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Easily Baffled


Hi all,
Why do I loose a drop shadow when importing a symbol from Fireworks to Flash and how would I keep it?
Thanks




SitePoint > Design Your Site > Flash and Actionscript
Posted on: May 21, 2004, 12:05


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Baffled
Hi folks

okies i'm using flash 5 and i've been told that it's possible to import an avi, take the bit you want then discard the rest. i have no doubt i would've figured this out but the avi i wanted to import seems to be a divX movie is their a plug in i can get to let my flash import it?

also i'm looking for a loop from System of a downs "bounce" can anyone help me out? thank you for your help in advance and i'll do so again if you can help me

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Baffled And Begging For Help
Hi,
I have a preloader which works fine in all my movies.
It is only about 3k.
It is the only thing in frame 1.
everything else is in frame 2.
when I test the movie it shows 79k in frame 1 and 7k in frame 2.
what could be my problem?
Is it something to do with fonts?
my size report only shows 8k of fonts
shape bytes total about 1k

if someone would take a look at my fla I would really appreciate it
mark

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Baffled Big Time
I have a Flash chat that I made with Flash 5. I just updated it to Flash MX 2004 and everything is fine except one thing...and it is frying my brain.lol I use Perl to send values back to Flash. This Perl code worked fine with Flash 5:

# Add new message to messages
push @messages, "<b>$current_user says:</b> $input
";

# String that Flash loads
print "&output=@messages";

Using that, each message displayed in Flash correctly...on its own new line. But with Flash 7, each message appears appended to the previous like there is no new line there!

So after trying everything, I have found that the simple use of the bold tags is the culprit! If I take them out everyhting is fine and each message is on its own line. It also does this with the italics tags.

Is this a bug? I have tried everything and I cannot figure it out. The main reason I updated to Flash MX 2004 is so I can use the image tag in messages for smileys, but its not looking good since the bold and italics tags are messing things up.

Btw, those are the ONLY variables I changed to get it to work...simply took out the bold tags.

Any help/links are appreciated, as I am stifled on thsi one.lol

Thanks

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Baffled - Can U See Anything Wrong?
Everything has been working perfectly, and I have other 'rooms' which work fine.
However this one doesnt. Im moving left making the rooms _rotation -90..
I've checked in debug - room35 is DEFO -90.
However it uses the code as if its set to 180.

Anyone have an idea?
Otherwise I'll have to swap them and hope 180 is seen as -90, its v hard to test.

Thx loads for any help.

code: if (this.room35.hitTest(this.Man)) {
if (room35._rotation == 0) {
allowup = "no";
allowdown = "yes";
allowleft = "no";
allowright = "no";
} else if (room35._rotation == 180) {
allowup = "yes";
allowdown = "no";
allowleft = "no";
allowright = "no";
} else if (room35._rotation == -90) {
allowup = "no";
allowdown = "no";
allowleft = "no";
allowright = "yes";
} else if (room35._rotation == 90) {
allowup = "no";
allowdown = "no";
allowleft = "yes";
allowright = "no";
}
if (roomtype == "move") {
roomtype = "norm";
gotoAndStop(8);
}
}

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Baffled About Transitions
Hi,

Lets say I have a master FLA file with a bunch of navagation buttons. When a button is clicked I want the corresponding .swf file to load. However, i want there to be a closing transition animation to occur on the current .swf before the new .swf replaces it. Does this make sense? They do this at www.sonofabish.com. When you click on a button, the current .swf "undraws" before the new page draws itself in.

I'd like to learn the best way to do this with actionscript and with the assumption that I'm building a modular site with a master FLA file and the different content pages loaded in as external .swf files.

Thanks in advance.

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[F8] Please Help I Am Baffled By Actionscript
Hi all,

You may have read my other post in the Flash 8 section about the menu system with 3 bubbles - this is linked with that same bit of work i'm working on at the mo. I will explain - and i appreciate any help I can get right now as I am officially out of ideas other than to do my work a totally different way!

I have 3 bubbles - menu items. Each one enlarges in size when you roll over it, and when you do so, the other two reduce in size and their alpha changes to 50%. When you roll out, the bubbles all return to normal size. This is fine, but because of the way it is scripted, if you move through the bubbles in sequence (top one, then the next one, then the next) it doesnt look right because it is doing what i have scripted it to do - resize to normal when you roll out and reduce to smaller size when you roll over the next bubble. I hope that makes sense! So basically it's doing what it is being told to do - when you dont mouse over in sequence! In other words there is a flaw in the code in this situation.

Example: (i hope this makes things clearer)

When you mouse over bubble 1, it increases in size, bubbles 2 and 3 become smaller. You then mouse over directly to bubble 2, which increases to a bigger size (not normal size), bubble 1 reduces, bubble 3 gets bigger and smaller again!
I have tried to find a way of setting conditions so that the bubbles understand when they should resize and when they should stay small, but I have had no luck, I am so confused.

Here is my entire code, which is on an actions layer in the movie clip called bubbles_movie, which contains the 3 bubbles and their invisible buttons (ends with _inv). The commented IF statements are what i tried to use as a solution. The bubbles are movie clips which are all animated individually to start normal, get bigger, resize, get smaller and resize to normal again, and there are stop actions on these frames (these are the frame numbers i refer to in the script).


Code:
stop();
download_inv.onRollOver = function() {
_root.bubbles_movie.download_btn.gotoAndPlay(2);
_root.bubbles_movie.register_btn.gotoAndPlay(16);
_root.bubbles_movie.login_btn.gotoAndPlay(16);
download_btn.swapDepths(1);
register_btn.swapDepths(0);
login_btn.swapDepths(0);
trace("download rollover")
}

download_inv.onRollOut = function() {
_root.bubbles_movie.download_btn.gotoAndPlay(9);
_root.bubbles_movie.register_btn.gotoAndPlay(23);
_root.bubbles_movie.login_btn.gotoAndPlay(23);
download_btn.swapDepths(0);
trace("download rollout")
/*if (_root.bubbles_movie.register_btn._currentFrame==22) {
_root.bubbles_movie.login_btn.stop();
trace("login is still small")
}*/
}

register_inv.onRollOver = function() {
_root.bubbles_movie.register_btn.gotoAndPlay(2);
_root.bubbles_movie.download_btn.gotoAndPlay(16);
_root.bubbles_movie.login_btn.gotoAndPlay(16);
register_btn.swapDepths(1);
login_btn.swapDepths(0);
download_btn.swapDepths(0);
trace("register rollover")
}

register_inv.onRollOut = function() {
_root.bubbles_movie.register_btn.gotoAndPlay(9);
_root.bubbles_movie.download_btn.gotoAndPlay(23);
_root.bubbles_movie.login_btn.gotoAndPlay(23);
trace("register rollout")
}


login_inv.onRollOver = function() {
_root.bubbles_movie.login_btn.gotoAndPlay(2);
_root.bubbles_movie.download_btn.gotoAndPlay(16);
_root.bubbles_movie.register_btn.gotoAndPlay(16);
login_btn.swapDepths(1);
register_btn.swapDepths(0);
trace("login rollover")
}

login_inv.onRollOut = function() {
_root.bubbles_movie.login_btn.gotoAndPlay(9);
_root.bubbles_movie.download_btn.gotoAndPlay(23);
_root.bubbles_movie.register_btn.gotoAndPlay(23);
trace("login rollout")

}
I'm sorry that I cant upload any example files etc so i understand if this is all a bit confusing. I think I am on the right lines but I cant quite work it out. I hope there is a solution for it. I know that the bubbles need to do the following (using one case as an example):

if (moving mouse from download button to register button) {
login button must not change size
}

I hope someone can help as I am so stuck!

Thanks in advance

Theo

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This Has Baffled Me Too Long
how do i make this type of animation...

i want to have for example text drawn myself and it should play back smoothly of how i exactly drew it ?

or say i draw a funny shape then it should play back exactly as i drew it and recreate that shape..

HOW !??

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Baffled Why It Won't Work
Hello

I have a contact form with a couple of fields (Name, etc) which has never worked. I am trying to 'see' an ASP file using this script:

on (release) {
loadVariables ("flashEmailTest.asp", this._parent, "POST");
}


When I click on the form's 'submit' button to send myself a message, nothing happens. If there were something wrong with the ASP script at the other end, wouldn't I get a server error message?

I did think something was wrong with the 'submit' button itself, so I deleted the above script and inserted this:

on (release) {

//Goto Webpage Behavior
getURL("

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Baffled _root.
i used your tutorial on how to build a full flash site, on
(release) {
_root.contents.loadMovie("video.swf");
}

the site will bring in the pages correctly, but now my ploblem is, i am using the same command, on one of the individual pages, to call in a video. i set up the contents movie clip in the middle of the video.swf page, so it is loaded when you click a button. everything works okay, until i am viewing the site as a whole, then when i click the link to the video page, and click the button, the movie loads in the upper left hand corner. i tried renaming the contents movie clip on the video.swf file, to vcontents, so the code would look like

on (release) {
_root.vcontents.loadMovie("anthemnick.swf");
}

it would work on the video .swf page when i was previewing it alone, but when i opened the site, clicked to the video page, then tried to view the video, it wouldn't load in...

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Pretty Well Baffled.
hopefully someone points out something obvious here so that i can be reassured of my sanity. i've linked to to zips with the relevent files and what not. the basic setup is like this:

1) main scene loads up, a few rows of thumbnails come in. no AS yet.

2) when one of those thumbbnails is clicked, AS is called in and four things happen.
a. a function is called to disable and hide all the thumbnails.
b. a body text variable is set.
c. a header text variable is set.
d. an already loaded, but stopped on an empty first frame, movie clip is called into action, via sending the playhead to it's second frame.

3) with all thumbnails hid, the "cover" movieclip loads in and fills in it's dynamic text fields with the previously set variables.

4) when the return button is clicked, the cover movie clip returns to it's first [empty] frame and a function is called to reEnable all the thumbnail buttons.


works like a charm... for one button. the very first thumbnail in the layout works every time. no other thumbnail will respond in anyway. not if it's clicked before or after that first thumbnail, not if i copy and paste the AS code word for word. i've went over the movieclip timelines, instance names, etc over and over and i'm drawing a blank. does anyone have any clue what i messed up?

here's the commented code. sorry for sloppy, crap coding. i'm just trying to get together a mock-up real quick.


Code:
stop();

//generic temp function to disable/hide buttons
function disableButtons() {
thumbPanel_mc.senryu.enabled =
thumbPanel_mc.skelco.enabled =
thumbPanel_mc.sour.enabled =
thumbPanel_mc.fay.enabled =
thumbPanel_mc.kh.enabled =
thumbPanel_mc.cs.enabled =
thumbPanel_mc.frogpond.enabled =
thumbPanel_mc.tt.enabled = false;
thumbPanel_mc.senryu._alpha =
thumbPanel_mc.skelco._alpha =
thumbPanel_mc.sour._alpha =
thumbPanel_mc.fay._alpha =
thumbPanel_mc.kh._alpha =
thumbPanel_mc.cs._alpha =
thumbPanel_mc.frogpond._alpha =
thumbPanel_mc.tt._alpha = 0;
};

//generic temp function to enable/show buttons
function enableButtons() {
thumbPanel_mc.senryu.enabled =
thumbPanel_mc.skelco.enabled =
thumbPanel_mc.sour.enabled =
thumbPanel_mc.fay.enabled =
thumbPanel_mc.kh.enabled =
thumbPanel_mc.cs.enabled =
thumbPanel_mc.frogpond.enabled =
thumbPanel_mc.tt.enabled = true;
thumbPanel_mc.senryu._alpha =
thumbPanel_mc.skelco._alpha =
thumbPanel_mc.sour._alpha =
thumbPanel_mc.fay._alpha =
thumbPanel_mc.kh._alpha =
thumbPanel_mc.cs._alpha =
thumbPanel_mc.frogpond._alpha =
thumbPanel_mc.tt._alpha = 100;
};


// senryu is the name of the button contained within
// the thumbpanel_mc clip that actually works.
thumbPanel_mc.senryu.onRelease = function() {
disableButtons();
bodyText = "text and text.";
headerText = "SENRYU MAGIC";
thumbPanel_mc.coverUp_mc.gotoAndPlay(2);
};

// this is a reference to the very last thumbnail on
// the thumbnail panel movie clip. last because i tried
// each button on my way through error checking. body/header
// text is the same cause i was lazily testing
thumbPanel_mc.tt.onRelease = function() {
disableButtons();
bodyText = "work!";
headerText = "SENRYU MAGIC";
thumbPanel_mc.coverUp_mc.gotoAndPlay(2);
};

fullsite.zip - the rest of what i have of the site, in case context matters.
web.zip - contains the FLA of the file i'm posting about. last frame of the first actions layer contains most of the major script.

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LoadAndSend With ASP, Baffled
in short I am trying to retrieve data via loadandsend through asp. I have narrowed the code down to it's simplist form.

Flash Code

on (release) {
testasp = new LoadVars() ;
testasp.onload = function () {
trace(this.ButtonCount);
trace(this.ButtonCount2);
}
testasp.sendAndLoad("testflash.asp", testasp, "POST")
}

ASP file (testflash.asp)

<%
Dim ButtonCountn
ButtonCountn=3
Response.write "&ButtonCount=" & ButtonCountn
Response.write "&ButtonCount2=999&"
%>

the response that I get back in flash from the trace command is

"
999

if I load the asp page in IE the following appears in the browser window, which tells me the asp page is outputting the correct response

&ButtonCount=3&ButtonCountn=999&

I cannot figure out why flash is interpreting the double quote after the (=) as the value of ButtonCount and ignoring the variable that holds the true value.

Any Suggestions?

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Slightly Baffled Here Getting Frustrated. HELP
Hiya
I have a screensaver which uses database communication to register it. I have it working up to a point. It sends the user info to my database fine, and tells it to send a "yes" or "no" response to a movieclip instance("response") in my registration screen. This too works fine. Here is where my problems start.
My movieclip is set to play with an onClipEvent (data) function when response is received. When this happens I have a dynamic text field with the same variable name(security). This displays the correct value("yes") on screen. I then have an if statement the same as this:

String (security);
if (security == "yes") {
play();
} else {
gotoAndStop("failed");
}

This obviously converts the variable to a string then exectes the if statement, however, regardless of the value, the movie always goes to "failed", even when if statement is "yes". I'm stumped. Remember this all happens within an mc instance named "response".
Someone please help before I lose my mind.

Scott

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Still Baffled By ASP Variables And Flash...
I hate to continue this thread and demonstrate my absolute lack of knowledge on this subject so publicly, but I hope everyone can be patient with me. I've been writing ASP, VB, SQL, etc. for years and years, but I'm new to Flash and a little confused...

I have followed all the posted suggestions, however, my Flash movie is reading everything EXCEPT the value of the ASP variable. You see, I use a SQL statement to retrieve a recordset and the correlating value for this variable. As long as I don't include the code for the recordset, my hard-coded ASP variable value gets passed into MX just fine.

However, with the recordset as output from the asp I put:

Response.write "&Flash_LevelID=" & rs(0)

My Flash movie is only seeing:

Flash_LevelID= "

---- OR ----

If I change the ASP code to:

Response.write "&Flash_LevelID=" & rs(0) & "&"

then what Flash sees is:

Flash_LevelID=""

---- OR -----

I have also tried:

Response.write "Flash_LevelID=" & rs(0)
(without the ampersand before the variable name)

In response, my Flash movie is only seeing:

Flash_LevelID= undefined

-----------------------------------------------
Like I said, if I create ASP code that says:

"&Flash_LevelID=23&"

Then Flash reads CORRECTLY:

Flash_LevelID=23
----------------------------------------------

Apparently I've missed something very important in transferring the values from ASP recordset and I just can't get a handle on what it might be.

Can someone who knows what they are doing with these crazy ASP recordsets and Flash variables help me?

Thank you, thank you, thank you!

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Another Question... I Am Completely Baffled By This One.
Ok I have some movieclips that should appear and disapear depending on diffrent actions... I need this to be dynamicly determined by a string value in a varible. I want to use the "_visible" property. I dont want to use movieclips that has content in one frame and is empty in another where I then send a movieclips to these frames depending on my preferece as I saw in a tutorial.

Now this works


Code:
_root.news._visible = false;


but this doesnt: (asume that "active" is a variable that contains the string "news" at this point and is located in the maine movie ... therefore the '_root.')


Code:
["_root." + _root.active]._visible = false;



What am I doing wrong?

PS. Ehhe I better mention that I tried the idiot aprocah and
Code:
["_root.news"]._visible = false;


didnt work either :/ So I guess it is the syntax.

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Baffled By Menu Smartclips
Hello

I am new to the flash developing world but have managed to get a job creating a flash movie for a website! Basically I have a small movie with a menu smartclip on it. i have inserted my own values and need to know how to make it jump to a different scene/movie/page when one of these values is selected. i have a flash help book but that says to use frame actions. how can you tell it to distinguish between the different menu values rather than just loading the same page for each one. I only have a couple of hairs left on my head due to pulling the rest out and I need them for a combover. Help!!!

Thanks

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BAFFLED Controlling Variables From MC
Hello,

Please help me! I have had various people look over my code and no one can figure this one out!

I am making a Trivia game, and each Question + Answers are in their own movie clip. I have set up a variable "score" on the first frame of my main timeline and each question MC appears on my main timeline. I am trying to set it up so that when a user clicks on a correct answer the score increases by one, but for some reason it only works once! So if I get the first two questions wrong and the third correct the score moves up one..... but if I get two questions correct the score still only moves up one! ...I realize this may sound confusing!

This is how I have the correct answer buttons set up in each MC
on (release) {
tellTarget ("/rightwrong/rightwrongin") {
gotoAndPlay(2);
}
on (release) {
_root.score = score + 1;
}
on (release) {
_root.nextFrame();
}

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Baffled By This PreLoader Action
I was following a FlashKit tutorial:


IN PRE-LOADER SCENE: frame 1

If Frame Is Loaded (INTRO MOVIE, 170)
// if the last frame of the movie is loaded
Go to and Play (INTRO MOVIE, 1)
// go to and play the movie
End Frame Loaded

frame 2

Go to and Play (LOADER, 1)
// keep looping in current scene to first keyframe until movie has loaded

But when I test movie, I am given two frame– and it starts on the second… the first frame has my preloader.

Or is this not how you test a preloader?

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Syntax Error Has Me Baffled
I have the following AS on a button:

on(release){
2mc1._visible=false;
2mc2._visible=false;
2mc3._visible=false;
2mc4._visible=false;
2mc5._visible=false;
2mc6._visible=false;
2mc7._visible=false;
2mc8._visible=false;
2mc9._visible=true;
2mc10._visible=false;
2mc11._visible=false;

2mc12._visible=false;
}

When I go to check the code, I get this error:

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 2: Syntax error.
2mc1._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 3: Syntax error.
2mc2._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 4: Syntax error.
2mc3._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 5: Syntax error.
2mc4._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 6: Syntax error.
2mc5._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 7: Syntax error.
2mc6._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 8: Syntax error.
2mc7._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 9: Syntax error.
2mc8._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 10: Syntax error.
2mc9._visible=true;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 11: Syntax error.
2mc10._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 12: Syntax error.
2mc11._visible=false;

**Error** Scene=Scene 1, layer=Layer 71, frame=420:Line 14: Syntax error.
2mc12._visible=false;

Total ActionScript Errors: 12 Reported Errors: 12


What the heck am I doing wrong??? Please help as I simply need to fix this issue and publish - then the file is out of my hair forever

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Completely Baffled - Snow
Could someone out there solve this? I am trying to build the snow tutorial featured on this site for Flash MX 2004 and it is driving me nuts, nuts, nuts. I copied it exactly from the tut. but every time I test it my machine tells me that it is causing the machine to run too slowly and do I want to abort it. The example featured in the tutorial runs fine - same script, mc's and background.

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Quite Baffled: Help Needed With LoadVars And Php
I don't really understand why this is not working, since it is the exact clone of something I did a while ago and that is working quite well....

Basically I have this scenario: on a screen I have a number of buttons that the user can click in order to select a category from a db. On the same screen there is a DataGrid component (lista) included in a MovieClip (listamov)whose visibility is set to false.
When the user selects a button a url is composed from a constant (file) and a variable to call a php script like follows:

ActionScript Code:
_root.tipoopere.trascrimov.trascrizioni.onPress=function(){
    filecomp=file+'Trascrizioni';
    lista.load(filecomp);
}

The php script returns data which should be displayed in the datagrid according to this code:

ActionScript Code:
lista.onLoad=function(success){
    _root.listamov.lista.visible=true;
    function carica(){
        i = 0;
        var elenco:Array=new Array();
        for (i=0; i<(lista.t); i++){
            elenco.push({
                        id:lista["id"+i],
                        titolo:lista["titolo"+i],
                        anno:lista["anno"+i]
                        });
        }
        _root.listamov.lista.dataProvider=elenco;
        _root.datacontainer.dataProvider=elenco;
    }
    carica();      
}

Now what happens is that the DataGrid visibility is turned to true, so this means that the lista.load has returned success, but no data is displayed in the datagrid... and I cannot understand why. The php returns the data in the expected way, so the problem should not be there... does anyone have a clue as to why it's not working? Thanks in advance...

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HitTest Problem- Baffled
Hello all, I hope someone can help me with a hitTest problem I'm having.
I'm trying to build a game which is for two players. You control two ships which can collide (and have slight rebound when they collide).
I'm using a standard hitTest based on the bounding box, because I thought it'd be the easiest. The problem I seem to be having is that the hitTest code doesn't work to well and even collides with invisible elements. It's as if the bounding boxes of the ships are everywhere but in the movieclip.
I can't figure out what's causing this and I hope someone here can help.

thanks in advance,
matt.

Keys are 'W' 'A' 'D' for one ship and the arrow keys for the other.

Please have a look:



http://www.maketh.com/test/collide_test.fla



http://www.maketh.com/test/collide_test.swf






Code:
code:

onClipEvent (enterFrame) {
if (Key.isDown(87)) {
if (!this.hitTest(_root.two)){
speed += 1;
}else{
speed += -1;
}
}
if (Key.isDown(65)) {
_rotation -= 15;
}
if (Key.isDown(68)) {
_rotation += 15;
}
speed *= .88;
x = Math.sin(_rotation*(Math.PI/180))*speed;
y = Math.cos(_rotation*(Math.PI/180))*speed*-1;
_x += x;
_y += y;
if (!this.hitTest(_root.two)) {
_x += x;
_y += y;
} else {
speed *= -.5;
}
}

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Another Newbie Question That Has Baffled Me.
I would like to know that has had me thinking while trying to learn this flash. Here I will ask...on pages that I see that people have done I have seen that when you click on say the next button from home...say it is the About button...well, what are they using to tell home page to close before going to about page and when you click another button the about page will close before going to that page that you clicked? Is it a script that tell it to close first before opening the next? I really want to know so I can stop pulling my hair out.

If you can...can you pleasse show me an example of how to do it...if possible?


Thanks...losing hair fast
Dooglla

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HitArea Not Working - Baffled
Dear Forum,

I'm trying to define a button hit area of "buttonHitArea1_mc" for button "buttonT1_mc". I've been staring at this code for hours trying to figure out why this isn't working, have searched and searched and everything I've found confirms that the syntax is correct. I've checked and double checked the instance names on the stage, case and spelling is correct, and I get no errors when running the swf.

The first two lines designate the hit area, the rest of the code is included in the event that it's relevant. When I run the code and drag my mouse over buttonHitArea1_mc it doesn't register. Just to make sure I was sane, I ran the code in the second example which worked fine (I added an array in case that was the issue). Any help would be wonderful.



Thanks,

James


Code:

stop();

buttonT1_mc.hitArea=buttonHitArea1_mc;
buttonHitArea1_mc.mouseEnabled=false;

///////      INITIATE SOUNDS AS INSTANCES

var homeSound:HomeSound = new HomeSound();
var abovtSound:AbovtSound = new AbovtSound();
var meeteSound:MeeteSound = new MeeteSound();
var calyndarSound:CalyndarSound = new CalyndarSound();
var gyveSound:GyveSound = new GyveSound();
var experiensSound:ExperiensSound = new ExperiensSound();
var interactSound:InteractSound = new InteractSound();
var callSound:CallSound = new CallSound();

///////      INTERFACE BUTTON ARRAYS

var buttonArray:Array = new Array (buttonT1_mc, buttonT2_mc,
buttonT3_mc, buttonT4_mc, buttonT5_mc, buttonT6_mc, buttonT7_mc);

var buttonSunArray:Array = new Array (buttonSunT1_mc,  buttonSunT2_mc,
buttonSunT3_mc, buttonSunT4_mc, buttonSunT5_mc,
buttonSunT6_mc, buttonSunT7_mc);

var buttonSoundArray:Array = new Array (abovtSound, meeteSound,
calyndarSound, gyveSound, experiensSound, interactSound, callSound);


///////      MOVIECLIPS TO BUTTON MODE

for(var initialButtonStop:Number = 0; initialButtonStop < buttonArray.length; initialButtonStop++)
{
   buttonArray[initialButtonStop].buttonMode = true;
}

///////      STOPPING INTERFACE BUTTON SUNS

for(var initialSunStop:Number = 0; initialSunStop < buttonSunArray.length; initialSunStop++)
{
   buttonSunArray[initialSunStop].stop();
}

//////      ADD EVENT LISTENERS

for(var initialButtonListen:Number = 0; initialButtonListen < buttonArray.length; initialButtonListen++)
{
   buttonArray[initialButtonListen].addEventListener(MouseEvent.MOUSE_OVER, interfaceButtonSunRise);
   buttonArray[initialButtonListen].addEventListener(MouseEvent.ROLL_OUT, interfaceButtonSunSet);
   buttonArray[initialButtonListen].addEventListener(MouseEvent.CLICK, interfaceButtonCLICK);
}

///////      VARIABLE

var buttonObject:String;

///////      ICON NUMBER FUNCTION

function iconNumberFunction(e:MouseEvent):Number
   {
      buttonObject = e.target.name;
      var pattern:RegExp = /d+/;
      var varNumeralString:Array = pattern.exec(buttonObject);
      var iconNumeral:Number = Number(varNumeralString);   
      return(iconNumeral);
   }

//////       FUCTION INTERFACE ROLL OVER BUTTON

function interfaceButtonSunRise(e:MouseEvent):void
{
var iconNumeral = iconNumberFunction(e);

   buttonSoundArray[iconNumeral - 1].play();
   buttonSunArray[iconNumeral - 1].play();
}

///////      FUNCTION INTERFACE ROLL OUT BUTTON

function interfaceButtonSunSet (e:MouseEvent):void
{
   var iconNumeral = iconNumberFunction(e);
   var particularSun:Object = buttonSunArray[iconNumeral - 1]

   particularSun.stop();
   var reverseTimer:Timer = new Timer(10);
   reverseTimer.addEventListener(TimerEvent.TIMER, reversePlay);
   reverseTimer.start();
   /* ENTER_FRAME performs a function at the current frame rate -
   it seems to not really listen, just perform*/
   function reversePlay(event:Event):void
   {
      if(particularSun.currentFrame >1)
      {
         particularSun.prevFrame();
      }
      else
      {
         reverseTimer.stop();
      /* If you don't remove the event listener it will continue to run */
      }
   }
}

///////      FUNCTION INTERFACE BUTTON CLICKS

function interfaceButtonCLICK(e:MouseEvent):void
{
   var iconNumeral = iconNumberFunction(e);
   
   switch (iconNumeral)
   {
      case 1:
         gotoAndStop("niwes and calyndar");
         break;
      case 2:
         gotoAndStop("meete the players");
         break;
      case 3:
         gotoAndStop("experyense");
         break;
      case 4:
         gotoAndStop("gyve");
         break;
       case 5:
         gotoAndStop("the tavyrn");
         break;
      case 6:
         gotoAndStop("abovt niwebyrth");
         break;
      case 7:
         gotoAndStop("call on vs");
         break;
      default:
         break;
   }
}


This is that small test code:

Code:

stop();

square_mc.buttonMode = true;

square_mc.hitArea=circle_mc;
         circle_mc.mouseEnabled=false;
         
         var squareArray:Array = new Array (square_mc);

squareArray[0].addEventListener(MouseEvent.MOUSE_OVER, traceTest);

function traceTest(e:MouseEvent):void
               {
                  trace("please work");
               }

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