AS3: Fast hovering doesn't execute rollOut - actionscript-3

I'm having a serious problem that is getting me nervous:
I've made a button _btn that includes ROLLOVER and ROLLOUT animations with coding (an nested movieclip instance called barra that increases to half alpha when you hover over and decreases when you hover out).
[Here it should go a descriptive image but I'm new and I need 10 reputation. I'll appreciate your help]
This works perfectly but the problem occurs when I move my cursor very quickly from one point to another, with the button in between. It seems that the ROLLOUT function is not detected, so the ROLLOVER animation keeps working (and if you look carefully, the animation stops for a few seconds and then continues).
[Here it should go another descriptive image too]
This is the code in the Actions layer:
//Funciones ROLL OVER
function _btnOver(event:MouseEvent):void {
_btn.buttonMode = true;
_btn.addEventListener(Event.ENTER_FRAME,_btnFadeIn);
}
function _btnFadeIn(event:Event):void {
_btn.barra.alpha += 0.1;
if (_btn.barra.alpha >= 0.5)
{
_btn.removeEventListener(Event.ENTER_FRAME,_btnFadeIn);
}
}
_btn.addEventListener(MouseEvent.ROLL_OVER,_btnOver);
//Funciones ROLL OUT
function _btnOut(event:MouseEvent):void {
_btn.addEventListener(Event.ENTER_FRAME,_btnFadeOut);
}
function _btnFadeOut(event:Event):void {
_btn.barra.alpha -= 0.1;
if (_btn.barra.alpha <= 0.2)
{
_btn.removeEventListener(Event.ENTER_FRAME,_btnFadeOut);
}
}
_btn.addEventListener(MouseEvent.ROLL_OUT,_btnOut);
Click here if you want to download the FLA and SWF files, so you can see the problem clearly.
I barely know how to use ActionScript 3 (my only programming knowledge is Processing) and I don't have time now to learn it from head to toe, but I've researched about the problem and it's still not clear.
With tutorials and guides, I managed to learn how to create and understand this code, and I think the problem might be in the functions of the events ROLL_OVER and ROLL_OUT, which contain the addEventListener of the ENTER_FRAME events (where the animations actually are), respectively. But I don't know exactly what I have to do to fix it, what should I add or change.
I would be really glad if someone could help with this, I'm frustrated! What do you recommend me to do?
Thanks in advance
(PD: I don't understand most of the programming language. If you can be as clear and direct as possible, I'll really appreciate it)

Apparently your troubles lay in incoherent animation sequence by using enter frame listeners. You are running two independent listeners, both altering alpha of a single object, this creates a conflict, only one will work (you can determine which if you add both at once and trigger events, the resultant alpha value will indicate which listener changes it last) and you apparently expect one to do a fade in while the other to do a fade out. Instead, you should use one listener (probably even persistent) and give your object "target alpha" property as well as delta to change alpha per frame. An example:
var bbta:Number=0.2; // btn.barra's target alpha
_btn.addEventListener(Event.ENTER_FRAME,_btnFade);
function _btnFade(e:Event):void {
var a:Number=_btn.barra.alpha;
if (Math.abs(a-bbta)<1e-8) return;
// no sense of setting alpha with minuscule difference
const delta:Number=0.1; // how fast to change per frame
if (a>bbta) {
a-=delta;
if (a<=bbta) a=bbta;
} else {
a+=delta;
if (a>=bbta) a=bbta;
}
_btn.barra.alpha=a;
}
function _btnOver(event:MouseEvent):void {
_btn.buttonMode = true; // move this elsewhere, if you don't cancel buttonMode
bbta=0.5; // set target alpha, the listener will do a fade-in
}
function _btnOut(event:MouseEvent):void {
bbta=0.2; // set target alpha, the listener will do a fade-out
}

I edited some code in here, basically i am checking hover state onLoop function, so you can change your settings on here
import flash.events.Event;
var isRolledOver:Boolean = false;
//Funciones ROLL OVER
function _btnOver(event:MouseEvent):void {
isRolledOver = true;
}
function _btnOut(event:MouseEvent):void {
isRolledOver = false;
}
_btn.addEventListener(MouseEvent.ROLL_OVER,_btnOver);
_btn.addEventListener(MouseEvent.ROLL_OUT,_btnOut);
this.addEventListener(Event.ENTER_FRAME,onLoop);
function onLoop(e){
if(this.isRolledOver){
if(_btn.barra.alpha < 0.5) _btn.barra.alpha += 0.1;
}
else{
if(_btn.barra.alpha > 0.5 || _btn.barra.alpha > 0) _btn.barra.alpha -= 0.1;
}
}
I added the sample fla in case

Related

Cant work out why my fading script won't work

I've run across a piece of code that I'm really struggling to get working... It's meant to wait three seconds before fading an object (swslogo), however when I test it, it doesn't seem to work.. anyone know why this might be
var GameMode:Number = 0;
swslogo.alpha = .0;
var IntroTimer = new Timer(4000,1); //add a 4 second timer
IntroTimer.addEventListener(TimerEvent.TIMER_COMPLETE,swsfadein);
intro();
function intro(e:Event=null):void
{
IntroTimer.reset()
IntroTimer.start();
}
function swsfadein(e:Event=null):void
{
IntroTimer.stop();
swslogo.addEventListener(Event.ENTER_FRAME, fadein)
}
function fadein(e:Event=null){
if(swslogo.alpha <=0){
this.alpha +=0.1;
if(swslogo.alpha >=1){
this.removeEventListener(Event.ENTER_FRAME, fadein);
}
}
}
Edit: Removed accidental line that wasn't meant to be there
From your last few questions I can tell you totally need to learn what a program is, in general, unrelated to AS3 of any other given language, instead of struggling with random pieces of code while treating them like magic spells.
// This part is fine.
var IntroTimer = new Timer(4000,1); //add a 4 second timer
IntroTimer.addEventListener(TimerEvent.TIMER_COMPLETE,swsfadein);
// A method is called. It resets and restarts timer.
intro();
// Another method is called. It stops the times and starts the fading thing.
swsfadein ();
So basically that code in a single go:
Creates timer.
Starts timer.
Stops timer.
Starts fading.
Which obviously suppresses the intended use of the timer.

AS3: how do i stop two of the same function from playing at once?

i am using AS3 to create a function that will automatically play a movieclip all the way through and then remove it. my project is going to have a lot of animated cutscenes, so id like to be able to call this function, use the cutscene id like as a parameter, and then move on to the next. the problem is, im trying to use the function multiple times in a row to play clips sequentially, but they're all playing at the same time. is there a fix, or a better way to do this altogether?
playClip(new a_walk); //find a way to make these stop playing at the same time
playClip(new a_door);
//a_walk and a_door are the AS linkage class names for the movieclips im referring to
function playClip (clip:MovieClip):void {
addChildAt(clip, 0);
clip.mask = myMask;
clip.x=412.4;
clip.y=244.5;
clip.addEventListener(Event.ENTER_FRAME, checkframes);
function checkframes(event:Event) {
if (clip.currentFrame == clip.totalFrames) {
//trace("wow! youre an idiot!");
if (clip.parent) {
clip.parent.removeChild(clip);
trace (100);
return;
}
}
}
}
Sounds like you want a mechanism to play a queue of MovieClips? If so, here is a way you can accomplish this:
//create an array with the clips you want to play (in order), in my example here, the items can be a MovieClip derived Class, or a MovieClip instance
var playQueue:Array = [a_walk, a_door];
//create a var to store the currently playing clip
var currentClip:MovieClip;
playNext(); //call this when you want the queue of clips to start playing
function playNext():void {
//if there was an item previously playing (currentClip has a value), stop it and remove it/dispose of it
if(currentClip){
currentClip.stop(); //stop it from playing
currentClip.addFrameScript(currentClip.totalFrames-1, null); //remove the frame script that was added
currentClip.parent.removeChild(currentClip); //remove it from the display
currentClip = null;
}
//check if there's anything left to play
if(playQueue.length < 1) return;
var nextItem:* = playQueue.shift(); //shift retrieves and removes the first item in the array;
if(nextItem is Class){
//if it's a class, instantiate it
currentClip = new nextItem();
}else{
currentClip = MovieClip(nextItem);
}
//initialize the movie clip
addChildAt(currentClip, 0);
currentClip.gotoAndPlay(1);
//this is just what you were doing before:
currentClip.mask = myMask;
currentClip.x=412.4;
currentClip.y=244.5;
//add a command on the last frame of the movie clip to play the next item in the queue
currentClip.addFrameScript(currentClip.totalFrames-1, playNext);
//addFrameScript is 0 based, so 0 would refer to the first frame. This is why we subtract 1 to get the last frame
}
I should note, that addFrameScript is an undocumented function. It serves as a nice shortcut so you don't have to have an ENTER_FRAME listener checking currentFrame vs. totalFrames. Being undocumented however, one can not count on it's continued existence in future versions of the Flash/AIR runtimes (though it's been around for a long long time)
note
This answer is a work in progress. I'm waiting on a response from the OP.
// playClip(new a_door); don't call this yet, or they will just both play.
var clipData:CustomClass = new CustomClass(); // add an instance of a custom class to hold the value of the movie
//clip being played (so that you can use this value later in the event handler.)
// it will also hold a value of the next clip
clipData._currentClip = a_walk;
clipData._nextClip = a_door;
playClip(new a_walk);
function playClip (clip:MovieClip):void {
addChildAt(clip, 0);
clip.mask = myMask;
clip.x=412.4;
clip.y=244.5;
clip.addEventListener(Event.ENTER_FRAME, checkframes);
}
function checkframes(event:Event) {
if (clipData._currentClip.currentFrame == clipData._currentClip.totalFrames) {
//trace("wow! youre an idiot!");
if (clipData._currentClip.parent) {
playClip(clipData._nextClip);
clipData._currentClip.parent.removeChild(clipData._currentClip);
clipData._currentClip = clipData._nextClip; // moves the clips down
//clipData._nextClip = here we have
//a problem. Do these clips play in a set
//order, first to last? Or do the play out of
//order jumping back and forth? If so, how
//are you planning on controlling which clip
//plays next?
trace (100);
return;
}
}
}
I haven't checked this in Flash yet to see if it works, but I noticed that you are defining a function inside another function, which I don't think is good practice, so this might clean things up for you. Give it a try and let us know.
I'll try to fix my code above when I get a chance. In the meantime, you answered my question about playing the clips in order, so a simple solution would be to put all the clips in an array and then play them by playClip(clipArray[i]) and then when the clip ends and gets removed, do i++ and call the same function playClip(clipArray[i]) which will play the next clip in the array.

How to make a stick man running when pressing a key?

I created a movieclip named stickman. In that, I created an animation by drawing a sequence of move in everyframe, so that stickman can run. Now what I want is that when I press a key, the stick man will run from left to right and when I release the key, it will stop. This is my code:
RunningMan.stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN,keypresseddown);
function keypresseddown(event:KeyboardEvent):void
{
var key:uint = event.keyCode;
switch (key) {
case Keyboard.LEFT :
{
RunningMan.play();
RunningMan.x-=10;
RunningMan.scaleX=-1;
if(RunningMan.x<=0)
{
RunningMan.x=0;
}
};
case Keyboard.RIGHT :
{
RunningMan.play(); //play animated run
RunningMan.x+=10;
RunningMan.scaleX=1;
if(RunningMan.x>=stage.width)
{
RunningMan.x=stage.width;
}
};
default: RunningMan.stop();
}
}
However, when I pressed and held a key, it moved from left to right without animated run.
How can I fix it?
Thanks in advance.
EDIT:
I have a movieclip called character containing 3 movieclip named: standing, running and jumping, respectively. When I pressed up arrow key, it would jump, but if I released the key right away, it did not jump high as the jump movieclip could not finish its frames. This is the code:
if (key.isDown(Keyboard.LEFT))
{
gotoAndStop("running");
BGround.x+=speed;
scaleX=-1;
if(BGround.x>=stage.stageWidth)
BGround.x=stage.stageWidth;
}
else if (key.isDown(Keyboard.RIGHT))
{
gotoAndStop("running");
BGround.x -= speed;
scaleX=1;
}
else
if (key.isDown(Keyboard.UP))
{
gotoAndStop("jumping");
}
else
gotoAndStop("standing");
How can I fix that?
First of all, I hope RunningMan is an instance of the class, not the class itself. And if it is an instance, you should really follow common naming conventions for when you share your code with others (like you are doing now) so it would be runningMan.
So 1st, make the 1st frame of the runnigMan's timeline a picture of the man standing still and name it "still" or something. then name the second "running" and extend that like 20 frames or however long your animation is. at the last frame you will have to use timeline code. just one line of gotoAndPlay("running") will cause those frames of 2 to 20 (or whatever) to loop. When you tell the timeline to go to frame 1 from outside the timeline code, it wont loop anymore and will stay on the frame of the man standing still. So from outside when you want the loop to start:
runningMan.gotoAndPlay("running"); // frame 2
To stop:
runningMan.gotoAndStop("still"); // frame 1
Or you could do it from inside the RunningMan class
public function startRunAnimation():void{
this.gotoAndPlay("running");
}
public function stopRunAnimation():void{
this.gotoAndStop("still");
}
And you could use them just by replacing these function names with the ones you have if your code ex( instead of play() it would be startRunAnimation() )
EDIT
What you could do for this problem is to have a boolean variable for when your character is in the air (somewhere in your code where you do collision detection with the ground or where you handle gravity - however it is set up) so that this part of your code know when your character is in the air. And then you could simple test for this however way you need it.
...
if (key.isDown(Keyboard.UP) || this.inAir==true)
{
gotoAndStop("jumping");
}
else
gotoAndStop("standing");
Although if your character does not inheirt from a collidable object that has gravity, friction etc... then you would have to make the inAir property of whatever other class, public or make getter function for it - so that you can access it here. I hope this helps.

AS3 Button to stop Movieclip after its finished playing

Ok, so I'm a beginner at AS3 and Flash and I managed to put this code together for an animation. A Button called start_btn is supposed to start and stop a movieclip called main_mc. On the first click of the Button, the Movieclip is supposed to play (which it does), however on the second click, the movie stops in the middle of its animation (which I don't want). My question is, when you click the Button a second time, how can i get the Movieclip to finish playing its animation then stop on the last frame?
I thought about using if (main_mc.currentFrame == main_mc.totalFrames); {main_mc.stop(); but the Movieclip still does not stop on the last frame. The Movieclip itself also has a gotoAndPlay(2); command on the last frame so that the animation repeats before the Button is clicked a second time.
here is the code i have:
`start_btn.addEventListener(MouseEvent.CLICK, mainaniS);
function mainaniS(event:MouseEvent):void
{
main_mc.play();
start_btn.removeEventListener(MouseEvent.CLICK, mainaniS);
start_btn.addEventListener(MouseEvent.CLICK, mainaniSt);
}
function mainaniSt(event:MouseEvent):void
{
if (main_mc.currentFrame == main_mc.totalFrames);
{main_mc.stop();}
start_btn.removeEventListener(MouseEvent.CLICK, mainaniSt);
start_btn.addEventListener(MouseEvent.CLICK, mainaniS);
}`
Try main_mc.gotoAndStop(main_mc.totalFrames).
I was going to provide a quick and dirty solution, but decided instead to try and explain a few of the issues with your current implementation and attempt to refactor and explain and better one. Unfortunately I don't have access to Flash right now, so the code is untested.
You're adding and removing event listeners often, which is generally a bad idea. Instead, since you're using a single button to perform multiple functions it would make sense to track the button state in a separate variable. In this case, a boolean for whether or not the movieclip is currently playing.
var playing:Boolean;
Now we can combine the mainaniS and mainaniSt into one and perform a different action based on whether or not the movieclip is playing, and just keep the one eventlistener on the button. I've also taken the liberty of naming the method something more meaningful:
start_btn.addEventListener(MouseEvent.CLICK, onStartClick);
function onStartClick(event:MouseEvent):void
{
if(playing) {
playing = false;
}
else {
playing = true;
main_mc.play();
}
}
You may be wondering why we don't call main_mc.stop() in the first block: the reason is that you don't want to stop the movieclip as soon as you click the button, but after the movieclip has finished playing if the button has been clicked. Therefore, we just set playing to false to indicate that we want it to stop later.
Finally, we need to make sure the movieclip stops upon completion, but only if playing is false. To do this we add a listener to movieclip that is called every frame, and checks whether playing is false, and if it's on the last frame. Note that the last frame is actually totalFrames - 1: this is because the frame numbers start from zero rather than one (i.e. if totalFrames is 3, the frame numbers will be 0, 1, 2).
main_mc.addEventListener(Event.ENTER_FRAME, animate);
function animate(event:Event):void {
if(!playing && main_mc.currentFrame == main_mc.totalFrames - 1) {
main_mc.stop();
}
}
All the refactored code together:
var playing:Boolean;
start_btn.addEventListener(MouseEvent.CLICK, onStartClick);
main_mc.addEventListener(Event.ENTER_FRAME, animate);
function onStartClick(event:MouseEvent):void
{
if(playing) {
playing = false;
}
else {
playing = true;
main_mc.play();
}
}
function animate(event:Event):void {
if(!playing && main_mc.currentFrame == main_mc.totalFrames - 1) {
main_mc.stop();
}
}

Removing Children in AS3

My flash game exists of a timeline with multiple frames (I know I should avoid the timeline)
The point of the game is a point and click adventure. The object that you are able to pick up get spawned and destroyed accordingly as you enter and leave the room. now my problem is when entering frame 14 (accessibel from frame 12) it creates a piece of paper which you are able to pick up if you have another item. Now my problem is when you can't or don't pick up the paper and go back to frame 12 (only exit is to frame 12), you can't click on any other object and you are basicly stuck on frame 12. When leaving and entering other rooms it works properly but for some reason it doesn't for on the paper on frame 14.
My code to remove objects works as following
In my Main.as Documentclass I have a function that called as soon as the game starts which does the following
if (lastframe == 14)
{
trace (prop.numChildren);
while (prop.numChildren )
{
prop.removeChildAt(0);
}
}
The lastframe variable is established when moving from frames
this function is found on the frame itself (each exit function on it's own respective frame)
function exitKantine(event:MouseEvent):void
{
Main.lastframe = 14;
gotoAndStop(12);
}
The function to remove the prop actually removes it but then causes all other clickable objects to be unusable.
Thanks for looking at my question and thanks in advance for your suggestions
I would say instead of removing children, add it once in the beginning, add all the listeners in the beginning, and toggle the visibility instead of trying to addChild and removeChild every time you want to hide it. Use an array so you can have a few happening at the same time.
something like this:
private function init():void
{
assignVars();
addListeners();
stage.addChild // make sure this is in document class or you are passing stage to the class using it
}
for (var i = 0; i < _thingsAry.length; i++)
{
if (_thingsAry[i] == 14)
{
_thingsAry[i].visible = false;
trace("the visibility of _thingsAry[" + i + "] is " + _thingsAry[i].visible
}
}