create an animation and provide some results of the move function at the END of the animation. However, i am not able to control the output till the move function is completed
I tried the isPlaying- that doesn't seem to detect that the animation is completed... so continues to output resukts before the animation is complete
sample code I tried
private function mvbut():void{ var mv:Move= new Move; mv.xFrom=Math.random()*300;
I have what seems a straighfoward situation: I update the source property of an image, when the image is loaded i want to redraw the border skin to fit the new size of the image.
newImgEdit.addEventListener(Event.COMPLETE, loadImgComplete); newImgEdit.source = myurl_ressource; private function loadImgComplete(evt:Event):void {
i have a datagrid which contains a number of itemrenderers, it is populated each time a user does a search. Is there an event which can tell me when the datagrid has completed rendering all new rows and item renderers?
I need to trigger an event once everything has been created so that i can resize then container which holds the grid.
Currently im using DataGridEvent.HEADER_RELEASE and CollectionEvent.COLLECTION_CHANGE events to manage this however the problem with these events is that they get called as each new row is being added to the datagrid.
I need to do some updates to components after a user has resized the browser window. Is there a good solution to determine when a user has completed resizing? I wasn't able to find any flex events that would cover this case.
As you can see from the last line of the piece, i have a the creationComplete option run two functions. What I would LIKE to happen is once the repeater is done loading all of the block:project pieces for each function to run once and only once. Instead, the two functions are running after each is created. I tried putting the creation complete in the tag, but that didn't work.
Is there a way to tell the creationComplete piece to run only when the last piece of the repeater has been created?
I'm new for flash. I would like to know I need to fire what event which can detect frame animation finish? I need to pass a parameter from swf to flex to inform frame animation finish.
how to detect if an animation in a movie clip stops?I make myself clear:I have a movie clip with different animations which I call from the stage with mc.gotoAndPlay("frame label"). Being these animation one after another in the timeline I call a stop() function to avoid the animation after to begin without being called.
Now, on the stage I want to play one of these animations and when this stops I want to make something happen.Is there an event that tells me "this movie clip is not 'animating' anymore"?
Is there any way to detect if AdvancedDataGrid itemClick event is actually caused by the user dragging? I'd like to take action on click, but ignore drag.
I have an swf, lets call it 1.swf, that has a button that calls another swf to level one. In that second swf, lets call it whatever.swf, on layer 1 it has an flv file of about 40 seconds. on layer two it has a button that has this action:
on (release) { unloadMovie(1); loadMovie("../swf/1.swf", 1); }
So if that button is pushed, then it unloads whatever.swf as I need it to.
the problem is that if that button is not pressed, then when that 40 second flv finishes, it just sits there with a black stage and the button. What i need it to do is that when that 40 second flv is finished, it automatically unloads whatever.swf on level 1, again showing 1.swf on level 0.
Also, before anyone anwers, the way i did the flv is that in whatever.swf the flv was imported to the stage, i slected the "already deployed" put in the URL and then it created a flash video component which is on the stage.
I'm loading a bunch of swfs into my movie and when they are finished loading I need to change each swfs color based on my xml data. My problem is when my Event.COMPLETE fires I don't know which loader it belongs to to retrieve the correct xml. I've tried giving my loaders names but I can't seem to access the name from the Event.Complete function. My trace causes the error: Property name not found on flash.display.LoaderInfo and there is no default value. How do I access my loader name?
I have tried to import a movie into Flash 8 and the message appears "The operation could not be completed as an error has occurred". It will not pu the movie on to the stage. Do you think there is something wrong with the movie file or am I missing a step? This is what I do:
1) open a new flash file
2) file - import video
3) browse to find the movie file and then click next
4) Click the option 'progressive download from a web server'
5) I dont change any of the default settings and I don't want a skin on it
6) It runs through like it is making the file and then the message appears "The operation could not be completed as an error has occurred".
I am trying to create a video that can be streamed on a website. The video started with a screen grab of the video on frame one. This has the action on stop();. When this screengrab is clicked, gotoAndStop(2); is fired and the timeline moves to frame 2 and the video starts to stream. All is well... Except from when the video finishes...
When the video finishes I have tried using the code
on (complete) { gotoAndPlay(1); }
To go back to the origonal screen grab on frame one but it doesnt seem to budge.
I am getting some strange results while loading large files dynamically, and testing my movies. Even if I delete the object in which the external file is loading, the bandwidth of the loading seems to continue. Either Im not doing a good job of cleaning up after myself, or the test environment when exporting a movie isn't accurate, or ... there is no way to cancel the effects of
[Code]...
Is this going to be the case online? (difficult for me to test right now) Is there a way to break off the loading once it has begun? (I thought by deleting the object that called the loading function, I would end the loading)
I have multiple functions in one frame. Each function runs an seperate animation. I would like to have the first animation run, and then as soon as that animation is complete, I would like to have the next animation play, and on so on.
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )
I have been using this tutorial to get RPG text boxes in my game. So far, so good. The RPGtext.as I'm using comes from that tutorial, and hasn't been altered, while I'm calling the var arrays containing the character speeches from yet another document class. Something like this:
[Code]....
The dialogue begins and it's all good. Now, here's my dilemma: Is there a way to "shut down" the rpgText movieclip when the Dialogues.d1 has no more text to provide? Each time I press the rpgText movieclip, it refreshes with new text, but when it reaches the final text, I want to be able to press it and make it go away (remove movieclip from scene, something like that).
I tried the "if (Dialogues.d1.length == 0)", but it doesn't work. Is there a way to detect if the Dialogues.d1 has reached its final sentence? Will it be necessary to alter the rpgText.as?
I have a slidshow inside of a flash page. It works great on my desktop, but when I upload it to a server I get the infamous Error #2044: Unhandled IOErrorEvent:. text=Error #2036: Load Never Completed. I initially assumed that I must have missed uploading a file, so I uploaded the whole folder, Photoshop files and all, thinking that I could start deleting things until I found the culprit. But even after I uploaded everything that I have, the browsers still gave me the same error with no slide show. I'm wondering if my call to the .swf (from inside a .swf) needs to be different on a server.[code]...
I have made this very simple slideshow which loads images via a XML file. Everything works fine locally, the images load nice slideshow. But the problems start when I load it up to my server, once it is uploaded and I try t o play it I get this error: [QUOTE]Error #2044: Unhandled IOErrorEvent:. text=Error #2036: Load Never Completed.[/QUOTE]
It has something to do with the .xml file which I load in AS here: var request_xml:URLRequest=new URLRequest("setup.xml");
I tried to replace it with ("[URL]") but then I got a sandbox violation error which is not solvable unless you get it signed (I read that somewhere). The way I load images in XML: <SLIDE_SHOW> <PICTURE>ImagesBw/Foto1.JPG</PICTURE> ... </SLIDE_SHOW> [URL]
I have a tween I am calling in a function and I'd like a scale event to occur once the tween complete.I've never created an event listener dependant on the completion of another actionI'll ultimatley scale cntcnt XandY to the newly created scprop once the TweenLite event completes.
Below is the code which calls the tween. I'd function clktwn(e:MouseEvent):void{ //create vars for x,y cordinates of clicked county (child)
I am using a UILoader to load images from a sub folder in my site. The code works flawlessly in Flash IDE even with simulated low download bandwidth. I am running the swf in a mirror image file structure of the one on my site on the server. The problem is not related to file path because that would throw a #2034 and I'm not getting that error. Interestingly, the failures do not occur with all images and the failures are repeatable (they always happen with the same images) The images are all (ones that fail and ones that don't) about the same size (20-30KB) and type (.jpg) so I don't think size diff is an issue.