Track Events On A Flash Button With The New Asynchronous Code?
Jan 26, 2011
This may be a very basic question but I cannot work it out now. I have a 'flash banner' on my site for which once clicked on you go to another page on the site. I want to track this click as an event. HTML event tracking works fine. Previously the code I used was:
I want to build a simple web 2.0 collaborative website using asp.net MVC2 or Flash and I want to receive events from a web based interface to a desktop AIR application. For e.g, someone makes a comment on a blog post, I want that information to be passed on to a desktop air application showing that a new comment has been made. What would be a good technique to receive asynchronous events?
i need to track the keyboard events in flash..right now if i press ctrl +shift + right arrow... i need some actions to take place .say trace("keyDown").
I have 10 movie clips, one is draggable movie clip and others are target. How can i find the draggable movie clip is now on stage or anyone of target movie clips.
My mission is to embed a video (custom player) into a facebook wall and track the users events (play count etc.), also gather other relevant data. I was wondering is this at all possible, if so, can you comment on that briefly?
I will like to add more music which changes automatically changes on this code as well as creating a button that manually changes the music forward and backward. How can i do that?
I currently have 6 different flex applications (widgets) that run on a main page.They all depend on one common library project.I am currently cleaning up the codebase quite dramatically and it is hard to keep overview this way especially since I inherited the codebase.Does anyone know a tool that can automatically inform me of any dead code?
I can't with this, that AS put leafs in the screen and move them on X axis from left to right, and I want the opposite, from right to left, and I can't fix the code, I thought the key was to change this:
Code: moveLeaf = function () { this._x += this.speed;if (this._x>SW+10) {this._x = -10;}}; into this:
Code: moveLeaf = function () { this._x -= this.speed;if (this._x>SW+10) {this._x = -10;}}; with that the movement goes from right to left just as I want but, when all the leafs appears on the screen, it stops from creating more.Here is the entire code:
SH = 300; // move leaves to the right moveLeaf = function () { this._x += this.speed;if (this._x>SW+10) {this._x = -10;}}; // Initial Leaf setup for (i=0; i<kNbrLeaves; ++i) {[code].....
In one of our project we are using flex for front end, blazeds/java in the backend. Its an existing code where services are prewritten. I have to make calls to 3 services in the backend (basically 3 remote objects) and get their result and store the result in an object and show the data of this object in a view. Now in front end we are using Flex and Parsley Framework. I was thinking of the following approaches.
1) Making commands for each service call and storing the result in a shared object (model) and then displaying this model in the view. In this approach the problem is some services are needed in some other web pages, but they donot need the same model. How should i handle this scenario ? Should i make a asynchronous remote call and fetch the result and then again dispatch and event with the event object storing the result.
2) Making a service call , wait for the result then make another call and wait for the result and then make other call, not sure if this is the right way ?
I have a piece of code in my game which looks a lot like this: MultiplayerAPI.createGameRoom(function(){ successFunction(new Object()); }); Basically, the createGameRoom is performed and, upon success, the function I passed is run. However I've been running into some strange bugs recently and I'm wondering, is the instance of "new Object();" the same each time the callback function is run? It needs to be a different, fresh instance of Object each time, but I'm having some garbage collection issues which make me think it's passing the same object each time that event callback is fired,
I'm trying to make a "next track" button. "T" is meant to be track number, and every time they click this button, I wanted "T" to increase by one until T>4 where I need it to go back to T=1 (I've only got 4 tracks). Then, I want, depending on what "T" equals, for it to start playing Track"T" and stop playing previous track. I also want the track playing to be looping continuously. At the moment, everything is muted, until I press the button; where it then plays all four tracks at once. I also have a problem with the mute button, but I've got a strong feeling both are of the same reason. I think my problem is that it does not know what "T" equals to begin with so it accepts all if statements; playing all tracks. But I'm new to Flash (my second project) so I'm not sure.
on (release){ stopAllSounds(); T =T+1 if (T>4){ T=1 } if (T = 1){ _root.snd1.start(0, 100); [Code] .....
I am using CS4.What I want to do is gather input from a user, and each time they click on a certain button, in this case the YES button, I would like a number added to the var such as score++. This way, I can use a case statement at the end to direct the user to the right product.However, my code does not work,
var score:Number = 0; var score_txt:TextField = new TextField(); score_txt.x = 150;
I'm attempting to create a few very simple flash games, but I haven't been able to figure out the coding. What I am attempting is to have 4 buttons each activated on a different keypress. Each time a user presses one of the keys, a specific animation is triggered, showing that the key was pressed. What I need to know is- how do I have flash trigger a final animation when all four keys have been pressed?
I tried making a set of dynamic text boxes that would change text, one for each button. I figured flash could run a simple string check (like in the basic password tutorial here) and if they all proved true it could goto and play the next scene or another MC. BUT- It seems to only check at the beginning of the movie, and if I attached it to onEnterFrame, Flash would have a cow about my syntax!
I'm looking for some help regarding stopping sounds in Actionscript 3. Basically I'm making an interactive story game, basically a quiz game. On the main menu I have a narrator talking. What I basically want to do is have the track stop playing when you press the play button. I have the soundtrack playing already and the play button too. I just can't figure out how to get the sound to stop when I press the play button and it goes to the next scene.
I am developing a multiple choice question answer. I have a movie clip in frame 2 where the radio buttons and question choices are displayed.I am trying to define a event for the radio button in the movie clip's first frame. But i show questions in random order. Say for example the first question to show is fifth I move the movieclip to 5th frame. The event is not firing since it is declared in the first frame.
I have this code that's repeating for 40 different instance names that play 40 different movieclip names.
Is it possible not to repeat all this code for every instance name? For example creating a function that catch the instance name that is pressed and plays the correct moviclip name?
I'm making a mp3 player using flash. when i test the movie it starts playing fine but when i click the next button the current track keeps playing while the next one starts. plus the stop button it's not working. here is the code.
I have a few swf's that are loaded into a base file using levels. These clips can be cycled through by means of a setInterval function or when the user clicks the next or previous button. However, when the user hovers over a defined 'hit' area which is ultimately a blank movie clip, the setTimeout call is then canceled. This works fine, except that now the 'hit' clip - being above everything - prevents the movies below accepting hit states, and if I move it to below everything else, when one mouses over any element in the loaded movie, it then acts as though the user has mouse out of the hit area.
Is there any way to have this 'hit' clip do its job simply by determining if the mouse is over it, but without using an onRollOver function or equivalent?
I want to make a movieclip invisible initially but i dont want to set it manually within the properties in flash because i cant then see it on the scene.i could add some code like so:
MC Frame one.
this.onClipEvent(load) { this._alpha = 0; }
but I cannot. How can i set the MC _alpha to 0 for all instances without adding it manually to each instance or setting it in the properties?
edit: or creating a class for it just to set the alpha.
I have this code that's repeating for 40 different instance names that play 40 different movieclip names.Is it possible not to repeat all this code for every instance name?For example creating a function that catch the instance name that is pressed and plays the correct moviclip name?
I have a banner with big invisible button covering the stage and underneath it I have movieclips which must respond to mouse events. But I can't get through invisible button. I only get button events and cant interact with movieclips underneath it. Here's simple code:
invisibleBtn.addEventListener(MouseEvent.CLICK, onTopClick); bottomMc.addEventListener(MouseEvent.MOUSE_OVER, onBottomOver); function onTopClick(e:MouseEvent):void{
have button listener code on main timeline: Code: endPanel.playAgain.addEventListener(MouseEvent.CLICK, playAgain); which lets my button within a clip call a function (function is on main timeline as well) later, that clip advances through its frames and the button seems to be losing it's listener code. the button still has the same instance name and is persistent throughout the clip. why is it only recognizing the code when the clip is on the first frame? You would assume that an instance name would retain it's listener code throughout the timeline no?