since the Site seems to be pretty buggy i have to post my question below. Sorry for the inconvenience.
Hi guys
I'm new to flash and i want to create a GUI for my little game.
How can i create a start window where I can select stuff like how many objects to spawn or move speed of my character.
My first idea was to hide everything else on the stage until I click start.
Would that be right. Is the a better way. how to do this anyway.
And where do i put my GUI script. Stage or extern class.
Place your start button in the first frame and put your other elements in second frame. On click of the start button gotoAndPlay to next frame.
Related
So I have the following code for a button called "n2" and as you can see it's supposed to take me to the next scene when I click it, but it isn't working. It is inside Scene 2 and I'm trying to get to the next one and whenever I test the scene and click it, I don't even get an error, it just doesn't work.
Btw, it's a GIF defined as a movie clip and then as a button. Could that be causing the problem?
n2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextScene);
function fl_ClickToGoToNextScene(event:MouseEvent):void
{
MovieClip(this.root).nextScene();
}
If you put a trace in the function and comment out "MovieClip(this.root).nextScene();" you could then see if the function gets called on a button click.
I've not used animate before, but in flash you have to name your button/movieclip and then also name the instance. This allows you to create the object twice with two seperate names to be referred to by actionscript.
Not sure if this helps but thought I'd give you some things to try, good luck
I'm new to actionscript 3, I have sequences of frames and two buttons to control which sequence to play, it first works properly, but have problem when a sequence is being played for the second time. I have used gotoAndPlay function for my navigation. can anyone help me?
From your description I have a hunch about what may be happening...
Firstly I would ask you if the buttons are present at all frames along the timeline? If they are not (ie, sometimes the timeline shows a frame where the buttons are not present before returning to them ) you should realise that when they come back into view again, they are not the same buttons as the ones from before. That means that the event listeners you attached the first time are not going to respond to clicks on these new buttons.
This happens because flash always totally recreates timeline objects when they come into view again. Flash can sometimes cope with a "jump" over a "gap" when a symbol is the same, but this is extremely unreliable and should be avoided for this reason.
You can avoid this problem by keeping the ui on the stage at all times, and revealing and hiding the buttons when you need them. Even better, create an instance of your ui in code and add it to the stage when you need it. This way you know there is only one instance, and you are in control of it.
Ok, I'm fairly new to Flash, and I was trying to code some ActionScript now for the last two days. I can't a simple piece of code to work:
stop();
So... pretty simple right? ;)
I have a 10 frame animation, and I'm trying to make the animation stop at frame 5. So I select frame 5 from my timeline and then I open the action menu and I simply write stop(); in the window. When I run it I get the following error message:
In ActionScript 3.0 code cannot be placed directly on objects. Please select an object or use the Code Snippet panel to apply code to the current selection on stage.
I totally understand this is a simple question and the answer might be obvious, but I can't find it...
Thanks
EDIT:
I tried debugging it, and it works when in the debugger but not when in flash...
You're putting the code "on" the object, not allowed in AS3 (thx god).
To avoid it, create a new layer and name it "code" (or whatever you want), and put the code in it
I have this collecting item game which u have to collect enough "stars" in order to acess a button. After I clicked the "star" button, it suppose to disappear and never appear again. However, when using this script, although the button disappear once I clicked it, when I returned to the frame after going to another frame, it appeared again! pls help!
star1.addEventListener(MouseEvent.CLICK,gotstar);
function gotstar(event:MouseEvent){
stars++;
star1.x = -500;
}
Are you coding on the frames themselves? If so every time you enter a frame it will run every piece of contained code, even if it has already ran once. A solution to this would be to use a document class to track the progress of the game.
you need to remove it from the stage if I understand.
try this instead of star1.x = -500;
stage.removeChild(star1);
star1.removeEventListener(MouseEvent.CLICK,gotstar);
star1.parent.removeChild(star1); in the click handler code (gotstar) should help
however posting your .fla file might be useful for better understanding
This may be very simple, but I have no idea how to do this.
I created a photo gallery in AS3, everything is on one keyframe. In this photo gallery I have a link to home. My goal is, when someone clicks the "home" link I want everything to start over. Any ideas on how to do this in AS3?
Appreaciate it.
L.
call flash player container
usually the HTML page and use JavaScript to reload the flash player
flash.external.ExternalInterface.call(jsFuncRestart);
jsFuncRestart is a JavaScript function in the HTML file
and now in the js function just create a new object and replace the current flash object
with the new one
You probably animate everything with as3, right? Then just make a reset function that puts all the images back to their original place and start the animation all over.