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  • Would like to move MovieClip using onstage buttons, not arrow keys.

    - by Anne
    To move the MC, using arrow keys I used the following and it worked: var timer:Timer; var direct:String; initStage(); function initStage() { stage.addEventListener(KeyboardEvent.KEY_DOWN,startMove); } function startMove(e:KeyboardEvent):void { switch (e.keyCode) { case Keyboard.RIGHT: direct = "right"; break; case Keyboard.LEFT: direct = "left"; break; case Keyboard.DOWN: direct = "down"; break; case Keyboard.UP: direct = "up"; } timer = new Timer(10); timer.addEventListener(TimerEvent.TIMER, moveBox); timer.start(); stage.removeEventListener(KeyboardEvent.KEY_DOWN, startMove); stage.addEventListener(KeyboardEvent.KEY_UP, stopMove); } function stopMove(e:KeyboardEvent):void { timer.stop(); initStage(); } function moveBox(e:TimerEvent):void { switch (direct) { case "right": box.x += 1; break; case "left": box.x -= 1; break; case "up": box.y -= 1; break; case "down": box.y += 1; break; } } I tried to convert this to use my onstage buttons: up_btn, down_btn, left_btn, right_btn to move MC box but couldn't figure it out. Can anyone help me convert this? Thanks in advance for any help you might offer. Annie

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  • how to control a embedded multiframe swf file?

    - by liuliu
    [Embed(source="data/fire.swf")] static public var movieFire:Class; I have some multiframe swf file and I want to have control of them. For example, I can use gotoandplay and gotoandstop functionality. I tried something like: var m:MovieClip = new movieFire() as MovieClip; but it turns out when I tried to get totalFrames, m.totalFrames, it gives me zero, and gotoand* functions don't work either. How can I correctly control the swf file embedded in actionsript 3.0 (No Flex component)?

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  • XML pass values to timer, AS3

    - by VideoDnd
    My timer has three variables that I can trace to the output window, but don't know how to pass them to the timer. How to I pass the XML values to my timer? Purpose I want to test with an XML document, before I try connecting it to an XML socket. myXML <?xml version="1.0" encoding="utf-8"?> <SESSION> <TIMER TITLE="speed">100</TIMER> <COUNT TITLE="starting position">-77777</COUNT> <FCOUNT TITLE="ramp">1000</FCOUNT> </SESSION> myFlash //myTimer 'instance of mytext on stage' /* fields I want to change with XML */ //CHANGE TO 100 var timer:Timer = new Timer(10); //CHANGE TO -77777 var count:int = 0; //CHANGE TO 1000 var fcount:int = 0; timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function incrementCounter(event:TimerEvent) { count++; fcount=int(count*count/1000);//starts out slow... then speeds up mytext.text = formatCount(fcount); } function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //LOAD XML var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("time.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //PARSE XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML.ROGUE.*); trace(myXML); //TEXT var text:TextField = new TextField(); text.text = myXML.TIMER.*; text.textColor = 0xFF0000; addChild(text); } RESOURCES OReilly's ActionScript 3.0 Cookbook, Chapter 12 Strings, Chapter 20 XML

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  • mp3 playback stop echoing, as3

    - by pixelGreaser
    Hitting play more than once, causes an echo and I can't stop my mp3 player. What's the best practice for mp3 playback? var mySound:Sound = new Sound(); playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler); var myChannel:SoundChannel = new SoundChannel(); function myPlayButtonHandler (e:MouseEvent):void { myChannel = mySound.play(); } stopButton.addEventListener(MouseEvent.CLICK, onClickStop); function onClickStop(e:MouseEvent):void{ myChannel.stop(); }

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  • receive and pass values with XML, AS3

    - by VideoDnd
    My example imports XML and has an object rotating on stage. The rotating object is called enemy corresponds to ENEMY in the XML. How do I set the rotation variable to receive values from XML? REASON It seems more difficult to set up variables using external data. I want to understand it better. here's a link http://videodnd.weebly.com/ rotation.fla //LOAD XML var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("enemy.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //PARSE XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML.ROGUE.*); trace(myXML); //TEXT var text:TextField = new TextField(); text.text = myXML.ENEMY.*; addChild(text); } //ROTATION function enterFrameHandler(event:Event):void { //==>CODE I WANT TO CHANGE<== enemy.rotationY += 10; //enemy.rotationY = myXML.ENEMY.*; } addEventListener(Event.ENTER_FRAME, enterFrameHandler); enemy.xml ENEMY is set to -100, use what you like <?xml version="1.0" encoding="utf-8"?> <BADGUYS> <ENEMY TITLE="sticky">-100</ENEMY> <ROGUE TITLE="slimy">-1000</ROGUE> </BADGUYS>

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  • TextArea component is null on applicationComplete event

    - by Alan G.
    I have a weird issue (weird because it is specific to one component) with applicationComplete in a fairly simple application. All the UI components are declared in MXML. I can access them all in applicationComplete, but not a spark.components.TextArea component, named taStatus here; it is null in the handler. MXML looks sort of like this (there are lots of other components, but nothing special) <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="710" minHeight="640" applicationComplete="onApplicationComplete(event)" width="710" height="640"> <mx:TabNavigator left="15" right="15" top="15" bottom="340" paddingTop="0"> <s:NavigatorContent label="General" width="100%" height="100%"> <s:Label x="93" y="71" text="Label" id="lblTest"/> </s:NavigatorContent> <s:NavigatorContent label="Status" width="100%" height="100%"> <s:TextArea id="taStatus" width="100%" height="100%" text="Startup." editable="false"/> </s:NavigatorContent> </mx:TabNavigator> <fx:Script source="main.as" /> </s:Application> Here is the handler in main.as protected function onApplicationComplete(event: FlexEvent) : void { lblTest.text = 'abc789'; // OK taStatus.text = 'abc789'; // Fail } TypeError: Error #1009: Cannot access a property or method of a null object reference. So taStatus is null... What is so special about this TextArea?

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  • How can I create variable variables in ActionScript

    - by Daniel Angel
    I'm doing this mcomp7d101.onRelease = function() { getURL("javascript:Compartir("+id7d101+");"); } mcomp7d102.onRelease = function() { getURL("javascript:Compartir("+id7d101+");"); } mcomp7d103.onRelease = function() { getURL("javascript:Compartir("+id7d101+");"); } mcomp7d150.onRelease = function() { getURL("javascript:Compartir("+id7d101+");"); } you get the idea :) How can I use a for loop to do something like: for(ii = 101; ii < 150; ii++) { mcomp7d+ii.onRelease = function() { getURL("javascript:Compartir("+id7d+ii);"); } } I'm getting a syntax error. It seems that I can't create variable variables in compiled languages.

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  • Actionscript package naming and directory structure

    - by danwoods
    Hello all, I've got some actionscript which begins with: package obfus_plugin{ import org.flowplayer.model.Plugin; import org.flowplayer.util.Arrange; import org.flowplayer.model.PluginModel; import org.flowplayer.view.Flowplayer; and when I try to publish, I get the error: 5001: The name of package 'obfus_plugin' does not reflect the location of this file. Please change the package definition's name inside this file, or move the file. C:\Documents and Settings\***\My Documents\My Dropbox\Public\obfus_plugin\obfus_plugin.as In my classpaths I have: C:\Documents and Settings\***\My Documents\My Dropbox\Public What am I doing wrong?

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  • Connection Limit in Adobe AIR?

    - by Brinias
    I have an Adobe AIR application that makes multiple connections to a server. When I open more than two connections I get an error: 2032: Stream Error. Is there a configuration option or a property somewhere to raise the limit?

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  • As3 printing problem, blanks swf after print or cancel

    - by Carlos Barbosa
    Hey all! ok back at another issues in as3 printing Code: //Function to print entire screen function printFunction(event:MouseEvent):void { var myPrintJob:PrintJob = new PrintJob(); var oldScaleX:Number = root.scaleX; var oldScaleY:Number = root.scaleY; //Start the print job myPrintJob.start(); //Figure out the new scale var newScaleX:Number = myPrintJob.paperWidth/root.width; var newScaleY:Number = myPrintJob.paperHeight/root.height; //Shrink in both the X and Y directions by the same amount (keep the same ratio) if(newScaleX < newScaleY) newScaleY = newScaleX; else newScaleX = newScaleY; root.scaleX = newScaleX; root.scaleY = newScaleY; //Print the page myPrintJob.addPage(Sprite(root)); myPrintJob.send(); //Reset the scale to the old values root.scaleX = oldScaleX; root.scaleY = oldScaleY; } I cant seem to find anything thats really helpful with this. When i click cancel on the print dialog box, i get error below and it blanks out my swf.

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  • Flex: How to scroll page to bottom?

    - by javanes
    Hello; I have a Flex application, I want to scroll the page to bottom when a button is pressed. Scroll bars is added by browser, they do not belong to flex app or component. I can do this by javascript but is there a way to do this with action script? Thanks. Enes

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  • Animate and form rows, arrays, AS3

    - by VideoDnd
    Question How can I animate and form rows together? Explanation One 'for loop' is for animation, the other 'for loop' is for making rows. I want to understand how to use arrays and create a row of sprite animations. 'for loop' for animation //FRAMES ARRAY //THIS SETS UP MY ANIMATION FOR TIMER EVENT var frames:Array = [ new Frame1(), new Frame2(), new Frame3(), new Frame4(), new Frame5(), new Frame6(), new Frame7(), new Frame8(), new Frame9(), new Frame0(), ]; for each (var frame:Sprite in frames) { addChild(frame); } 'for loop' for rows //THIS MAKES A ROW OF DISPLAY OBJECTS var numberOfClips:Number = 11; var xStart:Number = 0; var yStart:Number = 0; var xVal:Number = xStart; var xOffset:Number = 2; for (var $:Number=0; $<numberOfClips; $++) { //DUDE ARRAY var dude:Array = frames; dude.y = yStart +11; dude.x = xVal +55; xVal = dude.x + dude.width + this.xOffset; } timer var timer:Timer = new Timer(100); timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) { var currentFrame:int = timer.currentCount % frames.length; for (var i:int = 0; i < frames.length; ++i) { frames[i].visible = (i == currentFrame); } } timer.start(); counter experiment My new class I'm working on loops through 10 different display objects that are numbers. For those following, I'm trying to make something like NumbersView.

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  • use boolean with visible, as3

    - by VideoDnd
    Is there a better way to do use a use a boolean with visible? This animation blinks 30 times and stops. It works without error, but takes a moment to load. I would like to learn other ways of using visibility with conditionals. var timz:Timer = new Timer(100,30); timz.addEventListener(TimerEvent.TIMER, doIt); var condition:Number = 5; function doIt(event:TimerEvent):void{ trace("fire!"); if(condition=5){ box.visible = !box.visible; } } timz.start();

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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  • substrings and multiple textfields, AS3

    - by VideoDnd
    How do I get my text fields to populate correctly and show single digits? Description Each textfield receives a substring. This doesn't limit it's input, because the text fields shows extra numbers. The counters are set to 2,200,000.00, just to see if the numbers are populating. Ex A is the one I'm trying to fix. Ex A the one I want to fix //Tweening method 'could substitute code with Tweener' import fl.transitions.Tween; import fl.transitions.easing.*; //Timer that will run a sec and repeat var timer:Timer = new Timer(1000); //Integer values var count:int = +220000000; var fcount:int = 0; //Events and starting timer timer.addEventListener(TimerEvent.TIMER, incrementCounter); addEventListener(Event.ENTER_FRAME, checkOdometerPosition); timer.start(); //Tween Variables var smoothLoop:int = 0; var originalYPosition:Number = 0; var upwardYPosition:Number = -99; //Formatting String function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //First Digit function checkOdometerPosition(event:Event):void{ if (seconds9.y <= upwardYPosition){ var toText:String = formatCount(fcount); //seconds9.firstDigit.text = formatCount(fcount); seconds9.firstDigit.text = toText.substr(9, 9); seconds9.y = originalYPosition; seconds8.firstDigit.text = toText.substr(8, 8); seconds8.y = originalYPosition; seconds7dec.firstDigit.text = toText.substr(7, 7); seconds7dec.y = originalYPosition; seconds6.firstDigit.text = toText.substr(6, 6); seconds6.y = originalYPosition; seconds5.firstDigit.text = toText.substr(5, 5); seconds5.y = originalYPosition; seconds5.firstDigit.text = toText.substr(4, 4); seconds5.y = originalYPosition; seconds3.firstDigit.text = toText.substr(3, 3); seconds3.y = originalYPosition; seconds2.firstDigit.text = toText.substr(2, 2); seconds2.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds0.firstDigit.text = toText.substr(0, 1); seconds0.y = originalYPosition; } } //Second Digit function incrementCounter(event:TimerEvent):void{ count++; fcount=int(count) if (smoothLoop < 9){ smoothLoop++; } else { smoothLoop = 0; } var lolly:String = formatCount(fcount-1); //seconds9.secondDigit.text = formatCount(fcount); seconds9.secondDigit.text = lolly.substr(9, 9); var addTween9:Tween = new Tween(seconds9, "y", Strong.easeOut,0,-222, .7, true); seconds8.secondDigit.text = lolly.substr(8, 8); var addTween8:Tween = new Tween(seconds8, "y", Strong.easeOut,0,-222, .7, true); seconds7dec.secondDigit.text = lolly.substr(7, 7); var addTween7dec:Tween = new Tween(seconds7dec, "y", Strong.easeOut,0,-222, .7, true); seconds6.secondDigit.text = lolly.substr(6, 6); var addTween6:Tween = new Tween(seconds6, "y", Strong.easeOut,0,-222, .7, true); seconds5.secondDigit.text = lolly.substr(5, 5); var addTween5:Tween = new Tween(seconds5, "y", Strong.easeOut,0,-222, .7, true); seconds4.secondDigit.text = lolly.substr(4, 4); var addTween4:Tween = new Tween(seconds4, "y", Strong.easeOut,0,-222, .7, true); seconds3.secondDigit.text = lolly.substr(3, 3); var addTween3:Tween = new Tween(seconds3, "y", Strong.easeOut,0,-222, .7, true); seconds2.secondDigit.text = lolly.substr(2, 2); var addTween2:Tween = new Tween(seconds2, "y", Strong.easeOut,0,-222, .7, true); seconds1.secondDigit.text = lolly.substr(1, 1); var addTween1:Tween = new Tween(seconds1, "y", Strong.easeOut,0,-222, .7, true); seconds0.secondDigit.text = lolly.substr(0, 1); var addTween0:Tween = new Tween(seconds0, "y", Strong.easeOut,0,-222, .7, true); } Ex A has 10 text objects, each with a pair of text fields. It’s move complex than Ex B, because it has a Y animation and pairs of numbers. The text objects are animated to create a scrolling effect. It moves vertically, and has a lead number and a catch up number contained in each symbol. See illustration for more description. Ex B work fine! for example only //STRING SPLITTER COUNTER with nine individual text fields //Timer settings var delay:uint = 1000/100; var repeat:uint = 0; var timer:Timer; timer = new Timer(delay,repeat); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); //Integer values var count:int = 0; var fcount:int = 0; //Format Count function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //Split strings off to individual text fields function incrementCounter(event:TimerEvent) { count++; fcount=int(count+220000000) var toText:String = formatCount(fcount); mytext9.text = toText.substr(9, 9); mytext8.text = toText.substr(8, 8); mytext7dec.text = toText.substr(7, 7); mytext6.text = toText.substr(6, 6); mytext5.text = toText.substr(5, 5); mytext4.text = toText.substr(4, 4); mytext3.text = toText.substr(3, 3); mytext2.text = toText.substr(2, 2); mytext1.text = toText.substr(1, 1); mytext0.text = toText.substr(0, 1); }

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  • Actionscript 2.0 Functions problem and somewhat "global" variable

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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  • Actionscript 2.0 Functions problem

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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