I have an instance of a movieclip Video_Flow called flow. I'm trying to make it to play only when you press a button, but for some reason the audio starts playing every time I run the program. This is my code:
var flow:Video_Flow = new Video_Flow();
PlayButton.addEventListener(MouseEvent.CLICK, PlayVideo);
function PlayVideo(event:MouseEvent)
{
addChild(flow);
flow.x = 0;
flow.y = 50;
}
Because in AS3 objects can exist and operate even if they are not added to display list. As soon as you instantiate your Video_Flow it starts playing video. Adding it to display list only makes you able to see it.
var flow:Video_Flow;
PlayButton.addEventListener(MouseEvent.CLICK, playVideo);
function playVideo(e:MouseEvent):void
{
flow = new Video_Flow;
flow.x = 0;
flow.y = 50;
addChild(flow);
}
Related
I have been looking for solutions around here but I can't seem to get it right.
Basically I am trying to load an external swf after clicking on a 'Next' button and it will automatically go to a specific frame eg. frame 8 instead of frame 1.
At first I've got an error of using of using MovieClip function in a Loader and such.
Here's my code
nextBtn.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_1);
var fl_Loader1:Loader;
var fl_ToLoad1:Boolean = true;
function fl_ClickToLoadUnloadSWF_1(event:MouseEvent):void
{
if(fl_ToLoad1)
{
fl_Loader1 = new Loader();
fl_Loader1.load(new URLRequest("projectnowd.swf"));
addChild(fl_Loader1);
var fl_Loader1:MovieClip = event.target.content as MovieClip;
fl_Loader1.gotoAndStop(8);
}
else
{
fl_Loader1.unload();
removeChild(fl_Loader1);
fl_Loader1 = null;
}
fl_ToLoad1 = !fl_ToLoad1;
}
You can access content of loaded swf only after event. Complete was dispatched while loading swf file on to the stage.
Define event handler method to start from 8 th frame
function loaderCompleteHandler(evt:Event):void {
var loadedMovie:MovieClipp = evt.currentTarget.content as MovieClip;
loadedMovie.gotoAndStop(8);
}
Replace if block with below lines of code
if(fl_ToLoad1)
{
fl_Loader1 = new Loader();
fl_Loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
fl_Loader1.load(new URLRequest("projectnowd.swf"));
addChild(fl_Loader1);
}
Happy coding :)
Im having a bit of a problem with controlling videos. I have this Main.as where I'm adding a child. The child contains a video thats looping.
In Main.as i run this, which just adds the video. (video is in _idleView)
_idleView = new IdleView(this.stage);
addChild(_idleView);
My IdleView.as looks like this. This is the constructor which adds the video and loops it.
_video = new Video();
addChild(_video);
_nc = new NetConnection();
_nc.connect(null);
_ns = new NetStream(_nc);
_ns.client = _meta;
_video.attachNetStream(_ns);
_ns.play(Settings.VIDEO_URL + "idle.flv");
In Main.as i will later on add a new child (by click) also containing a video. Just like the idleView but no loop. Whenever that new child gets added i want to be able to play the idleView video to the end, stop it, and then let the new childs video start to play.
Don't know how to achieve this really. Anyone?
Add a playVideo function to IdleView that just plays the idle video without looping it, then call it in your click handler:
_newChild:ChildVideo;
private function click(e:Event):void {
//other stuff
//Set the new child video to the _newChild variable
_idleView.addEventListener(Event.COMPLETE, onIdleVideoComplete);
_idleView.playVideo();
}
private function onIdleVideoComplete(e:Event):void {
_newChild.playVideo();
}
In IdleView:
public function playVideo():void {
_video = new Video();
addChild(_video);
_nc = new NetConnection();
_nc.connect(null);
_ns = new NetStream(_nc);
_ns.client = {};
_ns.client.onPlayStatus = onPlayStatus;
_ns.client = _meta;
_video.attachNetStream(_ns);
_ns.play(Settings.VIDEO_URL + "idle.flv");
}
private function onPlayStatus(item:Object):void {
if (item.code == NetStream.Play.Complete) {
dispatchEvent(new Event(Event.COMPLETE));
}
}
See also https://stackoverflow.com/questions/20736656/correctly-trap-onplaystatus-for-netstream and the Adobe docs for NetStream and playStatus
I have several movie clips on the stage of my main .fla named btn1-btn7 which will act as buttons. I have a class file named Functions.as where an event listener is created when a button is clicked. onButtonClicked is just going to a frame on the timeline.
obj.addEventListener(MouseEvent.CLICK, onButtonClicked);
I would like the ability to set the buttonMode, visibility, etc. of all of the buttons simultaneously. I have been looking into this for a few hours and am not able to find any solutions. I am now looking into adding them to a vector (which is a new concept for me), but I am not sure how to go about executing this properly. This is what I have so far.
public var buttons:Vector.<MovieClip > = new Vector.<MovieClip > ();
function addButtons()
{
buttons.push(btn1,btn2,btn3,btn4,btn5,btn6,btn7);
for (var i:int; i<buttons.length; i++)
{
trace(buttons[i].name);
}
}
How would I go about, for example, adding the event listener to all of the objects? I will also be setting the buttonMode to true, and making them all invisible simultaneously. I don't even know if it's possible to accomplish this. Thank you in advance for any suggestions.
I'm going to asume that you use timeline code, and have instances of the buttons already placed on the stage. So, first, create the vector:
var _btns:Vector.<MovieClip> = new Vector.<MovieClip>;
_btns.push(btn1,btn2,btn43....) //add all the buttons
Than, you can init the properties of all the buttons:
var _mc:MovieClip;//helper var
for(var i:int=0,i<_btns.length;i++)
{
_mc = _btns[i];
_mc.visible = false;
_mc.buttonMode = true;
_mc.addEventListener(MouseEvent.CLICK, onClick);
}
Then, the event handler:
function onClick(e:MouseEvent):void
{
for(var i:int=0,i<_btns.length;i++)//reset all the buttons
{
_btns[i].visible = false;
}
_mc = MovieClip(e.eventTarget);
_mc.visible = true; //make visible the clicked one
}
You just need to do what you are doing with the .name property in your example code. You need to loop thru every single button in your array (or vector, if you prefer). Here is an example how to set the property of buttonMode:
function setButtonMode(b:Boolean):void {
for(var i:int=0; i<buttons.length; i++) {
var btn:MovieClip = buttons[i]; //store the current reference in a var for faster access
btn.buttonMode = b;
btn.mouseChildren = !b;
}
}
This is being programmed in Flash CS5.5:
I want to push a button, and play through the entire array one sound at a time. When the first sound stops, the second begins, etc. all the way until the last sound plays. When the last sound finishes, all sound should stop, and if you push the play button again, it should start over at the beginning, and play through all sounds again.
Currently, to advance to the next sound, you have to push the button again. I'm thinking the SOUND_COMPLETE needs to be used... I'm just not sure how, hence the empty function. I only want to have to push play one time to hear the entire array in a sequence. Any ideas?
var count;
var songList:Array = new Array("test1.mp3","test2.mp3","test3.mp3");
count = songList.length;
myTI.text = count;
var currentSongId:Number = 0;
playBtn.addEventListener(MouseEvent.CLICK, playSound);
function playSound(e:MouseEvent):void{
if(currentSongId < songList.length)
{
var mySoundURL:URLRequest = new URLRequest(songList[currentSongId]);
var mySound:Sound = new Sound();
mySound.load(mySoundURL);
var mySoundChannel:SoundChannel = new SoundChannel();
mySoundChannel = mySound.play();
currentSongId++;
mySoundChannel.addEventListener(Event.SOUND_COMPLETE,handleSoundComplete)
}
if(currentSongId == songList.length)
{
currentSongId = 0;
}
}
function handleSoundComplete(event:Event){
}
You should use functions to modulate what you do, this will make your code more readable.
private Array songList = new Array("test1.mp3", "test2.mp3");
public function onPlayBtnPressed(){
currentSongIndex = 0;
PlaySongFromIndex(currentSongIndex);
}
public function PlaySongFromIndex(songIndex:int){
//do what ever here to simply play a song.
var song:Sound = new Sound(songList[songIndex]).Play()
//Addevent listener so you know when the song is complete
song.addEventListener(Event.Complete, songFinished);
currentSongIndex++;
}
public function songFinished(e:Event){
//check if all the songs where played, if so resets the song index back to the start.
if(currentSongIndex < listSong.Length){
PlaySongFromIndex(currentSongIndex);
} else {
currentSongIndex=0;
}
}
This wont compile its just to show an exemple, hope this helps.
I'm having an issue with MOUSE_OUT being called while it shouldn't. What I'm doing is quite simple: two images are shown when I move the mouse across the stage, and when the mouse leaves the stage they are hidden.
The problem is, that whenever the mouse hits the border of any movieclip on the stage, the MOUSE_OUT function gets called, hiding the two images. This means that whenever I move the mouse
My code (only the relevant parts are shown):
public class Slider extends MovieClip {
var img1:Img1 = new Img1;
var img2:Img2 = new Img2;
var img1_hover:Img1_hover = new Img1_hover;
var img2_hover:Img2_hover = new Img2_hover;
public function Slider() {
img1.alpha = 0;
img2.alpha = 0;
stage.addEventListener(MouseEvent.MOUSE_MOVE, showArrows);
}
function showArrows(e:MouseEvent) {
img1.alpha = 1;
img2.alpha = 1;
stage.addEventListener(MouseEvent.MOUSE_OUT, hideArrows);
}
function hideArrows(e:MouseEvent) {
img1.alpha = 0;
img2.alpha = 0;
}
}
Flash throws no errors. I am using a separate .as file (just one) and have no code inside of the action panel in the .fla.
Where there's stage.addEventListener, I also tried this., root. and nothing instead of stage.
You want to use the MOUSE_LEAVE event instead http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Stage.html#event:mouseLeave
Alternatively, in the hideArrows function you can check the target of the event:
function hideArrows(e:MouseEvent) {
If(e.target == stage){
img1.alpha = 0;
img2.alpha = 0;
}
}