Unknown error AS3 - actionscript-3

Well, it's not an error, actually. I have wrote a game. There is only one keyframe on the main timeline (I don't mean one layer, there are lots of them, just like different MovieClips). Currently, I'm not using TextField anywhere, but I want to, because I need to display score on the screen. When adding TextField through Flash CS5 and naming it, when compiling, unknown window appears, you can see it on the picture. Not quite sure what it means. When clicking OK, window disappears but instead of my program there are three dots on the screen, you can see them also. I have no idea, neither of what is this, or how to fix it. Any hints? Thank you in advance :)
By the way, on one of the pictures, you can see what the game should look like. And as I said, it does, until I add some TextField to it.

it seems that you're using the TLF (text-layout-framework) in your textfield by accident.
this is a RSL (runtime shared library) that the flashplayer has to load before it can show your content. (and i think the dots are some kind of preloader that adobe puts in there ...!?)
but you don't need the TLF, you can just use a simple TextField.
select your score-textfield and choose "classic-text" in the properties window ... think that'll remove the TLF from your project. (if you have more than one TextField, check every one of them for "TLF text" and change it to classic).

Related

How to Switch to a Frame Visually, Without Running its Actionscript?

I've run to a problem. I've got a SWF that is divided into frames.
What I'm trying to do, is switch to one of my frames which has actionscript code, but I just want the visual elements to be displayed, without executing the actionscript code it contains.
I am trying to switch to this frame using gotoAndStop("frame-name");
I've tried to add a boolean value to the code in this frame, that decides whether or not it gets executed, I set the value the first time that frame's actionscript is executed, but this value is ignored as if using gotoAndStop
creates a new instance of that frame's actionscript code, so it doesn't retain the boolean value I set.
Is there any way to not allow actionscript execution of this frame?
Nope, not really, at least not given how the solution 'seems' to work!
What you can do is to create another keyframe (f6 in editor I think) that looks identical and then do gotoAndStop("other_frame").
As long as that keyframe doesn't have any code you're good to go :)
The most common solution for flash-development is to not have code inside your fla-file and instead have it in AS-files and only have visual elements inside the fla. That way you have full control of what is happening and when etc...

User interface flash AS 3.0

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.

actionscript 3: calling function for second time wont work

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.

Flash CS3 (AS3) is giving my graphics (buttons and movieclips) outlines

So, I'm pretty much a beginner in Flash and Actionscript (using AS3, as I said in the title), and I'm trying to make a basic escape the room game. I haven't gotten far, and right now that's because every time I test my game (or publish preview it) the graphics get this annoying outline. Here it is when tested: http://i305.photobucket.com/albums/nn228/chokingondrama/flash.png
Every outline corresponds to some object present in the game, most of which have an alpha component of 0 since they're on different sides of the room. This didn't happen before, but once I added the code that allowed the player to change their view with the arrow (each viewpoint/wall is a different frame) these appeared.
It's a little different when published to HTML, basically it just gives each image a white background: http://i305.photobucket.com/albums/nn228/chokingondrama/html.png
Also, it would be nice if somebody could give me advice on how to make sure importing to flash won't result in lower quality.
Thanks in advance. If needed, I'll post any part of the code.
Some tips:
Don't set alpha to 0, instead use the visible property, setting movieclip.visible = false will make it a lot more efficient.
As for the importing and quality, after you import to stage or library, bring up the library (ctrl + l), and right click on the file you imported, go to properties. If it's an image, set compression to lossless, and allow smoothing.
For audio, go to file-> publish settings, and change audio stream and audio event (whichever you might use) to 128kbps.
As for your main question, I need more info, if you want you can post your source. It might be because of how you are placing your graphics on the stage.
For each of your MovieClips in question:
Try disabling button mode and see if the rectangles go away.
movieClipName.buttonMode = false;
If that doesn't help, or you really want button mode, try setting
movieClipName.tabEnabled = false;
There's a chance that since you added keyboard interaction each of your MovieClips are now expecting to be selected by the user when they press the tab key, much like any normal web form.
tabEnabled in the docs
You could also try
movieClipName.focusRect = false;
focusRect in the docs

How to make an object be ignored and letting mouse evnets pass through?

Hallo, I been having this problem for a while and I have no idea how to solve it.
I have a flash game (very much like a normal memory game) that has a lot of Movieclips in it that has MouseEvents attached to them. But, when I add a bitmap over the stage (used for covering lots of unwanted things and has to be there) that is the full size of the screen non of my events are fired anymore. The reason is that the overlay bitmap is stealing all of the events.
How can I stop this behavior? Is there a way of letting the events pass through the overlay object? Or for the overlay object to be ignored when it comes to events?
Thanks.
Assuming your overlay is stored in a variable m_overlay, then
m_overlay.mouseEnabled = false;
However you said it is used for "covering lots of unwanted things" so perhaps we need more information on what you are trying to achieve?
I've solved this in the past by creating "proxy" object to capture mouse clicks. The MCs under the bitmap aren't going to receive events.