Can not have more than one screen open at a time PLEASE HELP
some how I've made it so when I open more than one application or screen the current one open goes off the screen to the left. Can someone help so that I can again have more than on screen open at a time. Thank You in advance for your courtesy
Hello LUCID MIND,
And welcome to Apple Discussions!
Do you have Spaces turned on within *System Preferences*?
B-rock
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<Subject Edited by Host>Tap "+" sign on top right.
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Actionscript help: can not have more than one externally visable def
package {
// these are flash built in classes
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.events.Event;
//Our own custom class
import MainTimer;
import flash.events.KeyboardEvent;
public class MainDocument extends MovieClip{
//initial variable values
private var currentNumberOfEnemiesOnstage:int;
private var initialNumberOfEnemiesToCreate:int = 2;
private var enemyKills:int;
private var childToRemove:int;
private var level:int = 1;
private var makeNewEnemyTimer:Timer = new Timer(3000,1);
private var finishOffEnemy:Timer = new Timer (500, 1);
private var gameTimer:MainTimer
private var thePlayer:Player;
private var theEnemy:Enemy;
private var maxEnemies:int = 3;
private var e:int = 0;
private var childrenOnStage:int;
private var lastX:int;// variable to determine where the last x of the player was.
private var theStageNeedsToScroll:Boolean=false;// flag for scrolling
private var numChildrenInGameStage:int;
private var jump:JumpSound = new JumpSound();
private var slap:SlapSound = new SlapSound();
private var token:TokenSound = new TokenSound();
public function MainDocument() {
// constructor code
trace("the main document is alive");
makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE,makeNewEnemyHandler);
makeNewEnemyTimer.start();
//new instance of the MainTimer class
gameTimer = new MainTimer();
//must add it to the stage
addChild(gameTimer);
//adjust its position on the stage
gameTimer.x = 20;
gameTimer.y = 20;
//add the player
thePlayer = new Player();
addChild(thePlayer);
// adjust its position on the stage
thePlayer.x = stage.stageWidth * 0.5;
// assign the name property
thePlayer.name = "player";
while (e< initialNumberOfEnemiesToCreate){
createEnemy();
e++;
} //end while
// init variable for tracking "kills"
enemyKills = 0;
killScoreBox.text = String (enemyKills) + " KILLS ";
// Update this variable every time a child is added to the stage
childrenOnStage = this.numChildren;
//Add event listener to control timing of main game loop
addEventListener (Event.ENTER_FRAME,mainGameLoop);
// Prepare for the keystroke listeners
stage.focus = stage;
stage.addEventListener (KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener (KeyboardEvent.KEY_UP, keyUpHandler);
} //end public function MainDocument
private function keyDownHandler(e:KeyboardEvent):void {
switch ( e.keyCode) {
case 37: // left
thePlayer.moveLeft();
break;
case 38://up
jump.play();
thePlayer.startJumping();
break;
case 39: //right
thePlayer.moveRight();
break;
case 40: //down to attack
slap.play();
thePlayer.attack();
break;
}// end switch
}// end function keyDownHandler
private function keyUpHandler(e:KeyboardEvent):void {
switch (e.keyCode) {
case 37: // left
case 39: // right
thePlayer.standStill();
break;
case 38: //jump
break;
case 40: // down to attack
break;
default:
//anything
} //end switch
} // end function keyUpHandler
private function createEnemy():void{
trace("create enemy");
theEnemy = new Enemy((Math.random() * 5) + 1 );
addChild(theEnemy);
// Place in a random spot on stage
theEnemy.x = (Math.random() * stage.stageWidth);
theEnemy.y = 0;
// assign the "name" property
theEnemy.name = "enemy";
//Update this variable everytime a child is added to the stage
childrenOnStage = this.numChildren;
} //end function createEnemy
//the main loop for the game!!!!!
private function mainGameLoop (event:Event):void{
checkForGameReset();
removeOrCreateNewEnemies();
processCollisions();
scrollStage();
} //end function mainGameLoop
private function checkForGameReset():void{
//define conditions
if(gameTimer.timerHasStopped == true){
resetBoard();
}else if(thePlayer.y > stage.stageHeight){
resetBoard();
}else if (theGameStage.theFish.hitTestPoint(thePlayer.x,thePlayer.y,true)
&& theStageNeedsToScroll == false){
resetBoard();
}else if (health.width <= 2){
resetBoard();
} //end function CheckForGameReset
private function resetBoard():void{
health.width = 300;
thePlayer.x = stage.stageWidth * 0.5;
theGameStage.x = stage.stageWidth * 0.5;
thePlayer.y = 0;
theGameStage.y = 0;
enemyKills = 0;
gameTimer.resetTimer();
} //end function
private function processCollisions():void{
// set up main loop to look through all collidable objects on stage
for(var c:int;c < childrenOnStage;c++){
//trace ("Children on stage c= " + c +
// test for a player or enemy child on stage
if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy"){
// see if ovject is touching the game stage
if( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)){
// while it is still touching inch it up just until it stops
while ( theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==true){
// called from CollisionObject Class, so force the connectioin
CollisionObject (getChildAt(c)).incrementUpward();
if (theGameStage.hitTestPoint(getChildAt(c).x,getChildAt(c).y,true)==false){
CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
} // end if
} //end while
} //end if touching
}//end if player or enemy
///////////////////////Collision with Enemies///////////////
if (getChildAt(c).name == "enemy"){
if(getChildAt(c).hitTestPoint (thePlayer.x, thePlayer.y , true) ){
if( thePlayer.isAttacking == false) {
// we are being attacked (and not defending)
health.width = health.width -2;
Enemy(getChildAt(c)).makeEnemyAttack();
}else{
// we are attacking that enemy
childToRemove = c;
Enemy(getChildAt(c)).makeEnemyDie();
finishOffEnemy.start();
finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
} //end else
}else if (Enemy(getChildAt(c)).enemyIsAttacking ==true) {
// if there isn't a collision between player and enemy,BUT the enemy is attacking
Enemy(getChildAt(c)).makeEnemyStopAttacking();
} //end else
import flash.events.TimerEvent;
// end if
} //end for loop
/////////////// token collision detection ///////////////
numChildrenInGameStage = theGameStage.numChildren;
for (var d:int = 0; d < numChildrenInGameStage; d++){
if (theGameStage.getChildAt(d).hasOwnProperty("isToken") &&
theGameStage.getChildAt(d).visable == true) {
if (thePlayer.hitTestObject(theGameStage.getChildAt(d))){
trace("hit token");
//play sound
token.play();
theGameStage.removeChildAt ( d );
numChildrenInGameStage = theGameStage.numChildren;
}// end if
}// end if
} //end for
}// end function processCollisions
private function scrollStage():void{
if (thePlayer.x != lastX){
theStageNeedsToScroll = true;
}else{
theStageNeedsToScroll = false;
}// end if
if (theStageNeedsToScroll == true){
for (var b:int = 0; b < childrenOnStage; b ++){
if (getChildAt (b).name =="enemy"){
getChildAt (b).x += (stage.stageWidth * 0.5) - thePlayer.x;
}// end if
} //end for
theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
} //end if
thePlayer.x = stage.stageWidth * 0.5;
lastX = thePlayer.x;
}// end function scrollStage
// figure out logic
// end function scrollStage
private function removeOrCreateNewEnemies():void{
for (var c:int = 0; c < childrenOnStage; c++){
if (getChildAt(c).name == "enemy" && getChildAt(c).y > stage.stageHeight){
removeChildAt(c);
createEnemy();
} //end if
if (getChildAt(c).name == "enemy" && getChildAt(c).x < thePlayer.x - stage.stageWidth){
removeChildAt(c);
createEnemy();
} //end if
} // end for loop
}// end function removeOrCreateNewEnemies
private function makeNewEnemyHandler(event:TimerEvent):void{
currentNumberOfEnemiesOnstage = 0;
for (var c:int = 0; c < childrenOnStage; c++){
if (getChildAt(c).name == "enemy");
currentNumberOfEnemiesOnstage++;
}// end if
}// end for
if(currentNumberOfEnemiesOnstage < maxEnemies){
trace("not enough enemies onstage, make more");
createEnemy();
} //end if
makeNewEnemyTimer.start();
} //end function
public function finishOffEnemyComplete(event:TimerEvent):void {
enemyKills ++;
killScoreBox.text = String ( enemyKills) + " KILLS ";
removeChildAt (childToRemove);
childrenOnStage = this.numChildren;
}// end functioin
}// end public classYou have several problems with syntax. Here is the class that has syntactical integrity:
package
// these are flash built in classes
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.events.Event;
//Our own custom class
import MainTimer;
import flash.events.KeyboardEvent;
public class MainDocument extends MovieClip
//initial variable values
private var currentNumberOfEnemiesOnstage:int;
private var initialNumberOfEnemiesToCreate:int = 2;
private var enemyKills:int;
private var childToRemove:int;
private var level:int = 1;
private var makeNewEnemyTimer:Timer = new Timer(3000, 1);
private var finishOffEnemy:Timer = new Timer(500, 1);
private var gameTimer:MainTimer
private var thePlayer:Player;
private var theEnemy:Enemy;
private var maxEnemies:int = 3;
private var e:int = 0;
private var childrenOnStage:int;
private var lastX:int; // variable to determine where the last x of the player was.
private var theStageNeedsToScroll:Boolean = false; // flag for scrolling
private var numChildrenInGameStage:int;
private var jump:JumpSound = new JumpSound();
private var slap:SlapSound = new SlapSound();
private var token:TokenSound = new TokenSound();
public function MainDocument()
// constructor code
trace("the main document is alive");
makeNewEnemyTimer.addEventListener(TimerEvent.TIMER_COMPLETE, makeNewEnemyHandler);
makeNewEnemyTimer.start();
//new instance of the MainTimer class
gameTimer = new MainTimer();
//must add it to the stage
addChild(gameTimer);
//adjust its position on the stage
gameTimer.x = 20;
gameTimer.y = 20;
//add the player
thePlayer = new Player();
addChild(thePlayer);
// adjust its position on the stage
thePlayer.x = stage.stageWidth * 0.5;
// assign the name property
thePlayer.name = "player";
while (e < initialNumberOfEnemiesToCreate)
createEnemy();
e++;
} //end while
// init variable for tracking "kills"
enemyKills = 0;
killScoreBox.text = String(enemyKills) + " KILLS ";
// Update this variable every time a child is added to the stage
childrenOnStage = this.numChildren;
//Add event listener to control timing of main game loop
addEventListener(Event.ENTER_FRAME, mainGameLoop);
// Prepare for the keystroke listeners
stage.focus = stage;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
} //end public function MainDocument
private function keyDownHandler(e:KeyboardEvent):void
switch (e.keyCode)
case 37: // left
thePlayer.moveLeft();
break;
case 38: //up
jump.play();
thePlayer.startJumping();
break;
case 39: //right
thePlayer.moveRight();
break;
case 40: //down to attack
slap.play();
thePlayer.attack();
break;
} // end switch
} // end function keyDownHandler
private function keyUpHandler(e:KeyboardEvent):void
switch (e.keyCode)
case 37: // left
case 39: // right
thePlayer.standStill();
break;
case 38: //jump
break;
case 40: // down to attack
break;
default:
//anything
} //end switch
} // end function keyUpHandler
private function createEnemy():void
trace("create enemy");
theEnemy = new Enemy((Math.random() * 5) + 1);
addChild(theEnemy);
// Place in a random spot on stage
theEnemy.x = (Math.random() * stage.stageWidth);
theEnemy.y = 0;
// assign the "name" property
theEnemy.name = "enemy";
//Update this variable everytime a child is added to the stage
childrenOnStage = this.numChildren;
} //end function createEnemy
//the main loop for the game!!!!!
private function mainGameLoop(event:Event):void
checkForGameReset();
removeOrCreateNewEnemies();
processCollisions();
scrollStage();
} //end function mainGameLoop
private function checkForGameReset():void
//define conditions
if (gameTimer.timerHasStopped == true)
resetBoard();
else if (thePlayer.y > stage.stageHeight)
resetBoard();
else if (theGameStage.theFish.hitTestPoint(thePlayer.x, thePlayer.y, true) && theStageNeedsToScroll == false)
resetBoard();
else if (health.width <= 2)
resetBoard();
} //end function CheckForGameReset
private function resetBoard():void
health.width = 300;
thePlayer.x = stage.stageWidth * 0.5;
theGameStage.x = stage.stageWidth * 0.5;
thePlayer.y = 0;
theGameStage.y = 0;
enemyKills = 0;
gameTimer.resetTimer();
} //end function
private function processCollisions():void
// set up main loop to look through all collidable objects on stage
for (var c:int; c < childrenOnStage; c++)
//trace ("Children on stage c= " + c +
// test for a player or enemy child on stage
if (getChildAt(c).name == "player" || getChildAt(c).name == "enemy")
// see if ovject is touching the game stage
if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true))
// while it is still touching inch it up just until it stops
// while it is still touching inch it up just until it stops
while (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == true)
// called from CollisionObject Class, so force the connectioin
CollisionObject(getChildAt(c)).incrementUpward();
if (theGameStage.hitTestPoint(getChildAt(c).x, getChildAt(c).y, true) == false)
CollisionObject(getChildAt(c)).keepOnBoundary(); //make it stick
} // end if
} //end while
} //end if touching
} //end if player or enemy
///////////////////////Collision with Enemies///////////////
if (getChildAt(c).name == "enemy")
if (getChildAt(c).hitTestPoint(thePlayer.x, thePlayer.y, true))
if (thePlayer.isAttacking == false)
// we are being attacked (and not defending)
health.width = health.width - 2;
Enemy(getChildAt(c)).makeEnemyAttack();
else
// we are attacking that enemy
childToRemove = c;
Enemy(getChildAt(c)).makeEnemyDie();
finishOffEnemy.start();
finishOffEnemy.addEventListener(TimerEvent.TIMER_COMPLETE, finishOffEnemyComplete);
} //end else
else if (Enemy(getChildAt(c)).enemyIsAttacking == true)
// if there isn't a collision between player and enemy,BUT the enemy is attacking
Enemy(getChildAt(c)).makeEnemyStopAttacking();
} //end else
} //end for loop
/////////////// token collision detection ///////////////
numChildrenInGameStage = theGameStage.numChildren;
for (var d:int = 0; d < numChildrenInGameStage; d++)
if (theGameStage.getChildAt(d).hasOwnProperty("isToken") && theGameStage.getChildAt(d).visable == true)
if (thePlayer.hitTestObject(theGameStage.getChildAt(d)))
trace("hit token");
//play sound
token.play();
theGameStage.removeChildAt(d);
numChildrenInGameStage = theGameStage.numChildren;
} // end if
} // end if
} //end for
} // end function processCollisions
private function scrollStage():void
if (thePlayer.x != lastX)
theStageNeedsToScroll = true;
else
theStageNeedsToScroll = false;
} // end if
if (theStageNeedsToScroll == true)
for (var b:int = 0; b < childrenOnStage; b++)
if (getChildAt(b).name == "enemy")
getChildAt(b).x += (stage.stageWidth * 0.5) - thePlayer.x;
} // end if
} //end for
theGameStage.x += (stage.stageWidth * 0.5) - thePlayer.x;
} //end if
thePlayer.x = stage.stageWidth * 0.5;
lastX = thePlayer.x;
} // end function scrollStage
// figure out logic
// end function scrollStage
private function removeOrCreateNewEnemies():void
currentNumberOfEnemiesOnstage = 0;
for (var c:int = 0; c < childrenOnStage; c++)
if (getChildAt(c).name == "enemy")
currentNumberOfEnemiesOnstage++;
} // end if
} // end for
if (currentNumberOfEnemiesOnstage < maxEnemies)
trace("not enough enemies onstage, make more");
createEnemy();
} //end if
makeNewEnemyTimer.start();
} //end function
public function finishOffEnemyComplete(event:TimerEvent):void
enemyKills++;
killScoreBox.text = String(enemyKills) + " KILLS ";
removeChildAt(childToRemove);
childrenOnStage = this.numChildren;
} // end functioin -
Can I have more than one ap open In my scream at one time?
I want to be able to view my bank account and look at numbers at the same time with out closing the ap, can this be done?
No.
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Error 5006: can't have more than one externally visible definition
Hi
I'm getting this error:
5006: An ActionScript file can not have more than one
externally visible definition: AMReports, playSound.
playSound is a function in my main document class
The error occured after I added a MovieClip and FLV component
to my the same framemain timeline. This Movie Clip has 3 frames.
I'll be using cue points added to the FLV component to move this
from frame to frame in that MovieClip.
Any one have an idea why this is happening?
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Can not sync more than one photo folder at a time from my computer to mu iPhone. How do I get the drop down box to choose my photos, so I can manually pick photo folders???? Lost all my photo folders on phone.
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I recently upgraded to Flash CC and have noticed some new bugs. Here's one of them:
When I have more than one document open at a time, my pen pressure sensitivity stops working. In fact, it seems to work on the newest opened document, but will stop working on any previosuly opened documents. If all but one document is closed, the pen pressure returns.
I'm using Windows 8, and a Cintiq 21UX.
Steps to reproduce:
- Launch Flash.
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Any help or suggestions would be great. Thank you.No problem. I've been using older versions of Flash until CC gets the bugs squashed. This pressure issue is a deal breaker for my coworkers and me, and also this audio one: http://forums.adobe.com/message/6013488?tstart=0
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