-Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of
Merrill,
> Jason
> Sent: Monday, November 30, 2009 10:08 AM
> To: Flash Coders List
> Subject: RE: [Flashcoders] Still Infinitely Loopin
-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill,
Jason
Sent: Monday, November 30, 2009 10:08 AM
To: Flash Coders List
Subject: RE: [Flashcoders] Still Infinitely Looping
The only caveat is that you have to be developing in Flash. I don't
er 30, 2009 10:08 AM
To: Flash Coders List
Subject: RE: [Flashcoders] Still Infinitely Looping
>> The only caveat is that you have to be developing in Flash. I don't
think FlashDevelop, for all its power, has a debugger.
No, but you can code in FlashDevelop and debug with the Flash IDE -
>> The only caveat is that you have to be developing in Flash. I don't
think FlashDevelop, for all its power, has a debugger.
No, but you can code in FlashDevelop and debug with the Flash IDE -
which I think is the preferred way to work. Why anyone would torture
themselves writing external classe
Beno wrote:
> var main:Main = new Main();
> addChild(main);
> main.init();
> stop();
Hi Beno,
If you're working in Flash, and you have main as your document class, I
don't think you need to add it as a child to the stage. I'm assuming Main
is a separate .as file.
I'm not sure what the problem i
On Fri, Nov 27, 2009 at 3:47 PM, Anthony Pace wrote:
> oops, it should have said oops...lol, I screw up a ton too.
>
> Sorry. This is what's on frame one of the only layer in the timeline:
var main:Main = new Main();
addChild(main);
main.init();
stop();
Here is the code again:
package
{
import
oops, it should have said oops...lol, I screw up a ton too.
Anthony wrote:
opps... it should have said, you shouldn't knock the timeline.
Anthony Pace wrote:
In addition to my last post, I would like to state that you shouldn't
timeline; it has its place. The flash IDE is great for making thi
opps... it should have said, you shouldn't knock the timeline.
Anthony Pace wrote:
In addition to my last post, I would like to state that you shouldn't
timeline; it has its place. The flash IDE is great for making things
pretty, and doing really quick experiments; as well, it forces you to
w
In addition to my last post, I would like to state that you shouldn't
timeline; it has its place. The flash IDE is great for making things
pretty, and doing really quick experiments; as well, it forces you to
work off of memory for some things that would normally just be presented
to you in ot
where is the call to init(); in your Main constuctor? i can't see it.
Hope that helps, and if I am wrong don't shoot me.
Anthony
beno - wrote:
To all of you:
You guys are a good bunch! I appreciate your help. Coding for me has always
been difficult, but I have many years working with pytho
To all of you:
You guys are a good bunch! I appreciate your help. Coding for me has always
been difficult, but I have many years working with python, and in that time
I've come to appreciate that coding __is__the shortcut. That is, the most
direct trajectory between two points is a straight line. T
ok, i appreciate this is the flashcoders mailing list and all but...
for me the post about KISS is bang on the money. fair enough beno that you
want to learn AS3, but if you are wanting to do character animation AS3 may
not be the best place to start!
get to know the timeline, the drawing tools,
Few words defending enterframe...
AS1 required "manual" initialization of broadcaster objects while
Movieclip events where simple: on(release), on(enterframe)...
AS2 provides EventDispatcher class. Using it may be considered as
somehow more advanced technique.
But AS2 still allows using such sho
On Wed, Nov 25, 2009 at 4:35 PM, Henrik Andersson wrote:
> Barry Hannah wrote:
>
>> Bingo - use this.
>>
> Just remember that addFrameScript is unstable. Look at it wrong and the
> player goes into an infinite loop and/or crashes. Try using it in another
> framescript, I dare you.
>
> It is safe f
Barry Hannah wrote:
Bingo - use this.
Just remember that addFrameScript is unstable. Look at it wrong and the
player goes into an infinite loop and/or crashes. Try using it in
another framescript, I dare you.
It is safe for use, if you only use it in the constructor.
_
Bingo - use this. Nice Henrik.
> Use addFrameScript and you get both code in one place and the speed of
a
> framescript instead of a listener that is executed needlessly.
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.fi
You could do the stop frame in script.
If(mc._currentfame == 20) {
this.mc.stop();
}
But listen to them about the enterFrame. I learned the hard way too
and what they are telling you is the right way and best way for you.
GL
Karl
Sent from losPhone
On Nov 25, 2009, at 2:57 PM, Paul Andrews
Paul Andrews wrote:
Barry Hannah wrote:
Whomever told you to use enterframe to have something happen on frame 20
made a mistake. It's a valid way to get it working, I personally think
an enterframe loop is a waste of resource for that case and, more
importantly, I just don't think you're there y
beno - wrote:
On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah wrote:
Try:
public function myLeftHand(e:Event=null):void {
//
}
The myLeftHand method is being called when an event fires, so the event
must be passed in as a method parameter. "Event=null" allows the event
to be optiona
On Wed, Nov 25, 2009 at 4:26 PM, beno - wrote:
> On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah wrote:
>
>> Try:
>>
>> public function myLeftHand(e:Event=null):void {
>>//
>> }
>>
>>
>> The myLeftHand method is being called when an event fires, so the event
>> must be passed in as a metho
On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah wrote:
> Try:
>
> public function myLeftHand(e:Event=null):void {
>//
> }
>
>
> The myLeftHand method is being called when an event fires, so the event
> must be passed in as a method parameter. "Event=null" allows the event
> to be optional -
Barry Hannah wrote:
Try:
public function myLeftHand(e:Event=null):void {
//
}
The myLeftHand method is being called when an event fires, so the event
must be passed in as a method parameter. "Event=null" allows the event
to be optional - so you could also call it without dispatching an
beno - wrote:
Thank you all for your links to tutorials. Here is the latest incarnation
and problems:
package
{
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import com.greensock.*;
import com.greensock.plugins.*;
import com.greensock.easing.*;
Try:
public function myLeftHand(e:Event=null):void {
//
}
The myLeftHand method is being called when an event fires, so the event
must be passed in as a method parameter. "Event=null" allows the event
to be optional - so you could also call it without dispatching an event.
Whomever told
Thank you all for your links to tutorials. Here is the latest incarnation
and problems:
package
{
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import com.greensock.*;
import com.greensock.plugins.*;
import com.greensock.easing.*;
public class Ma
http://www.adobe.com/devnet/actionscript/getting_started.html
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fca.html
- Eric
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyf
beno - wrote:
leftHand.addEventListener(event.ENTER_FRAME, leftHand);
Bad idea, leftHand is either a MovieClip or a Function, not both at the
same time. You need unique names.
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://ch
>> Is the above syntax correct?
http://tinyurl.com/yj5tlrm
Jason Merrill
Bank of America Global Learning
Learning & Performance Soluions
Join the Bank of America Flash Platform Community and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees on
On Tue, Nov 24, 2009 at 3:46 PM, Greg Ligierko wrote:
> Paul,
> You are right. I thought we want to stop initially...
>
> In case of simple frame based animations I would add one method to the
> Main class, triggered on ENTER_FRAME events, that would be checking
> all single animations progress (
Paul,
You are right. I thought we want to stop initially...
In case of simple frame based animations I would add one method to the
Main class, triggered on ENTER_FRAME events, that would be checking
all single animations progress (their currentFrame) and then could
stop() at desired frame.
In suc
beno - wrote:
On Tue, Nov 24, 2009 at 2:35 PM, Paul Andrews wrote:
beno - wrote:
only to discover that there
__is_no_timeline_to_edit__ for mcHand. Such a timeline only exists, I
believe, if one drags an instance of it onto the stage.
WRONG. Whatever gave you that idea?
mcH
On Tue, Nov 24, 2009 at 2:35 PM, Paul Andrews wrote:
> beno - wrote:
>
>> only to discover that there
>> __is_no_timeline_to_edit__ for mcHand. Such a timeline only exists, I
>> believe, if one drags an instance of it onto the stage.
>>
> WRONG. Whatever gave you that idea?
>
> mcHand will have a
Greg Ligierko wrote:
I am not much into this topic, but ...
you do not have to drag Library instance to the stage to get into its
timeline. If you mark the item (e.g. mcHand) in the library and press
right mouse button, there is "Edit" (the same if you doubleclick the
item).
As soon as you are
beno - wrote:
snip
only to discover that there
__is_no_timeline_to_edit__ for mcHand. Such a timeline only exists, I
believe, if one drags an instance of it onto the stage.
Wrong.
I am trying to do
all of this programmatically. There *is* no instance of mcHand on the stage.
Furthermore, when
I am not much into this topic, but ...
you do not have to drag Library instance to the stage to get into its
timeline. If you mark the item (e.g. mcHand) in the library and press
right mouse button, there is "Edit" (the same if you doubleclick the
item).
As soon as you are in the "edit mode" of t
Beno, can you put the files up somewhere where people on the list
could grab them and look at the actual source files/FLA's? Maybe with
any client-sensitive material stripped out?
.m
On Tue, Nov 24, 2009 at 1:09 PM, beno - wrote:
> Please help. Sinking fast. No money for food. Happy Thanksgiving
beno - wrote:
only to discover that there
__is_no_timeline_to_edit__ for mcHand. Such a timeline only exists, I
believe, if one drags an instance of it onto the stage.
WRONG. Whatever gave you that idea?
mcHand will have a timeline. Double click the symbol in the library.
__
On Tue, Nov 24, 2009 at 8:15 AM, Paul Andrews wrote:
> beno - wrote:
>
>> On Sun, Nov 22, 2009 at 1:58 PM, Paul Andrews wrote:
>>
>>
>>
>>> Tell me about mcHand. I am expecting you to tell me that mcHand is a
>>> MovieClip symbol in your library. If you edit that symbol you'll find
>>> there
>>>
beno - wrote:
On Sun, Nov 22, 2009 at 1:58 PM, Paul Andrews wrote:
Tell me about mcHand. I am expecting you to tell me that mcHand is a
MovieClip symbol in your library. If you edit that symbol you'll find there
is a timeline just for mcHand. That is the timeline I have been referring
to, n
Karl DeSaulniers wrote:
Couldn't you just put:
Main.stop();
Instead of editing the library asset?
No, the problem is with mcHand, not the main timeline.
Karl
Sent from losPhone
On Nov 22, 2009, at 12:58 PM, Paul Andrews wrote:
var main:Main = new Main();
addChild(main);
main.init();
sto
Couldn't you just put:
Main.stop();
Instead of editing the library asset?
Karl
Sent from losPhone
On Nov 22, 2009, at 12:58 PM, Paul Andrews wrote:
var main:Main = new Main();
addChild(main);
main.init();
stop();
___
Flashcoders mailing list
Fla
On Sun, Nov 22, 2009 at 1:58 PM, Paul Andrews wrote:
> Tell me about mcHand. I am expecting you to tell me that mcHand is a
> MovieClip symbol in your library. If you edit that symbol you'll find there
> is a timeline just for mcHand. That is the timeline I have been referring
> to, not the main
beno - wrote:
On Sun, Nov 22, 2009 at 12:32 PM, Paul Andrews wrote:
beno - wrote:
On Sun, Nov 22, 2009 at 11:03 AM, Paul Andrews wrote:
If mcHand has a tween on the timeline for that MovieClip, there MUST be
a
stop() command in actionscript at the end of the frames for t
On Sun, Nov 22, 2009 at 12:32 PM, Paul Andrews wrote:
> beno - wrote:
>
>> On Sun, Nov 22, 2009 at 11:03 AM, Paul Andrews wrote:
>>
>>
>>
>>> If mcHand has a tween on the timeline for that MovieClip, there MUST be
>>> a
>>> stop() command in actionscript at the end of the frames for the
>>> mcM
beno - wrote:
On Sun, Nov 22, 2009 at 11:03 AM, Paul Andrews wrote:
If mcHand has a tween on the timeline for that MovieClip, there MUST be a
stop() command in actionscript at the end of the frames for the mcMovieClip.
Without that stop() command the timeline will loop.
I put a key
On Sun, Nov 22, 2009 at 11:03 AM, Paul Andrews wrote:
> If mcHand has a tween on the timeline for that MovieClip, there MUST be a
> stop() command in actionscript at the end of the frames for the mcMovieClip.
> Without that stop() command the timeline will loop.
>
I put a keyframe (F6) at frame
beno - wrote:
On Sat, Nov 21, 2009 at 3:52 PM, Paul Andrews wrote:
It's all good advice.
Attitude is important. Yours is good because it's not degrading.
It's may take you ages to track down these bugs, but a lesson will be
learned.
We programmers are gluttons for puni
On Sat, Nov 21, 2009 at 3:52 PM, Paul Andrews wrote:
> It's all good advice.
>
Attitude is important. Yours is good because it's not degrading.
> It's may take you ages to track down these bugs, but a lesson will be
> learned.
>
We programmers are gluttons for punishment ;)
> Stipping back
beno - wrote:
On Sat, Nov 21, 2009 at 2:14 PM, Steven Sacks wrote:
Latcho you've got it all wrong.
The true power of debugging is posting your code on a mailing list and
letting other people debug your code for you. It's much easier to ask
dozens of people to look at your code than for you
On Sat, Nov 21, 2009 at 2:14 PM, Steven Sacks wrote:
> Latcho you've got it all wrong.
>
> The true power of debugging is posting your code on a mailing list and
> letting other people debug your code for you. It's much easier to ask
> dozens of people to look at your code than for you to comment
Latcho you've got it all wrong.
The true power of debugging is posting your code on a mailing list and letting
other people debug your code for you. It's much easier to ask dozens of people
to look at your code than for you to comment out lines of code and write traces
on your own.
Even bet
Do you have stop actions in your mcs?
Beno, please respect the list and spend more time debugging before you
come ask questions. Everyone is happy to help but you need to do your
part. If you follow the debug process I and others have mentioned i
promise you'll be able to solve the problems
Hi Beno,
The power of debugging (or finding a bug) is also the power of using
elimination to isolate a problem.
By re-activating pieces of the code step by step you might hit the
offending code block.
Then come back if you are still stuck.
Best of luck.
Latcho
beno - wrote:
On Sat, Nov 21, 2
beno - wrote:
On Sat, Nov 21, 2009 at 11:22 AM, Paul Andrews wrote:
beno - wrote:
On Sat, Nov 21, 2009 at 10:23 AM, Keith Reinfeld
wrote:
The problem must be with some other code that you are not showing.
No, that's all the code!
beno
So what do you
On Sat, Nov 21, 2009 at 11:22 AM, Paul Andrews wrote:
> beno - wrote:
>
>> On Sat, Nov 21, 2009 at 10:23 AM, Keith Reinfeld
>> wrote:
>>
>>
>>
>>> The problem must be with some other code that you are not showing.
>>>
>>>
>>>
>>
>> No, that's all the code!
>> beno
>>
>>
> So what do you mean by "
beno - wrote:
On Sat, Nov 21, 2009 at 10:23 AM, Keith Reinfeld
wrote:
The problem must be with some other code that you are not showing.
No, that's all the code!
beno
So what do you mean by "looping"?
Is there any code in any of these MovieClips that you are instantiating?
Paul
Well, I have run your code (using mock library assets with the same export
names you show) and there was no problem.
I would also point out that you are not calling the greensock code on the
hand assets in the code you provided.
I suspect that there may be some timeline code in the hand asset.
R
yfig.figleaf.com] On Behalf Of beno -
> Sent: Saturday, November 21, 2009 7:33 AM
> To: Flash Coders List
> Subject: [Flashcoders] Still Infinitely Looping
>
> Hi;
> The following code causes an infinite loop of the hands:
>
> package
> {
> import flash.displ
: Saturday, November 21, 2009 7:33 AM
To: Flash Coders List
Subject: [Flashcoders] Still Infinitely Looping
Hi;
The following code causes an infinite loop of the hands:
package
{
import flash.display.MovieClip;
import com.greensock.*;
import com.greensock.plugins.*;
import com.greensock.easing
Hi;
The following code causes an infinite loop of the hands:
package
{
import flash.display.MovieClip;
import com.greensock.*;
import com.greensock.plugins.*;
import com.greensock.easing.*;
public class Main extends MovieClip
{
public function Main():void
{
}
public function init(
60 matches
Mail list logo