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
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
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.*;
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
On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah ba...@shift.co.nz 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
On Wed, Nov 25, 2009 at 4:26 PM, beno - flashmeb...@gmail.com wrote:
On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah ba...@shift.co.nz wrote:
Try:
public function myLeftHand(e:Event=null):void {
//
}
The myLeftHand method is being called when an event fires, so the event
must be
beno - wrote:
On Wed, Nov 25, 2009 at 3:36 PM, Barry Hannah ba...@shift.co.nz 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
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
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
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.
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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.
It's probably something w/ your loop.
Please post all your code
On Tue, Nov 24, 2009 at 7:32 AM, Greg Ligierko gre...@l-d5.com wrote:
I have no answer to the problem, but maybe recreating the shuffled
array manually could help. I mean creating a new array and filling its
items with a for loop
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