Convert a movie clip back to the main timeline? Help!
I hope you guys can help me with this because this is a work project. Here's the situation:
The entire .fla animation consists of nothing but two really long movie clips. Which are placed on frames 1 and 2 of the main timeline. Now for reasons that are too deep for me to go into explaination about my boss is telling me that I have to have everything main timeline -no movie clips. I've tried copypasting all of the frames but they all paste wayyy to large on the main timeline and they wind up in different places on the stage.
How can I move all of the frames from my two movie clips onto the main timeline without everything breaking? Better yet - is there any way to just convert a movie clip into an .fla?
you're on the right track. note the x,y of your movieclip in frame 1. create a new layer and paste all the frame 1 movieclip's frames into that new layer. click the edit multiple frames icon below your timeline. select all the frames, click an on-stage object. in the properties panel, change the x,y of the all the selected objects to the previously noted values
Similar Messages
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Symbol to call back on the main timeline with Label?
Hi,
I have a symbol called Panel_1. When it slides out, I have a button inside to call out to Panel_2.
I created Panel_2 on a main timeline (only 1 frame) using a Label called "Label_2".
This code doesn't work with I click.
sym.getComposition().getStage().sym.play("Label_2").play();
Any idea how to fix the code?
Thx.You need to remove the second sym in the code.
On Thu, Jan 8, 2015 at 2:56 PM, iamvichai <[email protected]> -
I am making a website based in flash actionscript 3.0 i have a button nested in its own movie clip, because I have the button expanding to be able to read it i have figured out the only way to do this is by creating it as a movie clipa nd inside the movie clip creating it as a button
I added an event listener to the blog button by saying,
blog.addEventListener(MouseEvent.ROLL_OVER,gotoblog);
function gotoblog(evtobj:MouseEvent){
gotoAndStop(2)
this part of the code works it goes to the 2nd frame of the timeline it is in and stops wich is a blown up version of the origanal symbol
i added on frame 2 a second command
blog.addEventListener(MouseEvent.CLICK.gotoblogpage);
function gotoblogpage(evtobj:MouseEvent){
gotoAndStop("blogframe")
trace("the blog button was clicked")
i have named the symbol blog and have name the frame of where the blog page is going to be "blogframe" this line of code at the bottom is where i run into trouble the output window in Flash is saying "The blog button was clicked" just like i want it to. no errors are accouring why than is the playhead not going to frame "blogframe"? if the button is working when i click it the code is right i belive the problem here is it does not want the playhead to go to the frame i want it to. So i gues my question is, how can i make a button withing a movie clip interact with the main timeline?I have a similar problem if could please help me i'd really apreciate it!!
So i have a looping animation of some thumbnails, the hierarchy goes like this
Scene1(main timeline) -> imgBar(MC)->imgBarB(MC within the imgBar MC)
My buttons symbols are in the last MC "imgBarB" where i have this code:
ss1.addEventListener(MouseEvent.CLICK, OneButtonClicked);
function OneButtonClicked(event:MouseEvent):void{
MovieClip(root).gotoAndStop("ssbox1");
I want to control the Btns in my "imgBarB" MC to play a labeled frame(named "ssbox1") on another MC on the main timeline,this other MC goes like this:
Scene1(main timeline)->ssbox_mc(MC where my labeled frame is) -
Going Back to the main frame, from inside a movie clip time line.
In flash CS5 I want to go back to the main time line, from inside a movie clip button, so when i click the the movie clip it goes to another frame on the main time line..
Can anyone help me?
Thanks
Daniel Derrickyour can use _root to reference the main timeline from anywhere though that can lead to problems if your swf is loaded by another swf. because of that eventuality, it would be better to use a relative path back to the main timeline.
so, from a movieclip's timeline (when the movieclip is on the main timeline), you can use _parent to reference the main timeline.
but even better would be to use no code on that movieclip's timeline and keep all your code on one timeline (the main one). -
Converting a layer on the main timeline into a movieclip
I'm not really sure how to properly describe this so please
bear with me.
Say you create an animated action on your main timeline with
a symbol. Then you decide you want to take that action and put it
into a movie clip so that it migrates across the screen. Since it
is already on your main timeline, how do you take that layer, and
convert it into a movie clip?
I hope I've described this clearly enough.Select all the frames on the layer, right-click on them and
select copy frames. Create a new symbol. Right-click on the first
frame of this new movieclip and select paste frames. Go back to the
main timeline and delete the layer. -
How to move safari back to my main desktop?
Somehow, my son has moved safari so it opens on a new desktop. How can I move it back to the main desktop? I know it must be simple, but haven't been able to figure it out. Kind of like the whole spaces/expose on my old iMac.
Hello Krista, I think this one will do it...
http://blog.twinharbor.com/2011/07/21/assign-applications-to-spaces-in-osx-lion/
But more...
http://www.maclife.com/article/howtos/how_use_spaces_mac_os_x_lion%C2%A0
https://discussions.apple.com/thread/3863175?start=0&tstart=0
http://heresthethingblog.com/2011/07/29/mac-os-lion-tip-hang-desktop-spaces/ -
Trying to make the switch from AS2 to AS3 and like many
before me, becoming confused.
I've laid out three movieClips on my main timeline (named,
"main") and spaced them five frames apart, nice and tidy, like I
like to do. Each frame on the main timeline containing a movieClip
has been given a unique frame label. My problem is, I want to have
the movieClips jump to the next targeted movieClip on the main
timeline after clicking a button, or upon entering the last frame
of its predecessor, in some cases. In AS2 the was easy to do this
was by using the gotoAndPlay function and targeting to the_root
timeline. Now I can't figure out what to do. I can make any button
inside a movieClip target a specific frame within that same mc, but
cannot make a jump to the main timeline to play the next movieClip.
What am I missing here? I'm a noobie at AS3 and fumbling my
way forward. (should be obvious now) Is there a simple way to refer
back to the main timeline, which is only one level up? What am I
missing?
Here's as far as I got with the AS3 code within the mcs:
stop();
cont5_mc.addEventListener(MouseEvent.CLICK, onClick2);
function onClick2(event:MouseEvent):void
trace("test");
cont5_mc.buttonMode = true;
The trace function runs true so it's a matter of telling the
player how to get to the main timeline and frame label.
TIA for your help, all you flashy genius . . . Speak to me
like I am a three year old. -grin-
thokittskglad:
Thank you for your instant reply. I see you sent it out last
night. Really appreciated. Got my button in movieClip1 to refer
back to movieClip2 on the main timeline with your help but now am
presented with the issue of having the last frame of movieClip2
automatically taking the viewer back to the main timeline to begin
playing movieClip3, located on frame label "gsm".
Again, I know this should be easy, but conceptually I am
having a problem with how to do this. I don't have a button to
attach the AS3 to and this new syntax is confusing to me. Nor do I
want this to be a button based decision on the viewer's part. How
do I attach this automatic jump back to the main timeline, frame
label "gsm"? By an enterFrame event, which seems old school AS2? or
stage.addEventListener? Is enterFrame even the way to do it
anymore?
Lynda.com tutorials are great but I'm struggling with this.
TIA
Thomas -
How do I recerence Movie Clips on the Main Timeline from inside a class?
Hey everyone, this might be a stupid question but I thought
I'd ask cause it's making me nuts. I'm all of 2 days into AS3
(coming from not using Flash at all in YEARS) so feel free to
consider me ignorant. I do have plenty of application development
experience in other areas though.
I can't seem to create a class that can reference an instance
of a movie clip on my main timeline. I'd post code of what I've
tried but I've gone through so many desperate edits & wild
guesses that it was just garbled junk before I deleted it all.
Basically here's how I figured Flash could work, though maybe
it doesn't work this way at all.
I'm assuming that with AS 3 being so big on being a true
object oriented environment, I wouldn't need to mix my code and
interface together. Preferably I'd be using the Flash authoring
tools just to design my interface. Create a button... place it
somewhere... give it an instance name. Roughly the equivilant of
Apple's InterfaceBuilder for those of you that might be familiar
with Cocoa development. I can see maybe having to put a few lines
of ActionScript onto frame 1 (though really I'm hoping Flash would
have a better method of kicking off the application at this point
that using code tied to frames) to load my classes & such, but
after that I'd like all of my code to be held in external class
files.
So maybe I've got:
Interface.fla - My interface
Button_1
Button_2
TextField_1
Main.as - My main controller class using to handle all of my
applications behavior
SomeClass.as - Some helper Class
SomeOtherClass.as - Some helper Class
Main.as would have instructions in its initialization method
to go ahead & attach events to buttons & initialize
anything else that needs to happen when the application starts.
From there on it would all be objects communicating back &
forth. Button_1 would get clicked with would fire
Main.someMethod(). Main.someMethod() would then do it's thing and
set the value of TextField_1. All very clean & code is very
separated from interface.
Unfortunately I can't for the life of me figure out how AS3
classes reference each other like that. There doesn't seem to be
any kind of a global 'root' or '_root' I can use to locate any
movie clips on the stage. I've searched the help & the web for
any kind of simple tutorial but to no avail. My job has tasked me
with building a flash app for a project but I'd really rather not
have a tone of ActionScript just shoved into frame 1. That just
seems... ugh! (::shudder::)
Can someone maybe point me in the right direction here? I'm
really willing to do my homework but I can't seem to locate the
info I need to get started. Also, is there an ActionScript IRC
channel or something maybe?
Thanks,
CliffI worked with the problem last night and the solution I
started coming to involved creating my own custom document class
based off which extends MovieClip. My thought is that way I have
access to the initialization routine of the timeline itself and
that all of the elements on the main timeline should be
"properties" of my custom class.
Is this correct? Is there a down side to doing this & if
so what is it & why?
Also, just for my reference, the last time I did anything
with ActionScript I think I was using '_root' to target the main
timeline. WHat are the global variable names in AS 3? Is it just
'root' & 'stage' or 'Root' & 'Stage' or what? -
I hve an ipad1 and i rented a movie and each time i try to play the movie it goes back to the main menu and it did download properly how can i watch it its from itunes? I
Did you make sure that your security software is not blocking the contact to Apple servers? iTunes for Windows: Troubleshooting security software issues
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When I stop a movie, it doesn't go back to the main menu.
I am experiencing a very frustrating situation.
I have burned a DVD with 2 short movies on it.
When I play either of them all the way through, after they're over, it returns automatically to the main menu, which is what I want.
However, when I STOP either of them anywhere during the playing, it does NOT return to the main menu. It just stays on a black screen.
This situation happens on my Mac DVD Player, and also on external DVD players connected to a TV.
Let's say I am watching the 1st movie, I don't like it and I want to watch the 2nd one on the same DVD. I logically press STOP, but it doesn't bring me back to the main menu. If I press "Menu" or "title", it doesn't work either.
Is there something on the "Map function" window that I should do?
If not, is there any other solution?
Many thanks in advance for any help.Ok, don't press STOP, just press "menu" or "title" without pressing stop.
BTW, I tested both a commercial DVD (Indiana Jones and the Last Crusade) and and a iDVD disk in my Panosonic player and on my Mac with the Apple DVD player.
On the Panosonic Player: If I press Stop on either DVD, I go to a blank screen. If I press menu once and wait a sec or two, both DVDs go back to the main menu.
On the Apple DVD player: If I press Stop on either DVD, I go to a blank screen, and pressing "menu" gives me the "not permitted" warning for both DVDs.....
So It seems like fro me, iDVD works just like the commercial DVD on both the Mac and the DVD player.....
John B -
Passing a variable from a movie clip to the main timeline
Hi,
I'm having trouble passing a variable from a movie clip in my
flash file to the main timeline.
I have a movieclip with the instance name IntroNav which
contains several buttons. Clicking a button sets the variable
"page" to a specific name, i.e. page = "home"
However, outside of the movie clip, on the main timeline I am
unable to call this variable, and "page" seems to have no value.
Can anyone tell me why this is and how to solve it?
ThanksUmm, yes ... declare your variables correctly.
var page:String = new String(); //proper complete
var page:String; //strict typing
var page:String = "home"; //stirct typing with value
declaration
Do not declare the variable in your buttons, you would have
to do so in every button and be constantly resetting the value.
Declare it on the main timeline at the lowest level. You do not
need to use it as a _global, you just need to resolve your path
issues. You can 'set' the variable value from a button, without any
problem, but you have to call to the variable correctly.
You do not 'name' a variable as "_root.page" , the '_root'
refers to the lowest level of the SWF or the main timeline, as does
a call to ' _level0' (that's a zero). If the variable is declared
on the main timeline, and you're calling from the MC/button or
anywhere you can refer to the variable by calling to it by
the proper path of '_root.page'
To set the variable from any of your button/MC instances
call:
_root.page = "value"; OR _level0.page = "value";
But you must have the varibale declared on the main timeline,
and only once and the playhead should be stopped or it will reset
the value to the default upon looping. -
How to remove a function on the main timeline within a movie clip
How do you remove a function that is coded on a frame in the main timeline from within a movie clip? I tried this, but no dice:
infoGraphicDisparity.addEventListener(MouseEvent.CLICK, fl_ClickToGoToScene);
function fl_ClickToGoToScene(event:MouseEvent):void
parent.removeEventListener (Event.ENTER_FRAME, parent["enterFrameHandler"]);
MovieClip(this.root).gotoAndPlay("disparity");
this is the event I am trying to remove:
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
any help would be appreciated as always.
Thanks!from any frame (that executes after enterFrameHandler is defined) in any display object in the display list
stage.removeEventListener(Event.ENTER_FRAME, MovieClip(root).enterFrameHandler); -
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code on the last frame of your movieclip instance:
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The iMovie main screen is hides somewhere off screen? How can I move it back to the middle?
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How to play the main timeline after a movie clip is finished playing.
Ok so here is the problem, I have the main time line with three layers: My actions layer, a music layer, and the movie clip layer.
The movie clip is an actionscript movie which calls images from an external XML file and shows them as a slideshow. What i need to do is after the last image plays, stop the movie and move the main timeline to the next scene of the main movie. Everything logical in my brain is not working, and it may be that I have been staring at this project for too long but for the life of me i can't make this work.
Any help or input would be greatly appreciated!
Thanks in advance.
Meghanbetter yet, here is the whole code. With your suggestion entered...
import flash.display.BitmapData;
import gs.*;
import gs.easing.*;
import gs.plugins.*;
TweenPlugin.activate([BlurFilterPlugin]);
OverwriteManager.init();
var xml:XML = new XML();
xml.ignoreWhite = true;
_root.xmlPath == undefined ? xml.load("jake.xml") : xml.load(_root.xmlPath);
//when xml is loaded
xml.onLoad = function(succes:Boolean) {
if (succes) {
//position the slideshow. remember size.
__width = Number(xml.firstChild.attributes.width);
__height = Number(xml.firstChild.attributes.height);
mcMask._width = mcBlack._width=mcHyper._width=__width;
mcMask._height = mcBlack._height=mcHyper._height=__height;
//preloader
mcPreloader._x = __width/2;
mcPreloader._y = __height/2;
(new Color(mcPreloader).setRGB(Number(xml.firstChild.attributes.preloaderColor)));
//buttons
var buttonLoader:MovieClipLoader = new MovieClipLoader();
var buttonListener:Object = new Object();
buttonListener.onLoadInit = function(cButton:MovieClip) {
if (cButton._parent == btnNext) {
cButton._parent._x = __width-cButton._width;
} else if (cButton._parent == btnPrev) {
cButton._parent._x = 0;
} else {
cButton._parent._x = (__width-cButton._width)/2;
cButton._parent._y = (__height-cButton._height)/2;
buttonLoader.addListener(buttonListener);
buttonLoader.loadClip(xml.firstChild.attributes.prevButton,btnPrev.holder);
buttonLoader.loadClip(xml.firstChild.attributes.nextButton,btnNext.holder);
buttonLoader.loadClip(xml.firstChild.attributes.playButton,btnPlay.holder);
buttonLoader.loadClip(xml.firstChild.attributes.pauseButton,btnPause.holder);
xml.firstChild.attributes.slideshowOn == "true" ? [_slideshow=true, btnPlay._visible=false] : [_slideshow=false, btnPause._visible=false];
for (var i:Number = 0; i<xml.firstChild.childNodes.length; i++) {
//create empty movieclip for each picture. create mask movieclip for each picture. save transition and ken burns settings for each picture. save other properties for each picture.
mcTemp.createEmptyMovieClip("mcPhoto"+i,mcTemp.getNextHighestDepth());
mcHolder.createEmptyMovieClip("mcPhoto"+i,mcHolder.getNextHighestDepth());
mcHolder["mcPhoto"+i].createEmptyMovieClip("photo",mcHolder["mcPhoto"+i].getNextHighestDe pth());
//attach text clip and set it up
mcHolder.attachMovie("square2","mcBack",mcHolder.getNextHighestDepth());
mcText.attachMovie("text","text"+i,mcText.getNextHighestDepth());
mcText["text"+i].mcText._alpha = mcBack._alpha=0;
mcBack._width = mcText["text"+i].mcText._width=__width;
mcText["text"+i].mcText.autoSize = true;
mcBack._height = 0;
mcBack._y = __height;
(new Color(mcBack).setRGB(Number(xml.firstChild.attributes.textBackColor)));
mcHolder["mcPhoto"+i].transition = Number(xml.firstChild.childNodes[i].attributes.transition);
var burns:Array = String(xml.firstChild.childNodes[i].attributes.kenBurns).split(";");
mcHolder["mcPhoto"+i].burns = burns;
mcHolder["mcPhoto"+i].time = Number(xml.firstChild.childNodes[i].attributes.time);
mcHolder["mcPhoto"+i].src = String(xml.firstChild.childNodes[i].attributes.src);
mcHolder["mcPhoto"+i].txt = String(xml.firstChild.childNodes[i].firstChild.nodeValue);
mcHolder["mcPhoto"+i].url = String(xml.firstChild.childNodes[i].attributes.url);
mcHolder["mcPhoto"+i].target = String(xml.firstChild.childNodes[i].attributes.target);
//handle loading process. create loader objects. start "intelligent loading". set methods and actions for new newly loaded pictures.
var photoLoader:MovieClipLoader = new MovieClipLoader();
var photoListener:Object = new Object();
photoListener.onLoadInit = function(cPhoto:MovieClip) {
//transform image to bitmap
cPhoto._visible = false;
var tempBitmap:BitmapData = new BitmapData(cPhoto._width, cPhoto._height);
tempBitmap.draw(cPhoto);
var cPhoto2:Object = mcHolder["mcPhoto"+_loaded].photo;
cPhoto2.attachBitmap(tempBitmap,1,"auto",true);
photoLoader.unloadClip(cPhoto);
removeMovieClip(cPhoto);
cPhoto2._parent._visible = false;
//remember original size
cPhoto2._parent.width2 = cPhoto2._parent._width;
cPhoto2._parent.height2 = cPhoto2._parent._height;
cPhoto2._alpha = 0;
_loaded++;
cPhoto2._parent.loaded = true;
if (_loaded<xml.firstChild.childNodes.length) {
//load next picture
photoLoader.loadClip(mcHolder["mcPhoto"+_loaded].src,mcTemp["mcPhoto"+_loaded]);
if (_loaded == _index+1) {
//show this picture
showPicture(cPhoto2._parent);
photoLoader.addListener(photoListener);
photoLoader.loadClip(mcHolder.mcPhoto0.src,mcTemp.mcPhoto0);
//function that changes to the next photo(slideshow feature)
function nextPhoto() {
_index++;
if (_index == xml.firstChild.childNodes.length) {
//if picture is loaded, just show it. if not, wait until it loads
if (mcHolder["mcPhoto"+_index].loaded) {
showPicture(mcHolder["mcPhoto"+_index]);
} else {
TweenLite.to(mcPreloader,.5,{_alpha:0});
TweenLite.to(mcBlack,.5,{_alpha:100,onComplete:completeF});
function completeF(){
_root.gotoAndPlay("frame1_scene2");
//function that changes to the previous photo
function prevPhoto() {
_index--;
if (_index == -1) {
_index = xml.firstChild.childNodes.length-1;
//if picture is loaded, just show it. if not, wait until it loads
if (mcHolder["mcPhoto"+_index].loaded) {
showPicture(mcHolder["mcPhoto"+_index]);
} else {
TweenLite.to(mcPreloader,.5,{_alpha:100});
TweenLite.to(mcBlack,.5,{_alpha:80});
//buttons - roll overs
btnNext.onRollOver = btnPrev.onRollOver=btnPause.onRollOver=btnPlay.onRollOver=function () {
TweenLite.to(this,1,{_alpha:70});
btnNext.onRollOut = btnPrev.onRollOut=btnPause.onRollOut=btnPlay.onRollOut=btnNext.onReleaseOutside=btnPrev.o nReleaseOutside=btnPause.onReleaseOutside=btnPlay.onReleaseOutside=function () {
TweenLite.to(this,1,{_alpha:100});
//buttons - next
btnNext.onPress = function() {
if (!_transition) {
clearTimeout(nextT);
nextPhoto();
} else {
clearTimeout(nextT);
nextT = setTimeout(nextPhoto, 500);
//buttons - previous
btnPrev.onPress = function() {
if (!_transition) {
clearTimeout(nextT);
prevPhoto();
} else {
clearTimeout(nextT);
nextT = setTimeout(prevPhoto, 500);
//buttons - play
btnPlay.onPress = function() {
switchVisible(btnPlay);
switchVisible(btnPause);
_slideshow = true;
if (!_transition) {
clearTimeout(nextT);
nextPhoto();
} else {
clearTimeout(nextT);
nextT = setTimeout(nextPhoto, 500);
//buttons - pause
btnPause.onPress = function() {
switchVisible(btnPlay);
switchVisible(btnPause);
_slideshow = false;
clearTimeout(nextT);
//function that animates text(html for each picture)
function inText(cPhoto:Object) {
if (cPhoto.txt != "undefined") {
mcText["text"+_index].mcText.htmlText = cPhoto.txt;
mcText["text"+_index].mcText._y = mcBack._y-mcText["text"+_index].mcText._height-4;
TweenMax.to(mcText["text"+_index].mcText,0,{blurFilter:{blurX:15, blurY:15, quality:1}});
TweenMax.to(mcText["text"+_index].mcText,Number(xml.firstChild.attributes.textSpeed),{blu rFilter:{blurX:0, blurY:0}, _alpha:100});
TweenLite.to(mcBack,Number(xml.firstChild.attributes.textSpeed),{_alpha:Number(xml.firstC hild.attributes.textBackOpacity), _height:mcText["text"+_index].mcText._height+7});
} else {
mcText["text"+_index].mcText.htmlText = "";
TweenLite.to(mcBack,Number(xml.firstChild.attributes.textSpeed),{_alpha:Number(xml.firstC hild.attributes.textBackOpacity), _height:0});
function outText(cPhoto:Object) {
TweenLite.to(mcBack,.5,{_alpha:0});
TweenLite.to(mcText["text"+_index2].mcText,.5,{_alpha:0});
//function that applies the ken burns effect to a specific photo
function kenBurns(cPhoto:Object) {
//reset size and position
cPhoto.photo._xscale = cPhoto.photo._yscale=Number(cPhoto.burns[0]);
cPhoto.photo._x = returnPosition(cPhoto.burns[2], cPhoto.photo._width, cPhoto.photo._height, mcMask._width, mcMask._height).__x;
cPhoto.photo._y = returnPosition(cPhoto.burns[2], cPhoto.photo._width, cPhoto.photo._height, mcMask._width, mcMask._height).__y;
//start effect
TweenLite.to(cPhoto.photo,cPhoto.transition+Number(cPhoto.time)+1,{_xscale:Number(cPhoto. burns[1]), _yscale:Number(cPhoto.burns[1]), _x:returnPosition(cPhoto.burns[3], cPhoto.width2, cPhoto.height2, mcMask._width, mcMask._height).__x, _y:returnPosition(cPhoto.burns[3], cPhoto.width2, cPhoto.height2, mcMask._width, mcMask._height).__y, ease:Linear.easeNone});
//function that shows a picture(transition function)
function showPicture(cPhoto:Object) {
for (var i:Number = 0; i<xml.firstChild.childNodes.length; i++) {
if (i == _index || i == _index2) {
mcHolder["mcPhoto"+i]._visible = true;
}else{
mcHolder["mcPhoto"+i]._visible = false;
cPhoto.swapDepths(mcHolder.getNextHighestDepth());
setTimeout(hideOld,cPhoto.transition*1000,mcHolder["mcPhoto"+_index2]);
//text
outText(mcHolder["mcPhoto"+_index2]);
_index2 = _index;
inText(cPhoto);
kenBurns(cPhoto);
TweenLite.to(mcPreloader,.5,{_alpha:0});
TweenLite.to(mcBlack,.5,{_alpha:0});
//transition variable
_transition = true;
clearTimeout(transT);
transT = setTimeout(switchTransition, cPhoto.transition*1000);
cPhoto.photo._alpha = 0;
TweenLite.to(cPhoto.photo,cPhoto.transition,{_alpha:100});
if (_slideshow) {
//if slideshow is on
nextT = setTimeout(nextPhoto, (cPhoto.transition+cPhoto.time)*1000);
function hideOld(what:Object){
//hyperlinks
mcHyper.useHandCursor = true;
mcHyper.onPress = function() {
if (mcHolder["mcPhoto"+_index].url != "undefined") {
getURL(mcHolder["mcPhoto"+_index].url, mcHolder["mcPhoto"+_index].target);
//function that returns a number position from a given "compass position"(for the ken burns effect)
function returnPosition(pos:String, __width:Number, __height:Number, __width2:Number, __height2:Number):Object {
var returnObj:Object = new Object();
switch (pos) {
case "TL" :
returnObj.__x = 0;
returnObj.__y = 0;
break;
case "TC" :
returnObj.__x = -(__width-__width2)/2;
returnObj.__y = 0;
break;
case "TR" :
returnObj.__x = -(__width-__width2);
returnObj.__y = 0;
break;
case "ML" :
returnObj.__x = 0;
returnObj.__y = -(__height-__height2)/2;
break;
case "MC" :
returnObj.__x = -(__width-__width2)/2;
returnObj.__y = -(__height-__height2)/2;
break;
case "MR" :
returnObj.__x = -(__width-__width2);
returnObj.__y = -(__height-__height2)/2;
break;
case "BL" :
returnObj.__x = 0;
returnObj.__y = -(__height-__height2);
break;
case "BC" :
returnObj.__x = -(__width-__width2)/2;
returnObj.__y = -(__height-__height2);
break;
case "BR" :
returnObj.__x = -(__width-__width2);
returnObj.__y = -(__height-__height2);
break;
return returnObj;
function switchTransition() {
_transition == true ? _transition=false : _transition=true;
function switchVisible(obj:Object) {
obj._visible == true ? obj._visible=false : obj._visible=true;
mcTemp._x = -10000;
//mouse testing
var mouse_dx:Number = _xmouse;
var mouse_dy:Number = _ymouse;
var mouseSpeed:Number = 1;
function checkPosition(Void):Void {
if (_xmouse<mouseSpeed || _xmouse>(Stage.width-mouseSpeed) || _ymouse<mouseSpeed || _ymouse>(Stage.height-mouseSpeed)) {
//mouse outside - hide buttons
TweenLite.to(btnPrev,.5,{_alpha:0});
TweenLite.to(btnNext,.5,{_alpha:0});
TweenLite.to(btnPlay,.5,{_alpha:0});
TweenLite.to(btnPause,.5,{_alpha:0});
} else {
//mouse inside
TweenLite.to(btnPrev,.5,{_alpha:100});
TweenLite.to(btnNext,.5,{_alpha:100});
TweenLite.to(btnPlay,.5,{_alpha:100});
TweenLite.to(btnPause,.5,{_alpha:100});
checkPosition(Void);
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function():Void {
mouse_dx = Math.abs(mouse_dx-_xmouse);
mouse_dy = Math.abs(mouse_dy-_ymouse);
mouseSpeed = mouse_dx>mouse_dy ? mouse_dx : mouse_dy;
mouseSpeed += 1;
checkPosition(Void);
mouse_dx = _xmouse;
mouse_dy = _ymouse;
Mouse.addListener(mouseListener);
//global variables
var this2:Object = this;
var __width:Number;
var __height:Number;
var _index:Number = 0;
var _index2:Number = -1;
var _loaded:Number = 0;
var nextT:Number;
var transT:Number;
var _slideshow:Boolean = true;
var _transition:Boolean = false;
Stage.scaleMode = "noScale";
Stage.showMenu = false;
Stage.align = "TL";
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