I'm loading dynamic images into a runtime MC, assigning a simple onEnterFrame function to make it scroll by, and am amazed that it won't work. This should be an exceedingly simple thing to accomplish, but I'm guessing that there's some issue with loading an external image/movie or maybe the fact that it's all at runtime... Anyway, just can't figure out why this won't work. Any thoughts, fixes or statements of the obvious (I think I have a slow brain-bleed at this point in this project) would be most appreciated... tripleaxis.com » Advanced Bar Preloader Tutorial:: Jun 6, 2008 The onEnterFrame event is fired each time the movie enters a new frame the code inside our function will be executed once every frame. http://www.tripleaxis.com/blog/?p=90HOME |
Ciao,
-Jei.
use the timeline's onEnterframe's
do either
_root.onEnterFrame or this.onEnterFrame
post your FLA
Thanks, guys. Okay, that makes sense that it's being overwritten, but it still seems that something else is going on. As a test, I removed my onEnterFrame function and put the action in a button's onPress, and the movement still didn't work. Here's my current loading function. Is there a better way of doing this (I guess that's an obvious "yes" :te:)? onEnterFrame (MovieClip.onEnterFrame handler) -- Flash CS3:: Jul 19, 2008 You must define a function that executes when the event handler is Set the value of the onEnterFrame event handler to null once the http://livedocs.adobe.com/flash/9.0/main/00001945.htmlHOME | Creating a digital alarm clock with a metal frame:: Oct 13, 2008 Do this by pressing each key only once. .. otherwise, the sound will start playing each time the onEnterFrame function is executed (that http://flashexplained.com/design/creating-a-digital-alarm-clock-with-a-metal-frame/HOME |
function loadPics(){
_root.attachMovie("picStrip", "picStrip", 100, {_x: 0, _y: 15});
for (var i:Number =0;i<_root.prodCount;i++){
_root.picStrip.picHolder.createEmptyMovieClip(("imgProd" + i), _root.picStrip.picHolder.getNextHighestDepth());
_root.picStrip.picHolder["imgProd" + i]._x = (i * 223);
_root.picStrip.picHolder["imgProd" + i]._y = 0;
trace("loading pics: " + _root.prodNode.childNodes[i].attributes.image);
trace("setting x to " + (i * 223)); Math.random() Taken A Step Further - 13Dots Forum:: 5 posts - Last post: Mar 23, 2008So in summary I will execute the function everytime a button is So, once combined with the rest of our script we have the following: http://www.13dots.com/forum/index.php?showtopic=14725HOME |
_root.picStrip.picHolder["imgProd" + i].loadMovie(_root.prodNode.childNodes[i].attributes.image);
_root.picStrip.picHolder["imgProd" + i].onEnterFrame = function(){
trace("my x: " + _x);
trace("my width: " + _width);
if(_x < -223){
trace("my x is less than 0");
_x = 223 * (_root.prodCount - 1);
}else{
trace("my x is greater than 0");
_x -= 1;
}
};
}
}
If you're using that clip to load the external content you're overwriting the onEnterFrame loop as soon as you do. As Celestial noted, put the onEnterFrame event somewhere that it isn't going to get loaded over.
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