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Type: Posts; User: davyPaycheck
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You forgot to add a line to update/increment the numberOfTimesToLoop variable.
It should probably be like this:
if(numberOfTimesToLoop < 3){
gotoAndPlay(1);
numberOfTimesToLoop++;
}
else{...
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Just look in the Help menu in Flash under "Using Components".
There's a section on changing component features and "skins."
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You will need to write code to handle your various component events.
One way to add handlers is to first create a listener object which "listens" for the event you want to associate with your...
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You will need to indicate _root any time you wish to target the root timeline from within another timeline. Also you will need to indicate _root followed by the path to any object on the root...
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I'm creating a series of sliding images in a movie clip.
They move across the screen by updating their _x position like this:
_x += 5;
In the past I've used enterFrame to update the position...
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I want to avoid having my code in more than one location throughout my movie. So I've placed it all on the first keyframe.
My question is, how do I send button actions to buttons that are nested...
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_root is the name of the movie's main timeline as opposed to a movie clip's timeline.
It tells the Flash player what timeline to target.
The _root level is the outer most level of movie clips....
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Shrav-
got your email. Not sure why your SWF isn't working. To be honest, my code was thrown together very quickly just to give you the general idea. It may not have been the best approach....
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One last thing...
thought I should remind you that, if you want to replace a loaded movie with another loaded movie, you don't have to unload the first one at all.
Simply load the second one into...
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I'm confused...
if you want to unload a loaded movie, can't you just unload it?
For example,
myButton_btn.onPress = function (){
_level7.unloadMovie();
}
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The Drawing API allows you to draw using code rather than using the timeline.
I'm not too good at it. It's rather tedious. But it's cool. Take a look at this:...
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I threw together sort of a basic one. See attached. If you can't open it, let me know.
The swish effect is more masking, perhaps with the drawing API. Not sure.
~D
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That nav effect is done with a mask.
The main design is on the lowest layer.
Above that is all of the nav choices.
Above that is a rectangular movie clip set as a mask.
Then it's coded to move...
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Well, one thing you could do is make the shortening of the string a function and have it only do it if the string is longer than x characters.
For example:
var myString = String (7.89903872676);...
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YES!
I rewrote my entire block of code and it works.
Must have been a typo.
Never did figure out why it wasn't working but at this point I don't even care.
Thanks so much!!!:D
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Hmmm...
Ok. What you wrote in your file is exactly like what I tried. So that means I must just have a typo in my code... instance name... something or other.
Thanks for confirming that for me....
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You can set the text box to zero by giving it an instance name (such as myText_txt) and then assigning it some text through actionscript:
myText_txt.text = 0;
Or you can just type a zero in it...
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<bump>
Can anyone else suggest anything? I can style everything but the text size. Why can't I make the comboBox and the font in it bigger?
:( Desperate....
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Yeah. Maybe I need to physically change the scale of the comboBox itself.
I'll try that.
Thanks.
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Yes. Thank you. I've tried the setStyleProperty. It seems to work on everything but the font size. Why would that be? The color changes. Everything changes, but the font size stays at the default...
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Working in FlashMX2004 Pro coding environment but have to edit a file containing a version 1 comboBox.
All I want to do is increase the font size of the comboBox.
I've tried everything I can think...
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1. Make the letter 'i' in 'if' lowercase 'i'. Right now you have it uppercase.
2. Take out the _global in the 'if' statement. If your variables were defined as global on a keyframe, then the...
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You're right. I wasn't really thinking. How's this:
Suppose I have two check boxes called check1 and check2. Then I have a dynamic text box called output.
function checkChange(component) {
if...
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How about...
if (yourCheckBox.selected == true){
//do whatever
}
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I'm no old newbie but I'll give it a shot...
Sure, you can load one movie into another movie that's inside another.
Let's say the outer movie is called holder_mc. Inside that is empty_mc and...
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