Preventing Tweens To Start B4 Previous Ended FUSEKIT
Howdie!who knows how you can prevent a tween to start before the previous one has ended. I have build a imagegallery kinda app. and by clicking a thumb images are tweened with a Fuse. Problem is that when you start "buttonbashing", the tweens apparantly can't finish and result is that images spontaniously end up in the wrong place, or rotated. I guess it most be possible somehow to use the FuseKit to say "first finish this tween, and only then start the next" , but i cannot quit figure out how
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 04-10-2008, 06:16 AM
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- Using "NetStream" Class To Play A Movie When The Previous One Has Ended.
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- [F8] Can I Define The Start Position Of A MovieClip At The END Of The Previous One?
- Start Tween Class Halfway Other Tweens
- ( Previous, Start [play], Stop, Next ) Control Panel For Flash Photo Gallery?
- Control Panel ( Previous, Start ( Play ), Stop, Next ) For This Flash Photo Gallery?
- Control Panel ( Previous, Start ( Play ), Stop, Next ) For This Flash Photo Gallery?
- FUSEKIT - Tutorials?
- How Do You Setup Fusekit In AS 3.0?
- Movieclip Ended
- Play A SECOND MC After The First MC Has Ended...
- [CS3,AS2+FuseKit] Help With MouseListener Switch
- [F8] FuseKit: Set Dropshadow Inner=true
- [F8] Set Filter Properties With FuseKit
- FuseKit Question - Pause()
- Passing A Variable To FuseKit
- FuseKit And External SWFs
- FuseKit And Buttons (in An Array)
- Mc In Buttons That Play Til They Have Ended
- Knowing When A Movie Has Ended
- String Not Literally Ended
- Combined Two Tut. And Ended Up With Hairloss :)
- Can AS Work Out When Sound Clip Has Ended?
- [CS3,AS2,FuseKit] Help With Switching Mouse Move Event On/off
- [AS3] Go Animation Platform (from The Maker Of Fuse/FuseKit)
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- [CS3] After Video Playback Has Ended, How To Continue Animation?
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- Preventing Pop Ups
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- Preventing Reloading
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Using "NetStream" Class To Play A Movie When The Previous One Has Ended.
I´m pretty new at this and could really use some help
I want to trigger a new video "video2.flv" when the first one finishes, and I´m sooo close. The onStatus handler (it´s a handler...right?) works and traces "finished" when the first video reaches the end. Then I try to play the second video and it completely freezes. I´m using netStream.play("videos/video2.flv"); which makes sense to me, but it´s obviously not right...
Code:
var netConn:NetConnection = new NetConnection();
netConn.connect(null);
var netStream:NetStream = new NetStream(netConn);
Smartvideo.attachVideo(netStream);
netStream.setBufferTime(5);
netStream.play("videos/video1.flv");
netStream.onStatus = function (vInfo) {
trace(vInfo.code)
if (vInfo.code == "NetStream.Play.Stop") {
trace("finished")
netStream.play("videos/video2.flv");
}
}
stop();
Using "NetStream" Class To Play A Movie When The Previous One Has Ended.
I´m pretty new at this and could really use some help
I want to trigger a new video "video2.flv" when the first one finishes, and I´m sooo close. The onStatus handler (it´s a handler...right?) works and traces "finished" when the first video reaches the end. Then I try to play the second video and it completely freezes. I´m using netStream.play("videos/video2.flv"); which makes sense to me, but it´s obviously not right...
Code:
var netConn:NetConnection = new NetConnection();
netConn.connect(null);
var netStream:NetStream = new NetStream(netConn);
Smartvideo.attachVideo(netStream);
netStream.setBufferTime(5);
netStream.play("videos/video1.flv");
netStream.onStatus = function (vInfo) {
trace(vInfo.code)
if (vInfo.code == "NetStream.Play.Stop") {
trace("finished")
netStream.play("videos/video2.flv");
}
}
stop();
Nested Clips, Play The Next MC May Only Play After Previous Has Really Ended
hi,
if i make a button with the "new" method of nested clips (on rollover play. _root.one.two blabla) that seems to be working quite okay, but i am still experiencing this problem that if i move too quickly over a button, it becomes very jerkey.... i made a rollover and rollout, but the rollout may only start playing once the rollover is finished...
is there a little scripting that can prevent this problem?
greetz
melvin
[F8] Can I Define The Start Position Of A MovieClip At The END Of The Previous One?
Hi
I have a movieClip called songsMC and it has lots of dynamic text boxes inside that load XML content (irrelevant).. As flash loads new content the songsMC gets bigger in height.. What I want to know is if it is possible to me to define the other movieClip's (videoClipsMC) start position at the end of the songsMC.. something like:
startPosition = songsMC._height + 10;
where 10 is the margin, so that it doens't come right after the songsMC.. I've tried this and it doesn't seem to work.. Is this even doable??
Thanks!
Start Tween Class Halfway Other Tweens
I've used some tweens to get the following effect. It rotates two images by fading them into eachother. Above that is the 'schuiver' clip which has an alpha of 10% which goes left to right and back. Take a look at below script. It used three tweens. One to move the image left to right, one the (at the same time) shrink the image to a smaller width and the fade tween which switches both images. This last fade I would like to start when the 'schuiver' clip (a transparant rectangle which moves accross the stage) is about halfway. I've tried using:
code: xScroll.onMotionChanged = function() {
if (xScroll.time>=2) {
var xFade:Tween = new Tween(MyImageContainer1, "_alpha", Regular.easeOut, 100, 0, 2, true);
delete this.onMotionChanged;
}
But this works just the first time. When the 'schuiver' clip goes from right to left again the onMotionChanged already has been deleted. Without that delete if would continiously start the fade tween after 2 seconds.
Here's the script I'm using now. I immediately starts the fade tween along with the _x and _width tween, but I would like to start that one when everything is halfway. Any ideas?
code: //basic transition settings
import mx.transitions.*;
import mx.transitions.easing.*;
//
//import clips
var loader:MovieClipLoader = new MovieClipLoader();
this.createEmptyMovieClip("MyImageContainer1", schuiver.getDepth()-1);
this.createEmptyMovieClip("MyImageContainer2", schuiver.getDepth()-2);
loader.loadClip("image1.jpg", MyImageContainer1);
loader.loadClip("image2.jpg", MyImageContainer2);
//
//tweens
var xScroll:Tween = new Tween(schuiver, "_x", Regular.easeOut, 0, 259.5, 4, true);
var xWidth:Tween = new Tween(schuiver, "_width", Regular.easeOut, 259.5, 129.5, 4, true);
var xFade:Tween = new Tween(MyImageContainer1, "_alpha", Regular.easeOut, 100, 0, 2, true);
xScroll.onMotionFinished = function() {
xScroll.yoyo();
xWidth.yoyo();
xFade.yoyo();
};
( Previous, Start [play], Stop, Next ) Control Panel For Flash Photo Gallery?
Hey everyone.
Does anyone know how to add a control panel ( previous, start ( play ), stop, next ) for this flash photo gallery?
Here are the main files:
http://www.linkshare.org/comboboxGalleryDemo/
http://www.linkshare.org/comboboxGal...oboxgallery.as
http://www.linkshare.org/comboboxGal.../images_cb.xml
Layout
http://www.linkshare.org/comboboxGal...out_names2.jpg
Original files: http://www.mr10.nl/components/gallery/
My project files: (zipped)
http://www.linkshare.org/comboboxGal...o_sept2104.zip
Thanks a lot I would really appreciate the help! Feel free to email me if you have any solutions
Control Panel ( Previous, Start ( Play ), Stop, Next ) For This Flash Photo Gallery?
control panel ( previous, start ( play ), stop, next ) for this flash photo gallery?
Do you know how to add a control panel ( previous, start ( play ), stop, next ) for this flash photo gallery?
Basically it's just three files - .XML file for data and .SWF file for Presentation, and .AS file for processing
Here are the main files:
http://www.linkshare.org/comboboxGalleryDemo/
http://www.linkshare.org/comboboxGal...oboxgallery.as
http://www.linkshare.org/comboboxGal.../images_cb.xml
Layout: http://www.linkshare.org/comboboxGal...out_names2.jpg
Original files: http://www.mr10.nl/components/gallery/
My project files: (zipped)
http://www.linkshare.org/comboboxGal...o_sept2104.zip
Feel free to email me if you know how to do this!
Control Panel ( Previous, Start ( Play ), Stop, Next ) For This Flash Photo Gallery?
control panel ( previous, start ( play ), stop, next ) for this flash photo gallery?
Do you know how to add a control panel ( previous, start ( play ), stop, next ) for this flash photo gallery?
Basically it's just three files - .XML file for data and .SWF file for Presentation, and .AS file for processing
Here are the main files:
http://www.linkshare.org/comboboxGalleryDemo/
http://www.linkshare.org/comboboxGal...oboxgallery.as
http://www.linkshare.org/comboboxGal.../images_cb.xml
Layout: http://www.linkshare.org/comboboxGal...out_names2.jpg
Original files: http://www.mr10.nl/components/gallery/
My project files: (zipped)
http://www.linkshare.org/comboboxGal...o_sept2104.zip
Feel free to email me if you know how to do this!
FUSEKIT - Tutorials?
hi there agains mates,
i just downloaded fusekit, but i'm having problems to use it, because it works in a different way than flash tween class...
well, i spent the hole day trying to change my animations to fuse, but i cant find the answers in they're help page, because everything has different names... easing is penner easing, fuse is onething, zigo engine is another thing, i could not understand quite well the way this thing works.
does anyone know some friendly tutorials on how to stard with this?
well, i got to know how to animate a few properties, but now i cant find the "onMotionFinished" (from the tween class) functions...
hope my bad english aind that bad and anyone can help this fuse newby...
cheers
How Do You Setup Fusekit In AS 3.0?
Following the tutorial by Lee for fuse, i could not get the right results.
Here is my code:
Code:
import com.mosesSupposes.fuse.*;
ZigoEngine.register(Fuse,PennerEasing,FuseFMP);
//LOGO Animations
var bubble:Fuse = new Fuse();
bubble.push({target:logo_mc.bubble1_mc,start_alpha:0})
bubble.start();
I get this error when publishing:
1153: A constructor can only be declared public.
private function ZigoEngine(){}
Movieclip Ended
is there a way to do something only when a certain movie clip stops? of course I want to write the script at the root level and not in the clip. (like in the case you wanna show movies one after the other but the lengths are various)
Play A SECOND MC After The First MC Has Ended...
Hello all,
I have two MCs on my stage (both do the same thing - flip over and show a symbol).
Now, the problem I have is that although I have different MCs such as the one described above (12 to be exact), I only want the two selected MCs to flip back to their original position.
In each of the MC, I have a stop() AS on frame 10. In my main function that calls for the cards to return to their state, the AS is as follow:
ActionScript Code:
_root.ImagePlayed = false;
while (!_root.ImagePlayed) {
_root[_root.blocks + _root.FirstImage].gotoAndPlay(11);
}
_root.ImagePlayed = false;
while (!_root.ImagePlayed) {
_root[_root.blocks + _root.SecondImage].gotoAndPlay(11);
}
Now, in the last frame of both of these MCs, I have the script:
ActionScript Code:
_root.ImagePlayed = true;
When I run this, Flash freezes and says that I am stuck in an endless loop.
I have also tried :
ActionScript Code:
_root[_root.blocks + _root.FirstImage].gotoAndPlay(11);
_root[_root.blocks + _root.SecondImage].gotoAndPlay(11);
And it only plays the FirstImage, not the second...
Any suggestions ?
[CS3,AS2+FuseKit] Help With MouseListener Switch
Hi everyone, my first post here but here goes...
I have a mouse trailer that lets the user smear paint splats over the stage area. The trailer works fine stand alone, but when I attach a listener to give the user the option to turn the trailer on/off via a pair of buttons, the trailer turns on/off but now fails to follow the mouse cursor! DOH!
Here's the trailer code...
(I've attached the CS3 file just in case)
Code:
i = 0;
onMouseMove = function() {
var cur_x = _xmouse;
var cur_y = _ymouse;
var limit = 4;
var min = .5;
var max = 40;
var alfa = 160;
var delta_x = old_x-cur_x;
var delta_y = old_y-cur_y;
var dist = Math.sqrt(delta_x*delta_x+delta_y*delta_y);
old_x = cur_x;
old_y = cur_y;
if (dist>limit) {
i++;
attachMovie("splatMC","splatMC"+i,-510+i);
with (this["splatMC"+i]) {
var ran = Math.random()*max+min;
var ran2 = Math.random()*alfa-alfa/2;
_rotation = ran2;
_xscale = _yscale=ran;
_x = _parent._xmouse;
_y = _parent._ymouse;
}
}
};
stop();
and here's the trailer code with the listener attached...
Code:
i = 0;
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var cur_x = _xmouse;
var cur_y = _ymouse;
var limit = 4;
var min = .5;
var max = 40;
var alfa = 160;
var delta_x = old_x-cur_x;
var delta_y = old_y-cur_y;
var dist = Math.sqrt(delta_x*delta_x+delta_y*delta_y);
old_x = cur_x;
old_y = cur_y;
if (dist>limit) {
i++;
attachMovie("splatMC","splatMC"+i,-510+i);
with (this["splatMC"+i]) {
var ran = Math.random()*max+min;
var ran2 = Math.random()*alfa-alfa/2;
_rotation = ran2;
_xscale = _yscale=ran;
_x = _parent._xmouse;
_y = _parent._ymouse;
}
}
updateAfterEvent();
};
stop();
Sorry if it's painfully obvious what the problem is, but I'm a designer rather than a hardcore code monkee!uzzled:
Thanx in advance
[F8] FuseKit: Set Dropshadow Inner=true
Hi
I'm using FuseKit, and have a question to how I set my Dropshadow to an Inner shadow in stead of an outer shadow?
FuseFMP.setFilterProps(my_mc, 'DropShadow', {distance:0, alpha:.5, blurY:10, blurX:10});
Thanks ..
[F8] Set Filter Properties With FuseKit
Does anyone know if there is an easy way to dynamically set brightness of a MC with FuseKit, just like you can add a dropshadow dynamically? I know it can be done with Flash ColorMatrixFilter, but I would like to go around this, as I am convinced, that it would be a lot easier with Fuse (if it can be done with Fuse, that is)
Code:
FuseFMP.setFilterProps(m["menu_item_" + i], 'DropShadow', {distance:4, alpha:.5, blurY:3, blurX:3});
FuseKit Question - Pause()
I was wondering if there are people on here who use the FuseKit?
I have the following question about pause method.
I am trying to pause a fuse and have the following AS:
var fLoadNewSection:Fuse = new Fuse();
fLoadNewSection.label = "loadNewSectionFuse";
fLoadNewSection.autoClear = true;
fLoadNewSection.push({func:"sectionClose"});
fLoadNewSection.pause();
fLoadNewSection.push({target:nav1, _alpha:0, time:1, ease:"easeOutQuad"});
fLoadNewSection.traceItems();
fLoadNewSection.start(true);
The pause does not work. Is that even the right was to use pause? I
don't know what the syntax needs to look like?
Thank you for any help!
Passing A Variable To FuseKit
Hey all,
i have recently started using fusekit, and i love it. So glad i came across it.
When using the tween function you are supposed to put values in quotation marks to make them relative to current values. So:
ActionScript Code:
thingy.slideTo("300", "0", 1, "easeInOutQuad");
to move thingy 300 to the right, as opposed to
ActionScript Code:
thingy.slideTo(300, 0, 1, "easeInOutQuad");
which moves thingy to the 300 x coordinate on the stage.
Thats all fine and good.
But i want to insert a variable "Xtarget" into the parameters in such a way that it is processed as a value in quotation marks so that it is treated as a relative value, and not an absolute one.
How can this be done?
Thanks
FuseKit And External SWFs
Hi all,
I'm putting my site together, and I want to load/unload external SWFs for each section of the site. When the site initially load, I have this even listener in place to detect when all of the layout animations finish:
Code:
f.addEventListener("onComplete", menuLabelsDone);
function menuLabelsDone():Void {
_root.contFrameIn.contentLoader.currMovie = "front";
contFrameIn.contentLoader.loadMovie(_root.contFrameIn.contentLoader.currMovie+".swf");
f.start(true);
}
Now, when the user clicks a button, I want whatever section SWF that is loaded to fade-out, unload, the container MCs to resize and finally the new SWF to load, and here's the code I put together for it (without the new loading function):
Code:
contFrameIn.mainNav.profileTrigger.onPress = function() {
function currMovieFadeTwo():Void {
var f:Fuse = new Fuse();
f.autoClear = true;
f.push (
{target: _root.contFrameIn.contentLoader.currMovie, _alpha: "0", time: .6, delay: .1, ease: "easeInExpo"}
);
f.start();
}
currMovieFadeTwo();
f.addEventListener("onComplete", currUnloadTwo);
function currUnloadTwo():Void {
contFrameIn.contentLoader.unloadMovie(_root.contFrameIn.contentLoader.currMovie+".swf");
f.start(true);
}
currUnloadTwo();
f.addEventListener("onComplete", profileTween);
function profileTween():Void {
var f:Fuse = new Fuse();
f.autoClear = true;
f.push ({delay: .2});
f.push ([
{target: [contFrameOut.contFrameOutMC, contFrameOut.dropShadow], _width: 826, _height: 420, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.contFrameInMC, _width: 806, _height: 400, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.navBG, _y: -190, _width: 786, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.wordmark, _x: -382, _y: -168, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.vertBar, _x: -299, _y: -167, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.taglines, _x: -298, _y: -170, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.taglineMask, _x: -300, _y: -156, time: .65, ease: "easeOutExpo"},
{target: contFrameIn.mainNav, _x: 136, _y: -162, time: .65, ease: "easeOutExpo"}
]);
f.start(true);
}
profileTween();
}
The problem I'm running into is that I'm getting an error from the Zigo Engine that it can't find the target for the fade-out (first Fuse in the onPress function). I don't want to name the SWF itself as a target because the whole point is that it's supposed to affect whatever the current movie that is loaded is, not a specific one by instance name. Anyone know how I can get this working the way it should?
Thanks in advance!
FuseKit And Buttons (in An Array)
Hello, i have three questions about the fusekit working together with mc-buttons in flash mx 2004
I have four Buttons on my stage (b1, b2, ....) and this script:
Code:
this.stop ();
import com.mosesSupposes.fuse.*;
ZigoEngine.register (PennerEasing, Fuse);
var buttons_arr:Array = new Array ("b1", "b2", "b3", "b4");
// ### create roll overs
for (i=0; i<buttons_arr.length; i++) {
this[buttons_arr[i]].onRollOver = onDragOut=function () {
hoverIn (this);
};
this[buttons_arr[i]].onRollOut = function () {
hoverOut (this);
};
this[buttons_arr[i]].onRelease = function () {
isActive (this);
};
}
// ### functions
function hoverIn (mc:String) {
var hoverInFuse:Fuse = new Fuse ({target:mc, brightOffset:40, time:0.5, ease:"easeOutElastic"});
hoverInFuse.start ();
}
function hoverOut (mc:String) {
var hoverOutFuse:Fuse = new Fuse ({target:mc, brightOffset:0, time:2, ease:"easeOutExpo"});
hoverOutFuse.start ();
}
function isActive (mc:String) {
var doNormalFormatFuse:Fuse = new Fuse ({brightOffset:0, time:1});
doNormalFormatFuse.addTarget (b1, b2, b3, b4);
doNormalFormatFuse.start ();
var isActiveFuse:Fuse = new Fuse ({target:mc, brightOffset:80, time:2});
isActiveFuse.start ();
//meinBTN.enabled = false;
}
isActive (b1);
Description of the Button-Function:
on Button-Rollover the function hoverIn(); shoud be start, and on Rollout the hoverOut(); should reset the atributes (here the brightOffset of 40), when the user click of of the buttons (in the array buttons_arr) there should be start the function isActive();
How do i realisze this, in my scripte here there are few errors...
1.
in the documentation is something mentioned that i kann addTarget with an Array like "doNormalFormatFuse.addTarget (buttons_arr);, but that doesen't work fine - wich is the richt syntax for that ?
2.
If i click a button the isActive(); function start, but this state should stay also wenn i leave this button - this doesen work - who should i make this... ?
3.
when i click a button this button shuld be temporaly disabled with
this.mc.enabled = false; //or
this[mc].enabled = false;
but that also doesen't work ?
ok, sorry for my bad english, please help me guys... :-|
greets,
Thomas
Mc In Buttons That Play Til They Have Ended
hi,
my question is just that...on a mouseover, i want a mc symbol to play its full duration even if the mouse has left the button. would this be actionscript? any help would be greatly appreciated
Knowing When A Movie Has Ended
Hi,
I am working on a project where I will be provided with a number of swfs (no source fla files). I need to get them to play one after the other.
I was wondering if anyone knwos a way that I could know (in actionscript) when a movie has finished playing so that I can load in the next one.
I would put some code on the last frame of the movies, but I do not have the source flas as the movies are generated by a tool which only makes the swfs.
thanks in advance!
String Not Literally Ended
Hello.
For a script I export a excel file to a comma seperated file which I split up in actionscript.
I want to use the .csv file as a string. So now I do CommentaryFile = " <paste the file contents> "
But I get an error string not literally ended because it contains so many lines.
Now I have to manually set all the string lines on 1 actionscript line for it to work.
If I look at the comment you can use /* comment */ to put comment on different lines, is this possible for strings to?
Combined Two Tut. And Ended Up With Hairloss :)
Ok, here goes...
I incorporated the "XML gallery with thumbnails" into an external swf from the "Preloader & Transitions for Dynamic Files" and the weirdest thing happened..
Whenever I click a thumbnail, half of the main movie transition effect plays!
Does anyone how this can happen? Does anyone with a little insight to the tutorials know if they share any similar code that might cause this?
Best regards,
Marius.
Can AS Work Out When Sound Clip Has Ended?
Is it possible with action Script to play a sound but when it comes to the end of the piece, for it to trigger another action, for example, make one movie clip on the stage fade in?
I know how to make the movie clip fade in with AS, but havent a clue how to make action Script recognise when it has come to the end of the music and trigger that action.
I'd be very grateful if anyone could let me know how to do this
Thanks in advance
Vic
[CS3,AS2,FuseKit] Help With Switching Mouse Move Event On/off
Hi everyone, my first post here but here goes...
I have a mouse trailer that lets the user smear paint splats over the stage area. The trailer works fine stand alone, but when I attach a listener to give the user the option to turn the trailer on/off via a pair of buttons, the trailer turns on/off but now fails to follow the mouse cursor! DOH!
Here's the trailer code...
(I've attached the CS3 file just in case)
Code:
i = 0;
onMouseMove = function() {
var cur_x = _xmouse;
var cur_y = _ymouse;
var limit = 4;
var min = .5;
var max = 40;
var alfa = 160;
var delta_x = old_x-cur_x;
var delta_y = old_y-cur_y;
var dist = Math.sqrt(delta_x*delta_x+delta_y*delta_y);
old_x = cur_x;
old_y = cur_y;
if (dist>limit) {
i++;
attachMovie("splatMC","splatMC"+i,-510+i);
with (this["splatMC"+i]) {
var ran = Math.random()*max+min;
var ran2 = Math.random()*alfa-alfa/2;
_rotation = ran2;
_xscale = _yscale=ran;
_x = _parent._xmouse;
_y = _parent._ymouse;
}
}
};
stop();
and here's the trailer code with the listener attached...
Code:
i = 0;
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var cur_x = _xmouse;
var cur_y = _ymouse;
var limit = 4;
var min = .5;
var max = 40;
var alfa = 160;
var delta_x = old_x-cur_x;
var delta_y = old_y-cur_y;
var dist = Math.sqrt(delta_x*delta_x+delta_y*delta_y);
old_x = cur_x;
old_y = cur_y;
if (dist>limit) {
i++;
attachMovie("splatMC","splatMC"+i,-510+i);
with (this["splatMC"+i]) {
var ran = Math.random()*max+min;
var ran2 = Math.random()*alfa-alfa/2;
_rotation = ran2;
_xscale = _yscale=ran;
_x = _parent._xmouse;
_y = _parent._ymouse;
}
}
updateAfterEvent();
};
stop();
Sorry if it's painfully obvious what the problem is, but I'm a designer rather than a hardcore code monkee!
Thanx in advance
[AS3] Go Animation Platform (from The Maker Of Fuse/FuseKit)
I just got an announcement from the Fuse Mailing List, with Moses announcing the Go Animation Platform. So I wanted to post it up for everyone. Its an interesting concept.
Quote:
I've released my latest animation project, the Go ActionScript Animation Platform. Go is not Fuse, it's a foundational set of base classes for AS3 coders who want to create their own tools like Fuse, with any syntax you like. Enjoy, Moses
Quote:
The Go ActionScript Animation Platform ("GOASAP") is a lightweight, portable set of generic base classes for building AS3 animation tools. Go provides structure & core functionality, but leaves the specifics to you.
Home | About | Docs | Source | Go Blog
Worth checking out
Security Sandbox Error Using FuseKit Blur
*** Security Sandbox Violation ***
SecurityDomain 'http://www.mywebsite/image.png' tried to access incompatible context 'file:///Macintosh%20HD/%2DMe/flash.swf'
Anyone else seen something like this?
Shape Tweens, Graphic Symbols, Motion Tweens
I am working on learning assignment for school and i want to make sure i did this right. i do not have a manual to look this up.
i am supposed to use shape tweens, Could someone tell me a definition and how to create them.
I also need a definition between a graphic and raw artwork?
i am making a small animation and I need to use shape tweens using raw artwork? i used the rectangle tool and the brush tool and made a scene on its own layer. i did not convert it to a graohic symbol. is that an example of a shape tween or am i totally off? and it plays behind the motion tween animation i created on various other layers.
anyone?
Rewind, Pause, And Start Start Buttons For Base Movie And External Mov
I'm lost...
I have a base movie that contains three buttons (Rewind, Pause, and Start)
The code for the rewind button that sends the base movie to frame 2 which is set to play and then reloads the external movie (images/4_24.swf). works perfectly and is shown below.
on (release) {
gotoAndPlay(2);
}
on (release){
function test(){
_root.createEmptyMovieClip("container",25);
loadMovie("images/4_24.swf", "container");
container._x=15;
container._y = 95;
}
test();}
My question is does any one know how to now pause both the base and external movie with the pause button and then start both movies again with the start button???? Some how I need to control both movies with these three buttons.
Code for play button is ---
on (release) {
play();
}
Code for pause button is ---
on (release) {
stop();
}
Thank you MJR
Start And Stop Streaming Sounds (start Stopping Currently Playing)
Hi there
I am novice user of flash and have no real AS experience.
What I want to do is..
I have 18 songs from an album and have taken 30 sec from each and down sampled them ready for flash.
I want to be able preview them all from one flash file.
I will be streaming the songs in, so the initial download time is minimal.
With 18 start stop buttons for each one, but because customers are lazy, they are likely just going to click the next play button for the next preview, so I need the play buttons to stop 'this' preview before playing the next with stop control also being a stop control for those who have had enough or are well behaved browsers : )
I hope this makes sense and look forward to hearing from someone.
Cheers
Ian Hill
Start And Stop Streaming Sounds (start Stopping Currently Playing)
Hi there
I am novice user of flash and have no real AS experience.
What I want to do is..
I have 18 songs from an album and have taken 30 sec from each and down sampled them ready for flash.
I want to be able preview them all from one flash file.
I will be streaming the songs in, so the initial download time is minimal.
With 18 start stop buttons for each one, but because customers are lazy, they are likely just going to click the next play button for the next preview, so I need the play buttons to stop 'this' preview before playing the next with stop control also being a stop control for those who have had enough or are well behaved browsers : )
I hope this makes sense and look forward to hearing from someone.
Cheers
Ian Hill
How To Delay The Start Of External Swf(start From Say 10th Frame)
I am using the following code to load an external swf.Now I need to start the playing of the swf movie not from frame 1 but from say 10th frame.
Please help
Code:
var myMcl:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();
myListener.onLoadProgress = function(target_mc:MovieClip, loadedBytes, totalBytes) {
//swfToLoad._visible = false;
loadedPercent = Math.floor((loadedBytes/totalBytes)*100);
_root.bar_mc._xscale = loadedPercent;
//trace(bar_mc._xscale);
c.text = loadedPercent+"%";
//trace(loadAnim.percLoaded.text);
spacer.loadMovie("images/loadingss.jpg");
};
myListener.onLoadComplete = function(targetMC:MovieClip) {
swfToLoad._visible = true;
loadAnim._visible = false;
//swfToLoad._width=367;
//swfToLoad._height=255;
}
myMcl.addListener(myListener);
myMcl.loadClip("Jason_500.swf",swfToLoad);
How Can I Start An External Program And/or Start A File
I've tryed:
on (release) {
fscommand("Exec", "program.exe");
stop();
}
Also I've tryed:
on (release) {
fscommand("Exec", "start.bat");
stop();
}
And in the .bat file I've put this:
@echo off
start file.doc
exit
But this does not seem to work, what Am I doing wrong???
Thanx alot!
FLV Start Time? Can I Start It Playing 2 Secs In?
Is there a way with actionscript to tell an FLV to start playing 2 seconds into the video. What I have is an FLV that has 2 seconds of black at the beginning, but I don't want that to play.
Or if anyone knows a way to re-encode an flv so that I can get rid of the 1st 2 seconds. I've tried re-encoding it with Riva Encoder but it just gets all screwed up. And the Flash encoder won't even let me add it to the que. Any help would be appreciated.
Thanks,
Lady
Preventing Pop Ups
This is the site with the problem:
Baby Photo
And this is code from one of the bottons:
Code:
on (rollOver) {
if (_root.link<>page) {
this.gotoAndPlay("s1");
}
}
on (releaseOutside, rollOut) {
if (_root.link<>page) {
this.gotoAndPlay("s2");
}
}
on (release) {
getURL("http://www.babyphoto.ro/blog", "_blank");
}
The pop up message alert apeared after I added this line:
getURL("http://www.babyphoto.ro/blog", "_blank");
What can I do to get rid of this problem?
Thanks!
Preventing Screenshots
i need to prevent simple screenshotting of a movie.
My idea:
- blocking the print key within the flash app
- checking the browser for focus, i.e. if the browser lost focus, flash stops playing and resets display to white.
any help appreciated!
christian
Preventing Looping
I am fairly new to Flash and I need to know how to keep my finished movies from looping. The reason that I ask is because I would like to start using Flash to make menus for my website where the text animates but then when it's done, it will totally stop so users can click on it. All of the movies I have made so far keep looping and never stop, despite the "false" looping parameter I have put in my pages with the Flash. (I use Dreamweaver MX, in case that's helpful.)
If anyone can help me out with this, it would be appreciated!
Preventing Rescaling Of .swf
My published move can be rescaled to a smaller size by scaling the browswer window. Is there a way to avoid this?
Preventing Swf>mp3 Extraction
Since anyone can grab a flash file and keep it on their machine (even if it's not visible from the browser) I'm surprised that there's still a lot of sites out there that stream music they want to sell, using basic flash (rather than the Flash Communication Server). This seems especially worrisome now that programs are being developed to extract flash audio into mp3 files.
So does anyone know of a way to prevent flash files from being cached onto a users machine, or if that can't be done without FCS, a way to enrypt the cached files? Until I discovered the cache folder of downloaded swf files on my machine I had suspected that flash audio that used "streaming" would be secure, but I see that it's not at all.
Over at kampplayer.com they have an audio player which converts mp3 files into a cgi file with a kind of encryption on it which would seem to prevent copying to Mp3. Does anyone know anything about this?
Preventing Decompiling
I hear that people can use something like ******* to decompile .SWFs into .FLAs.
When they do this, can they see all of my ActionScript and is there any way to stop decompilers?
Thanks and regards, Jonnie
BTW I have Flash MX 2004 Pro (7.2)
Preventing .swf From Being Saved
Is there anyway to keep a program from being able to save a .swf file, and if not, is there anyway to encode the file so it can still be executed, but not decompiled?
Preventing Reloading
Hey all,
In the site that I'm building, the header and navigation are built in Flash mx 2004/actionscript 2.0 with a preloader. In order to keep the .swf from playing each time the user goes to a different page, is there any way to prevent either:
1) the preloader from playing if the movie is already cached
OR
2) the .swf from reloading if it's cached
thanks!
Bill
Preventing SWF Download
A client of ours had some of their SWF content downloaded from a guy in India. I've read of the problems with securing a SWF file. Is there any definitive way to prevent someone from downloading SWF files?
Thanks.
Preventing XML Caching
How does one prevent an XML file from being cached in a flash video player, published in CS3?
This is what I'm doing, but it doesn't seem to be working.
xmlLoader.load(new URLRequest("featured.xml?" + random(9999));
NEVER MIND! I figured it out.
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