OnEnterFrame Vs Tween Class
Hi there,
I came across this code for a set of navigation _mcs:
Code:
// create an array of all nav buttons in group
var groupinfo:Array = [clip1, clip2, clip3];
// create a variable to track the currently selected button
var activebtn:MovieClip;
starty = 100;
targety = 180;
speed = 12;
// define handler function for rollovers
function grow() {
if (this._yscale < 180) {
this._yscale += (targety - starty)/speed;
}
}
// define handler function for rollouts
function shrink() {
if (this._yscale > 100) {
this._yscale -= (targety - starty)/speed;
}
}
// doRollOver: start the rollover action or process,
// unless the button is currently selected
function doRollOver() {
if (this != activebtn) {
this.onEnterFrame = grow;
}
}
// doRollOut: start the rollout action or process,
// unless the button is currently selected
function doRollOut() {
if (this != activebtn) {
this.onEnterFrame = shrink;
}
}
// doClick: 1) return previously selected button to normal, 2) show visual
// indication of selected button, 3) update activebtn
function doClick() {
activebtn.onEnterFrame = shrink; // return previously selected to normal
delete this.onEnterFrame; // stop activity on selected mc
this._yscale = 200; // change appearance of selected mc
activebtn = this; // update pointer to current selection
}
// assign functions to each event for each button in the group
function init() {
for (var mc in groupinfo) {
groupinfo[mc].onRollOver = doRollOver;
groupinfo[mc].onRollOut = doRollOut;
groupinfo[mc].onRelease = doClick;
}
}
init();
And decided to do the same but instead use only the Tween Class. My newbie brain generated this code:
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
var activemc:MovieClip;
myall = function(mc){
mc.onRollOver = function(){
var upy = new Tween(mc,"_yscale",Strong.easeOut,mc._yscale,200,20,false);
}
mc.onRollOut = function(){
var downy = new Tween(mc,"_yscale",Strong.easeOut,mc._yscale,100,20,false);
}
mc.onRelease = function(){
if(this != activemc){
new Tween(activemc,"_yscale",Strong.easeOut,this._yscale,100,20,false);
activemc = this;
this._yscale = 200;
delete mc.onRollOut;
}
}
}
myall(green1);
myall(green2);
myall(green3);
myall(green4);
when I click each _mc one by one it works flawlessly but roll over them all at the same time and they all refuse to tween down to 100% scale. Please find attached fla.
Any pointers much apprerciated.
Geminian1
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 04-27-2006, 06:44 PM
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Tween Class With OnEnterFrame
I put a movieclip I created (located in the library) on the stage with AS, then dynamically drew a white box on top of it. The tween is meant to fade the the white box to 0, but..nothing! Anybody see some syntax errors I'm missing?
ActionScript Code:
stop();
import mx.transitions.Tween;
import mx.transitions.easing.*;
//White box (for use in transitions)
this.createEmptyMovieClip("transBox",2);
transBox.moveTo(0, 0);
transBox.beginFill(0xFFFFFF,100);
transBox.lineTo(1280, 0);
transBox.lineTo(1280, 800);
transBox.lineTo(0, 800);
transBox.lineTo(0, 0);
transBox.endFill;
this.attachMovie("gradient", "colorGrad", 1);
this.onEnterFrame = function() {
var transTween:Tween = new Tween(transBox, "_alpha", Strong.easeOut, 100, 0, 1, true);
transTween.onMotionFinished = function() {
delete this.onEnterFrame();
}
}
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How would I use the tween class intead here:
ActionScript Code:
import flash.geom.Matrix;
var box:MovieClip = holder.box
var matrix:Matrix = new Matrix();
var dir:String = "down";
onEnterFrame = function() {
if (matrix.c > -1 && dir == "down") {
matrix.c -= 0.1;
if (matrix.c <= -1) dir = "up";
}
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My main problems are:
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Hi,
It's been a while since my last post here, but I was hoping someone could help me with a problem I'm having. I want to reference and change a class variable from within an onEnterframe function defined within a class. I can actually do this right now, but I want to do it in a different way. Here's a code sample of what I am talking about:
Test.fla file:
Code:
var t:tester = new tester()
Working tester.as file:
Code:
class tester{
private var num:Number = 100;
function tester(){
var classObj:tester = this;
var mc:MovieClip = _root.createEmptyMovieClip("test",1);
mc.onEnterFrame = function(){
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}
}
}
This traces 100 to the output window, just like it should
Here is the way that I would like to do it, because I want to reuse my onEnterFrame Stuff:
Code:
class tester{
private var num:Number = 100;
function tester(){
var classObj:tester = this;
var mc:MovieClip = _root.createEmptyMovieClip("test",1);
mc.onEnterFrame = this.mcOnEnterFrame;
}
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trace(num) //this traces undefined (BAD!!!)
}
}
As you can see, the work around to reading the class variable in the onEnterFrame function is to create a reference to the class object, before defining that function, then using the reference you created to access the class variables.
I have tried various iterations to get the second example working, but have had no luck. Does anyone know a way to get the second method working, or am I stuck using the first method.
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Hey Actionscript Gurus
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.
ie starting the second mc moving while the first tween is still moving.
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Regs,
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Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate.
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Code:
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Since one property at a time must be passed as a string to the constructor, I tried the following code, but it does not work quite as flawless as I expected:
Code:
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Code:
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http://12dogsofchristmas.com/12_dogs_menu2.swf
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Link 1 (works ok but missing desired tween animation) www.johnmcmillion.com/flash/home.asp
Link 2 (with tween, problem demonstrated) www.johnmcmillion.com/flash/hometest.asp
The sample tween is located in the bottom right hand corner, moving up and down continuously of Link2, this combination causes 100% cpu.
Here is the code:
on(rollOver, rollOut) {
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im writing a class-file, actually, my own tween-class.
and so i need to use the onOnterFrame-handle.
but how would i do that?
ok, i know i can create a mc on the _root or something like that, and use its onEnterFrame. but i was wonder if theres a better way..
creating/deleting mc's does that time, and putting one in the _root might cause depth-issues and such. and i dont like having to specify a mc to be used for onEnterFrame when calling the tween-class..
so is there a better way?
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helle all
i try to use onEnterFram
Code:
class i_clip extends MovieClip {
// ---- Init EventDispatcher
private static var initDispatcher = EventDispatcher.initialize (i_clip.prototype) ;
// --- private methodes
public var mcRef:MovieClip;
public var tEtat:TextField;
public var mc_Texte:MovieClip;
private var _intResize:Number;
private var _intLoad:Number;
private var propriete:Object = new Object();
// ---- public Properties
public var addEventListener:Function ;
public var removeEventListener:Function ;
public var dispatchEvent:Function ;
//---- Constructor
public function i_clip (ref:MovieClip,_idname:String,depth:Number)
{
mcRef = ref.createEmptyMovieClip(_idname,depth);
}
//---- Public Méthodes
(...)
/**
* Charge une image ou SWF
*/
public function _LoadImage (url:String):Void
{
mcRef.loadMovie(url);
onEnterFrame();
}
public function onEnterFrame(Void):Void
{
var chargement:Number = mcRef.getBytesLoaded();
var total:Number = mcRef.getBytesTotal();
var totalOctet:Number = Math.floor(total / 1024);
var loadOctect:Number = Math.floor(chargement / 1024);
var percent:Number = Math.floor (chargement /total *100) ;
/************************************************** ******/
if (isNaN (percent)!=0)
{
propriete.percent =percent;
propriete.totalOctet=totalOctet;
propriete.loadOctect=loadOctect
}
/************************************************** ********/
dispatchEvent ({type : "_onLoadProgress", target : this, propriete : propriete})
if (chargement == total)
{
clearInterval (_intLoad);
trace(chargement +""+ total);
dispatchEvent ({type : "_onLoadComplete", target : this, cible:mcRef})
}
trace("ok");
}
}
but when i called _loadImage my onEnterFrame was calling one time
for what ?
thanks
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Dear All,
I am studying “classes” in order to develop one that allows me to drive a car. After some tries a doubt came out: where to put the controls to drive the car? I mean, where to put the OnEnterFrame handler to refresh the position of the car? In the class or in the main fla?
I tried this and worked, but I am not sure if this is the best way:
Code:
//Main .fla
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var Car:car= new car ();
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Is it possible to have the handler in the class?
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helle all
i try to use onEnterFram
Code:
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public var mcRef:MovieClip;
public var tEtat:TextField;
public var mc_Texte:MovieClip;
private var _intResize:Number;
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public var addEventListener:Function ;
public var removeEventListener:Function ;
public var dispatchEvent:Function ;
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public function i_clip (ref:MovieClip,_idname:String,depth:Number)
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mcRef = ref.createEmptyMovieClip(_idname,depth);
}
//---- Public Méthodes
(...)
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mcRef.loadMovie(url);
onEnterFrame();
}
public function onEnterFrame(Void):Void
{
var chargement:Number = mcRef.getBytesLoaded();
var total:Number = mcRef.getBytesTotal();
var totalOctet:Number = Math.floor(total / 1024);
var loadOctect:Number = Math.floor(chargement / 1024);
var percent:Number = Math.floor (chargement /total *100) ;
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propriete.percent =percent;
propriete.totalOctet=totalOctet;
propriete.loadOctect=loadOctect
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but when i called _loadImage my onEnterFrame was calling one time
for what ?
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Code:
class mp3Player extends MovieClip
{
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public var titlePlaying:String;
public var artistPlaying:String;
public var albumPlaying:String;
public var pathToPlaying:String;
public var songList:Array;
public var progressFraction:Number;
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vars
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I've created a class that has a method that receives an XML node. Currently, it uses a for loop to go throught the XML, like this:
for(var i=0; i<=(myXML.childNodes.length-1);i++){
// Internal Actions
}
Now this would work fine if the XML node received by this method has 10 nodes, 20 nodes, and so on. But I'll need this to handle anywhere from 1000 to 2000 nodes.
If I were writing this code on the timeline, I would use an onEnterFrame action to drill through a 2000 node XML, like this:
var i=0;
this.onEnterFrame = function(){
if(i<=(myXML.childNodes.length-1)){
// Internal Actions
i++;
}else{
this.onEnterFrame = null;
}
}
But I want to do something like this within a class. But every attempt to use the above onEnterFrame in a class hasn't worked. Nothing within the onEnterFrame ever gets called.
I'm still a bit fuzzy how to write classes so any help is appreciated.
Thanks
Chris
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AS2 : Using Class Member As ' OnEnterFrame' Listener
Hi folks,
I am having some strange problems to get a class method working properly as function that is hooked up to my roots 'onEnterFrame' event ...
The class member is called but it seems that it is impossible to access the private field members of the class ...
Take a look at this quick example:
(1) External defined class
class TestSteven
{
private var wX:Number;
function TestSteven()
{
wX=0;
}
public function KeyboardHandler(): Void
{
this.wX += 4;
trace("X = "+this.wX);
}
}
(2) In the main movie I instantiate a new object and hook the method of the object to the 'onEnterFrame' ...
import TestSteven;
var mySteven = new TestSteven;
_root.onEnterFrame = mySteven.KeyboardHandler;
(3) So what is the problem? Well the method KeyboardHandler is executed but the private var wX is not availabe and as such the concept does not work ...
Anyone any suggestions or ideas ?
Thx,
Sedas
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OnEnterFrame Inside A Class Not Working
I want to be able to place the following inside a class and wonder if my problem is correct syntax/datatyping or simply that it cant be done.
here it is
--------------------------------------
class test{
public function test(){
//constructor
}
this.onEnterFrame = function() {
//do stuff;
}
}
--------------------------------------
I tried..
this.onEnterFrame:Function
=function(Void){}
any takers
thanks
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Class > OnEnterFrame Doesnt Work ?
Hey
disclaimer: have been working too hard, too long - so if this is as simple as abc , please excuse ... but do help
This is a simplified vesion of the problem :
I made a class named "fo" :
code:
class fo {
function onEnterFrame(){
trace("HERE");
}
}
the swf file calling this file had:
code:
var tr:fo = new fo();
Now when i run this swf ... it traces nothing ... ????
( The as file is named fo.as and is in the same foledr as the swf file )
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OnEnterFrame, Custom Class And Arrays
Ok, this seems weird but when i make a class like this:
class testArray
{
var array:Array;
public function testArray() {
array = new Array();
}
public function frame() {
trace(array.length);
}
public function get arrayG():Array {return array;}
}
and i set the values of the array on the main timeline, such as this:
var test = new testArray();
test.arrayG.push(1);
test.arrayG.push(2);
and then i set a frame callback function like this:
this.onEnterFrame = function()
{
test.frame();
}
everything seems to work fine like wine. but when i do this instead of the above:
this.onEnterFrame = test.frame;
it calls the right function, but the array gets axed and is all undefined. anyone know what thats all about? the workaround is okay, but i'd rather do it the simpler way, so i could contain all this stuff within the class.
I basically just want a frame watcher class to handle the onEnterFrame business, but it seems that assigning the onEnterFrame function for a movieclip to my own class method messes everything up.
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[AS2] LoadMovie Cause Problems With OnEnterFrame Of A Class
Hello.
Im having problems to implement an onEnterFrame method on a class, but the class is ok, is the script of the fla what its causing the problem.
Here it is: a loadMovie() statement.
It loads a pic onto the movieclip which is used as the class parameter (on my real code the picture is XML loaded, but i think it doesnt matter) and somehow it stops the onEnterFrame of the class method. Im attaching the files of another example. Test the fla with and without the loadMovie and see the difference. Weird.
The zip contains the .as, the .fla, and an image.
Any help would be appreciated
Thanks in advance
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LoadMovie And OnEnterframe Method On Class
Hello everyone
I have just started to work with classes few days ago and i found this problem on my way.
I have defined on a class a method that has to be executed every frame (onEnterFrame), but it doesnt works, the reason for the error is not on the class nor on the way i define the object of that class: its on a loadMovie() statement wich loads a picture on a movieClip. That movieClip is the class parameter, and when i use the loadMovie it stop the onEnterFrame method. Its very rare. To make the example work just put any image on the same folder with the name "Pic1". thats all
Any help would be apreciated
Thanks in advance
PD: Forgot to say, to make the code work like it should just delete (or make it a comment //) this line of the fla: Container.loadMovie ("Pic1.jpg");
here is the class code (mySizer.as)
Code:
class mySizer extends MovieClip{
var Target:MovieClip;
function mySizer (my_MC){
this.Target = my_MC
}
function init(){
this.Target.onEnterFrame = this.sizer;
}
function sizer (){
trace (this._width);
trace (this._height);
}
}
And the fla source
Code:
var Container:MovieClip = this.createEmptyMovieClip ("Pic1",1)
Container.loadMovie ("Pic1.jpg")
var mySizer:Object = new mySizer (Container)
mySizer.init();
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I have searched for info on the Tween class, gave up when I found little to nothing on it, so here I am with some questions.
1 - Can I use this class in MX 2004 or is it in 8 only? If so, what is the invocation script?
2 - How flexible is the easing of the Tween class? Can it do more than just fast/slow in/out (fully customizable time curves)?
3 - Can you specify a finite amount of time in which the current invocation of Tween must be completed, or do you have to calculate and apply values to enforce this?
Thanks,
+Q__
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I have 5 seperate movie clips that each contain 5 lines, which are contained within their own individual movieclips, each with their own instance name.
I have written a function, included below, that uses the tween class to make one set of lines move/morph to the location of the second set, contained within the other movieclip.
It's basically a transition.. it's for the navigation of a site I'm working on. When you click a different navigation link, the lines that the nav & content are based around morph/change.
The problem I'm having is not all the lines tween to the right location/position. I've attached a 2 screenshots to show..
I've tried the function with the addition of the _xscale, _yscale, and _rotation properties, but they don't change anything.
Heres the function:
Code:
function moveLines(begin, end) {
//this moves the MC that holds the 5 lines to the x/y pos of the other MC.
var x_container:Tween = new Tween(_root[begin], "_x", Regular.easeOut, _root[begin]._x, _root[end]._x, 10, false);
var y_container:Tween = new Tween(_root[begin], "_y", Regular.easeOut, _root[begin]._y, _root[end]._y, 10, false);
//this is the loop that gets the start/end variables and creates the tweens
for (i=1; i<=5; i++) {
x_begin = _root[begin]["l" + i]._x;
x_end = _root[end]["l" + i]._x;
y_begin = _root[begin]["l" + i]._y;
y_end = _root[end]["l" + i]._y;
height_begin = _root[begin]["l" + i]._height;
height_end = _root[end]["l" + i]._height;
width_begin = _root[begin]["l" + i]._width;
width_end = _root[end]["l" + i]._width;
var x_tween:Tween = new Tween(_root[begin]["l" + i], "_x", Regular.easeOut, x_begin, x_end, 15, false);
var y_tween:Tween = new Tween(_root[begin]["l" + i], "_y", Regular.easeOut, y_begin, y_end, 15, false);
var height_tween:Tween = new Tween(_root[begin]["l" + i], "_height", Regular.easeOut, height_begin, height_end, 15, false);
var width_tween:Tween = new Tween(_root[begin]["l" + i], "_width", Regular.easeOut, width_begin, width_end, 15, false);
}
}
Now here are the screenshots. The first is before the tween occurs, and the second is after. As you can see, some of the lines don't fall into the right position. Any help is greatly appreciated! I have a deadline for this this week and I'm freaking out!
before tween:
http://sagebrown.com/before.jpg
after tween:
http://sagebrown.com/after.jpg
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How To STOP A Tween With The Tween Class?
here's my code....
Code:
function generalTween(mc, attr, begin, end, time, func, easeType)
{
if (easeType == undefined) easeType = mx.transitions.easing.Bounce.easeOut;
var myTween = new mx.transitions.Tween(mc, attr, easeType, begin, end, time, true);
if (func != undefined) myTween.onMotionStopped = func;
}
function onReleaseFunc()
{
myBall.stopDrag();
generalTween(myBall, "_x", myBall._x, (Stage.width / 2), 2, undefined, mx.transitions.easing.Elastic.easeOut);
generalTween(myBall, "_y", myBall._y, (Stage.height / 2), 2, undefined, mx.transitions.easing.Elastic.easeOut);
}
myBall.onPress = function()
{
myBall.startDrag();
}
myBall.onRelease = function()
{
onReleaseFunc();
}
myBall.onReleaseOutside = function()
{
onReleaseFunc();
}
To test this just make a movieclip on your stage and give it an instance name of "myBall"
you'll notice that the problem is, if you try to click and drag the movieclip again before the tween is completed finished, then it doesn't work.
How can you force a stop on a tween?
thank you so very much in advance!!!!
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Everything works fine (so far). Unfortunately when i publish my code to a server I get the following error from the browser:
ArgumentError: Error #2004: One of the parameters is invalid.
at flash.display::Graphics/drawRect()
at voiceover::LoadSound/onEnterFrame2()
Below is the class I created which contains the references. what is causing this?
ActionScript Code:
package voiceover{
import flash.display.Sprite;
import flash.media.Sound;
import flash.net.URLRequest;
import flash.events.*;
import flash.media.SoundChannel;
import flash.display.MovieClip;
public class LoadSound extends Sprite {
private var _soundUrl:String;
private var _mainTL:MovieClip;
// =========================
private var _extSound:Sound;
private var _channel:SoundChannel;
private var _playPauseButton:Sprite;
private var _proBar:Sprite;
private var _playing:Boolean = false;
private var _position:int;
public function LoadSound(voice:String, mainTL:MovieClip) {
_soundUrl = voice;
_mainTL = mainTL;
// auto-.load
// create sound and load it
_extSound = new Sound(new URLRequest(_soundUrl));
_extSound.addEventListener(Event.COMPLETE,completeHandler);
_extSound.addEventListener(Event.ID3,id3Handler);
_extSound.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler);
_extSound.addEventListener(ProgressEvent.PROGRESS,progressHandler);
_channel=_extSound.play();
_playing=true;
_mainTL.audio_control_btn.addEventListener(MouseEvent.MOUSE_UP, onPlayPause);
_channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
addEventListener(Event.ENTER_FRAME, onEnterFrame2);
_proBar= new Sprite();
_mainTL.addChild(_proBar);
}
public function onEnterFrame2(event:Event):void {
var barWidth:int = 200;
var barHeight:int = 5;
var loaded:int = _extSound.bytesLoaded;
var total:int = _extSound.bytesTotal;
var length:int = _extSound.length;
var position:int = _channel.position;
_proBar.graphics.clear();
_proBar.graphics.beginFill(0xF4A801);
_proBar.graphics.drawRect(10, 10, barWidth, barHeight);
_proBar.graphics.endFill();
if (total > 0) {
var percentBuffered:Number = loaded / total;
//trace(percentBuffered);
_proBar.graphics.beginFill(0xD39203);
_proBar.graphics.drawRect(10, 10, barWidth * percentBuffered, barHeight);
_proBar.graphics.endFill();
length /= percentBuffered;
var percentPlayed:Number = position / length;
//trace(percentPlayed);
_proBar.graphics.beginFill(0xFFFFFF);
_proBar.graphics.drawRect(10, 10, barWidth * percentPlayed, barHeight);
_proBar.graphics.endFill();
}
}
public function onPlaybackComplete(event:Event) {
trace("The sound has finished playing.");
}
public function onPlayPause(event:MouseEvent):void {
if (_playing) {
_position = _channel.position;
trace(_position);
_channel.stop();
} else {
_channel = _extSound.play(_position);
}
_playing=! _playing;
}
}
}
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Extending OnEnterFrame Function To A Custom Class
Does anyone know how to do this?
Basically I want to create my own class that extends MovieClip and then uses the onEnterFrame as a movieclip does, only for my class. For example...
class myObject extends MovieClip {
public constructor() {
}
onEnterFrame() {
trace("Test!");
}
}
Therefore the trace would repeat just as it would in a movieclip onEnterFrame.
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I need to be able to add an onEnterFrame event to an object inside it's constructor.
This is what I've tried (it doesnt work obviously):
Code:
myClass = function () {
this.onEnterFrame = function () {
trace("FRAME");
}
}
//------------
myClass = function () {
this.onEnterFrame = myFunct;
}
function myFunct() {
trace("FRAME");
}
//------------
etc...
I've also tried myClass.prototype.onEnterFrame = function...
Nothing I try works, I even created a dummy file to make sure there was no outside interfearance, but nothing worked. I'm able to assign an onKeyDown event, but for some reason it wont work for onEnterFrame. It's kind of important that I'm able to do this for my latest project, so any help would be great.
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LoadMovie Cause Problems With OnEnterFrame Method Defined On A Class
Hello everyone
I have just started to work with classes few days ago and i found this problem on my way.
I have defined on a class a method that has to be executed every frame (onEnterFrame), but it doesnt works, the reason for the error is not on the class nor on the way i define the object of that class: its on a loadMovie() statement wich loads a picture on a movieClip. That movieClip is the class parameter, and when i use the loadMovie it stop the onEnterFrame method. Its very rare. To make the example work just put any image on the same folder with the name "Pic1". Thats all. (
Code of an example below
Copy the first code onto an .as file and save it as mySizer.as
Copy the second code on a .fla and save it on the same folder of .as file
Grab any jpg to that folder and name it as Pic1.jpg
Any help would be apreciated
Thanks in advance
Attach Code
class code (mySizer.as)
class mySizer extends MovieClip{
var Target:MovieClip;
function mySizer (my_MC){
this.Target = my_MC
}
function init(){
this.Target.onEnterFrame = this.sizer;
}
function sizer (){
trace (this._width);
trace (this._height);
}
}
--------------------------------------------------------------------
FLA code
var Container:MovieClip = this.createEmptyMovieClip ("Container",1)
Container.loadMovie ("Pic1.jpg")
var mySizer:Object = new mySizer (Container)
mySizer.init();
Edited: 01/30/2007 at 04:52:03 PM by Quiltron
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Hi there,
Let's say I want to use a class to move a movieclip, "A", in an fla file. Within my class definition, when I reference the clip directly like this:
code:
class moveElephant{
public function moveElephant(clip:Movieclip):Void{
clip.onEnterFrame=function(){
clip._x+=10;
}
}
}
and then create a new moveElephant object instance inside my .fla and pass movieclip "A" to it:
var moveIt:moveElephant= new moveElephant(A);
it works!
However, if instead I store the passed clip from my fla in a variable inside moveElephant:
code:
class moveElephant{
public var movie:MovieClip;
public function moveElephant(clip:Movieclip):Void{
movie=clip;
trace(movie);
movie.onEnterFrame=function(){
movie._x+=10;
}
}
}
it won't work! Note that the trace() action works-- the output window does display "_level0.A", but for some reason the onEnterFrame action does not affect it. Neither does setInterval.
Can anyone tell me why, and a way to animate movieclips stored in class variables?
Thanks!
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OnEnterFrame=null, OnEnterFrame=undefined & Delete OnEnterFrame....
onEnterFrame=null, onEnterFrame=undefined & delete onEnterFrame....
Which one to use??? What are the performance considerations. If all my movieclips on-stage are running a MovieClip.prototype.onEnterFrame = function() {run initial stuff before setting onEnterFrame=null/undefined... }, will there be performance hits? It's sad that delete onEnterFrame doesn't work unless I delete the prototype enterFrame as well, which would make the clips reinitailise itself again once you declare the enterFrame prototype again (i need to do this since there's more movieclips that end up appearing on-stage, and they need to automatically initialises themselves the moment they appear).
It seems that setting enterFrame to null or undefined is the safest way to go about it, since dealing with multiple .swfs would mean using the same MovieClip.prototype, which means I can't afford to flush out one zone of enterFrames (by deleting both null enterframes and MovieClip.prototype.onEnterFrame) if it means the other zones still needs to initialise their clips first...it's just too troublesome and buggy a mechanism to implement! Once MovieClip.prototype.onEnterframe is declared, it should stay. Will there be performance hits as a result of this?
Is there anyway to do this without tricking the engine to call the onLoad function for MCs by typing "//" into each movieclip actionscript box --- or by troublesomingly creating linkage-ids for every movieclip library item!? NO! That's not what i want...they'll only add to the fiile size! How do i execute a certain "constructor/initilisation" function to all Movieclips without linking them to a class in a library? Something to think about.....
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attached it the .fla
just run, and click the box in the centre (bottom left is simple for test purposes)
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Hi everyone
I have this script
PHP Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
var myRan:Number = (Math.random()*15000)+10000;
var firstRandom:Number = 290;
var secondRandom:Number = (Math.random()*370)+50 ;
setInterval(movePlayer,myRan);
movePlayer = function(){
var yScaleT:Tween = new Tween("musicPlayer", "_y", Elastic.easeOut , firstRandom, secondRandom, 1.5, true);
firstRandom = secondRandom;
secondRandom = (Math.random()*370)+50 ;
myRan = (Math.random()*15000)+10000;
setInterval(this,myRan);
}
Basically what I want it to do is:
after [10 + random amount]seconds it should call up the function movePlayer
this function tweens the _y of the instance musicPlayer.
At first, the _y should start at 290(firstRandom) and move to a random number between 50 and 420(secondRandom). Then, firstRandom gets the value of where it is right now, and another secondRandom is being defined.
Then, the function does a setInterval on itself, again with [10 + random amount]seconds.
Now, what am I doing wrong? Any sort of syntax error? Logic error?
Please help
Thanks
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I have a problem with the Tween Class that I do not understand.
If I put several tweens in a loop - rewind and start them again -
they suddenly stop(!!) after a while (about 10 sec).
http://www.coldminer.com/nwf/test/test1.php
But when I put the code in an extended Sprite Class with the
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http://www.coldminer.com/nwf/test/test2.php
Ok, "problem solved", but why is this? I don't understand.
Is it a bug, or am I doing it wrong?
It works in AS2 (Test 3).
http://www.coldminer.com/nwf/test/test3.php
Code is available on the examples
Anyone?
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http://nubianniht.com/
please help
thank you
*don't press the buttons unless you want to see the animation corrupt
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I am having an issue with setting dynamic values in the tween class parameters. I want to make a function I can use for moving multiple objects using the teen class. The start and end point are dynamic based on the current location of the object, but I cannot seem to figue out a way to pass that value into the parameters of the tween class.
I have the end point hard coded based on an equation clip_y + 200 or clip_y - 200. If I click the object once, and then click it again before it reaches the it's first destination the return code has the wrong destination value because clip_y has not reached its destination.
Anyone hav any suggestions for creating a calculation that will not require me to hard code a value for the destination?
Here is the code I am currently using
import mx.transitions.Tween;
import mx.transitions.easing.*;
BarStatus = "closing"
BarDown = function(barName){
var bar = barName
var begin = barName._y;
var end = barName._y + 300;
yPosTween = new Tween(bar, "_y", Strong.easeOut, begin, end, 2, true);
}
BarUp = function(barName){
var bar = barName
var begin = barName._y;
var end = barName._y - 300;
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_root.design_mc.onPress = function(){
if(BarStatus == "closing"){
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BarDown(web_mc);
BarDown(print_mc);
BarDown(interactive_mc);
BarDown(advertising_mc);
BarStatus = "opened"
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BarUp(print_mc);
BarUp(interactive_mc);
BarUp(advertising_mc);
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Can someone take a look at this I just cannot figure out what to do or what I am doing wrong.
When the icon is clicked I would like it to get a new x & y position as well as the over and out and released functions to stop working after I click the icon.
Here is the example
Here is the code
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
var theClips:Array = new Array(blank1, blank2, blank3, blank4, logo, theatre, soundSystem, webDesign, maint, backup, av, net, webDev, eComm);
for (var i:Number = 1; i < theClips.length; i++) {
// For performance and ease of typing, set up a reference to the current clip.
var aClip = theClips[i];
aClip.onRollOver = over;
aClip.onRollOut = out;
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var tw1:Tween = new Tween(aClip, "_xscale", Elastic.easeOut, 0, 80, i*.8, true);
var tw2:Tween = new Tween(aClip, "_yscale", Elastic.easeOut, 0, 80, i*.8, true);
/*var tw1:Tween = new Tween(logo, "_xscale", Elastic.easeOut, 0, 80, 2, true);
var tw2:Tween = new Tween(logo, "_yscale", Elastic.easeOut, 0, 80, 2, true);
var tw1:Tween = new Tween(theatre, "_xscale", Elastic.easeOut, 0, 80, 2, true);
var tw2:Tween = new Tween(theatre, "_yscale", Elastic.easeOut, 0, 80, 2, true);*/
// Set up the mouse actions.
aClip.onRollOver = over;
aClip.onRollOut = out;
aClip.onRelease = released;
}
function over():Void {
var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 80, 100, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 80, 100, 2, true);
}
function out():Void {
var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 100, 80, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 100, 80, 2, true);
}
function released():Void {
for (var i:Number = 0; i < theClips.length; i++) {
t.xPos = aClip._x;
t.yPos = aClip._y;
if (this == theClips[i]) {
var tw1:Tween = new Tween(this, "_xscale", Elastic.easeOut, 100, 250, 2, true);
var tw2:Tween = new Tween(this, "_yscale", Elastic.easeOut, 100, 250, 2, true);
var tw4:Tween = new Tween(this, "_x", Strong.easeOut, _x, t.xPos, 5, true);
var tw5:Tween = new Tween(this, "_y", Strong.easeOut, _y, t.yPos, 5, true);
} else {
theClips[i]._visible = false;
}
}
delete over;
delete out;
delete released;
}
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Code:
for(var i=currentClipNumber+1; i=numOfClips; i++)
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//produces the correct name for the clip to be tweened
bumpclip = eval("_root.container_strip.clip"+i);
var (eval("bumpTween"+i)) = new Tween (bumpclip, "_x",
Strong.easeOut, bumpclip._x, bumpclip._x+200, 1, true);
}
when compiled it throws up this error:
**Error** D:ACTIONSCRIPTclusta_projectsclipClass.as: Line 29: Identifier expected
var (eval("bumpTween"+i)) = new Tween (bumpclip, "_x",
the problem is it wont evaluate a unique name for the tween instance on each loop...does any one know a different way of doing this?
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