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Type: Posts; User: cultcreative
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what i usually do when i need to reference a movie clip uniquely is I add an ID variable to it in the loop, create the function, and reference the id in the loop
var len:Number = loc.length;
...
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Sorry, I guess I could have spent a little bit of time explaining what I did in my previous post.
There are a couple different ways to access a display objects children in flash. You can use dot...
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try using _root[boxNo]... instead of dot
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that is odd..
try this:
import flash.events.Event;
var speed:Number = 100.0;
addEventListener(Event.ENTER_FRAME, spin);
function spin(e:Event):void {
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i have had a number of different issues with this.. it was caused by one of several things
1) make sure you go in and manually check the box to sync the app in the app settings on the device in...
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have you looked into the YouTube ActionScript API ? they have same code where you can load the proper player into your application and control the video.
...
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on a very basic level, the ability to draw something in flash requires:
an object to draw on.. i usually create a new sprite and add it as a draw layer
next you need a loop to be able to track...
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fyi, you could also use somthing like loaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
i would assume you error is in the else area.. and you would have a typo in one of the object...
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try _root.getURL("URL", "_blank");
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you can't declare something as static and try to set it at runtime
use private var zombie...
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like i said, check out the greensock site. they have examples and a little tool to help you through it
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you could animate it by hand on the timeline add a stop to the first frame and the end frame, and when you would like to have the animation start just add
myButtonName.onRelease = function ():Void...
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not sure, but can you access a stage-based shape through getChildAt? I don't know that i have ever tried. try tracing awd.getChildAt(0)
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what you have to do is load the XML into flash and PULL the image in.. if you take a look at the example in the tutorial i just posted you can see that the XML contains links pointing to the images...
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just wrote this up the other day too
http://www.cultcreative.com/tutorials/10/18/2011/flash-image-gallery-tutorial/
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what do you mean load them through as3 or XML? if you were to load them in you would need either just AS3 and a bunch of hardcoded paths (bad idea) or AS3 and XML with all the image names and paths...
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a good site to follow what is happening in the world of flash is www.flashbookmarks.com
also, Lee Brimelow's Goto and Learn - http://www.gotoandlearn.com/
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took a brief look at your file, you have a listener on the main timeline for the button. when you rollover the button, it expands but it is still within that clip that has the listener on it. what...
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i believe that would be in the HTML that you would need to make sure that dimensions are specified as 640 x 640. check where you are embedding the swf in HTML, and make sure it isn't 100% or some...
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you have loaderForPics as a class, but in your code you are just trying to cast the string as a loaderForPics. i would do one of two things:
1) take the code from your loaderForPics class and...
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what does this do for you?
this.getChildAt(i).filters = BLUR;
are you setting BLUR to something in code that you aren't displaying? it should be an array. I would do something like...
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1) try tracing i before that little loop just to make sure that it is a positive number
2) this.getChildAt(i) will return a display object, not sure but you might need to cast that as a sprite or...
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if you are familiar with JS you will find a lot of similarities with actioscript
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when adding text? you could setup htmlText and use <br> or you could just use \n in the text
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if you are adding multiple directions maybe just have if (keydown) { if (down)... }
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