GotoAndStop on the Over frame of a button

Can I turn a button to its over state by telling the playhead
to gotoAndStop on the Over frame? Is there another simple way to do
this? Will I have to turn my buttons into MCs? I am hoping to aviod
doing that.
Thanks a lot!

not with a true button. you must use a movieclip
button.

Similar Messages

  • Lost the "Over" stste of my buttons on my index.html page only.

    I must have done something to my button set on my home page for www.carpenterslocal19.org
    because on mouseover I don't get the "Over" state.  The buttons still function as hypelinks but no change to the over state.
    All the other pages are okay, just index.html and index.htm.

    Hi Joe -
    That extra line break in your code is still present on the server.
    I it were my page, the time it takes to prowl through every character in the code is not worth it.
    I would make a copy.of a working page, correct the title tag, cut and paste only the content table from
    the troubled page into the new page.
    If that's not clear, you may call me at 914-941-3616

  • Why does this code always gotoAndStop at the same frame?

    The symbol "alldoor" contains the following six frames in sequential order: "door1","red_door1","door2","red_door2","door3" and "red_door3".
    var doors:Array =["door1", "door2", "door3"];
    var doorSelector:String = doors[newDoors(0, doors.length - 1)]
    function newDoors (min:Number, max:Number):Number
    var  doorColors:Number = Math.round(Math.random() * (min - max) + max);
    return doorColors;
    alldoor.gotoAndStop(doorSelector);
    alldoor.addEventListener(MouseEvent.CLICK,changeColors );
    function changeColors(e:MouseEvent)
        if (e.currentTarget.currentLabel == doorSelector)
            e.currentTarget.gotoAndStop(currentFrame + 1);
         I am attempting to get this code select one of the frames starting with the string "door" at start up. Then, the door should move to the frame
    directly following it on the timeline when clicked. However, as the code is written, the frame always jumps to the second frame in the symbol,regardless of what the current label is. What should I change?

    either:
    1.  those frames aren't loaded when that code executes or
    2.  you don't have those labels on the timeline that contains that code or
    3.  there is other code executing after your goto changing your frame
    use the trace() function to debug and find which is your problem.

  • Submit a frame and get result on the next frame using one button

    hi
    i have my page divided into 2 frames.1st frame (master.jsp)displays records from a master table and 2nd displays corresponding records in its transcation table(trans.jsp).There is a textbox in master.jsp which indicates the record number.Now this text field is to be submitted to the master page so as to get that record at the same time submit it to the trans page so as to get its corresponding transaction table records.
    now i have two buttons with submitfrm() and getrecords()...function submitfrm()on submit button to submit the master page and function getrecords() on the 'Get record' button so as to call trans.jsp.
    function submitfrm()
    document.frm.action="master.jsp";
    document.frm.target="frame1";
    document.frm.submit();
    and
    function getrecords()
    document.frm.method="post";
    document.frm.action="trans.jsp";
    document.frm.target="frame2";
    document.frm.submit();
    i want that both funtions submitfrm() and get() to be called through a single button.if i call getrecords() from submitfrm() i get records corressponding to the previous value submitted.
    how do i go about it???

    This is a java forum, not javascript and thus you may not find all the help you require over here (realted this subject);
    If you want you can try a simple search on google with the following key words "Javascript Forums" to find forums just dedicated to javascript.
    One good forum is the following:
    http://www.codingforums.com/forumdisplay.php?s=1118745c12e46c9852dde4950af8c373&f=2
    regards,
    sim085

  • Add video to button over frame/state

    How can I add a few seconds of video into the over
    frame/state of a button?
    Visit
    http://www.fxnetworks.com/shows/originals/rescueme/#/home/
    to see the example of video that animates when I mouse over the the
    red boxes Exclusive Video, About The Show, and Cast &
    Crew.

    Refer the flashvideogallery made by adobe using AS2 and AS3 .
    In the samples of video-flash

  • Flash 9 button sound bug? Sound in Over frame plays again when clicked

    I've been using Flash for years and I've only just noticed this problem, I guess because I haven't had much call for noisy buttons for a while. In the olden days (FlashMX and earlier) I swear that I could make a button, put a keyframe on the Over frame and attach an Event sound to it, put a keyframe on the Down frame and attach a different Event sound to it and the first sound would ONLY play when the button was rolled over and the second sound would ONLY play when the button was clicked. I just tried doing the same in Flash 9 and when I click on the button, not only does the Down sound play, but the Over sound also plays simultaneously. They're both in the same layer, but the "Over" sound only has its keyframe and the very next keyframe under "Down" is the Down sound.
    Switching the sync to Start makes no difference. Synching with Stop on the "Down" frame for the "Over" sound sort of works if there is no Down sound, but there's still a brief snippet of the sound. If I add the Down sound back on new layer, the original problem returns. Of course Streaming doesn't work at all.
    This is incredibly maddening, especially since I found this old tutorial on Kirupa that shows exactly what I want, and what I can no longer get in Flash 9, apparently:
    http://www.kirupa.com/developer/flash5/buttonsound.htm
    I've attached a demo .swf.
    Thanks in advance

    maijakg,
         You've stumbled onto a good one!  If memory serves me right, the Kirupa article indeed shows how this used to work (Kirupa is always top notch), but this behavior changed in one of the recent versions of Flash Flayer.  Not sure now if it was 8, 9, or what.  It should be easy enough to pinpoint with one of the legacy Flash Players at http://www.adobe.com/go/tn_14266.
         This issue is easy enough to address with ActionScript, which may not be what you want to hear.  Still, it's an option.    I'll go into that in just a minute.  If you want to stick with the button timeline ... well, I'm finding that this proves to be a challenge (and it really shouldn't be).  I notice, for example, that I can create an empty movie clip symbol, put my Over sound in frame 1 of that symbol (Event sound), and then drag that symbol into the Over frame of the button.
         That does keep the audio from repeating when I actually click the button -- that is, when I enter the Down frame -- so that does work.  You can put your Down audio directly into the button's Down frame, but ... using this approach, you'll hear the Over sound when you release the mouse, even if the mouse hasn't left the button.  That's because the movie-clip–with-audio in the Over frame is summoned again when the mouse lifts, and that naturally causes the movie clip in that frame to play its audio again.
         Here's how you can do exactly what you want using ActionScript.
    // ActionScript 2.0
    var overSound:Sound = new Sound();
    overSound.attachSound("sndOver");
    var downSound:Sound = new Sound();
    downSound.attachSound("sndDown");
    btn.onRollOver = overHandler;
    btn.onPress = pressHandler;
    function overHandler():Void {
        overSound.start();
    function pressHandler():Void {
        downSound.start();
         Here's what's going on.  In the first two lines, I've declared a variable -- arbitrarily named overSound -- and set it to an instance of the Sound class.  At this point, the variable overSound contains all the rights and priviledges of a sound object, because that's exactly what it is.  If you look in the Sound class entry of the ActionScript 2.0 Language Reference, you'll see that it has an attachSound() method (methods are things an object can do; they're basically verbs).  So in the second line, you'll see that I'm attaching an audio file from the library.  In ActionScript 2.0, this happens by way of a linkage identifier, which you can get to by right-clicking a sound and selecting Properties.  In the dialog box that opens, you'll see an "Export for ActionScript" checkbox.  Select that, and you can type in your identifier, which is just a unique label.  In this case, I used the same name as the variable (sndDown) -- only, the linkage identifier is referenced with quotes.
         In the second pair of lines, the same thing happens, but with a different sound.
         In the third pair of lines, I'm referencing the button symbol by way of an instance name.  To give a button an instance name, select it in the timeline and then look at the Property inspector.  You'll see an "instance name" input field.  Here, my instance name is btn, but you could choose whatever makes sense for that button's purpose.  In these two lines, I'm simply associating the Button.onRollOver event with one custom function (overHandler) and the Button.onPress event with another custom function (pressHandler).  Events are something an object can react to, and you'll see events listed in class entries too.  Because we're dealing with a button simple, the class in question is the Button class.  When a rollover or press occurs ... I want these custom fuctions to be triggered.
         Finally, the last few lines are the definitions for the custom functions.  One, overHandler(), invokes the Sound.start() method on the overSound instance of the Sound class.  The other, downHandler(), does the same for the downSound instance.
         The mechanics of the AS3 version are slightly different, but the principles are the same.  Instead of linkage identifers, AS3 has linkage classes.  When you select that "Export for ActionScript" checkbox in an AS3 document, the identifier input field will be disabled.  You'll enter an identifier-like value into the Class field, and the Base Class field will be filled in for you automatically with flash.media.Sound (just go with the default).  After that, the code goes like this:
    // AS3
    var overSound:sndOver = new sndOver();
    var downSound:Sound = new sndDown();
    btn.addEventListener(MouseEvent.MOUSE_OVER, overHandler);
    btn.addEventListener(MouseEvent.MOUSE_DOWN, pressHandler);
    function overHandler(evt:MouseEvent):void {
        overSound.play();
    function pressHandler(evt:MouseEvent):void {
        downSound.play();
         In this case, you don't need the attachSound() method anymore, because you're invoking the constructor function of each library sound itself (these are linkage classes, remember, and classes create objects directly).  The events are managed the same in princple.  Once again, each mouse event is associated with its corresponding custom function.  In AS3, this happens via the addEventListener() method.
         Finally, the custom functions invoke the Sound.play() method on each Sound instance.  Remember, these are instances of the Sound class, even though their linkage classes are actually sndOver and sndDown:  each of those inherits its functionality from the base class, which is Sound in both cases.  Note that in AS3, the method that starts audio is play(), instead of start().  Just minor differences in syntax.
         Granted, that's a lot to do -- in either version of the language -- just to associate a couple sounds with a button, but off the top of my head, it looks like scripting is the way it has to be done.  If I'm wrong, I'd love to hear about it.  Maybe there's a simpler workaround!
    David Stiller
    Contributor, How to Cheat in Adobe Flash CS4
    http://tinyurl.com/dpsCheatFlashCS4
    "Luck is the residue of good design."

  • Keypress to trigger down frame of a button?

    Hi,
    I am attempting to create an interactive piano. Right now, I have my keys layed out and each key is a button. On the down frame of that button is where the sound plays.
    What I want to do now is to allow the user to press a button and when they do so, the down frame of that button will trigger, thus playing the sound.
    How would I go about doing this?
    Thank you for your help!

    If you want to have keypresses control the functionality of your buttons you will need to create your buttons as movieclip symbols so that you can control which frame they are in using Actionscript.  There is no other way than direct interaction (clicking on a button symbol) to get it to react.

  • Put the Button Script in the Actions Frame

    When I click each button I want it to advance the play head
    to the Frame Lable.
    This code works but I need to change the state of the button.
    If I change the button State to Graphic in the Key Frame
    Lable it makes the code not work.
    I would like to have all the code the the main timeline
    Actions Layer.
    ie: When Button1 is pressed it goes to "F1" and is now in the
    Down State.
    When Button 2 is press it goes to "F2" and is in the Down
    State and Button 1 goes back to its' Up State.
    Here's the code:
    stop();
    Button1.onRelease = function() {
    gotoAndStop("F1");
    trace ("Frame 1");
    Button2.onRelease = function() {
    gotoAndStop("F2");
    trace ("Frame 2");
    Button3.onRelease = function() {
    gotoAndStop("F3");
    trace ("Frame 3");

    OK, I put this code in the main timeline:
    stop();
    //root code:
    function resetButtons() {
    Button1.gotoAndStop(F1);
    Button2.gotoAndStop(F2);
    Button3.gotoAndStop(F3);
    //and then I put this code on each button
    //code to place on each button
    on (release){
    _root.resetButtons();
    this.gotoAndStop(3); //go to pressed state
    on (rollOver){
    if (this._currentframe <> 3)
    this.gotoAndStop(2); //go to roll over state.
    on (rollOut, releaseOutside){
    if (this._currentframe <> 3)
    this.gotoAndStop(1); // reset button to it's original state
    // Nothing happens???
    What am I missing here?

  • "previous" button to the last frame of a MC

    I have a question that I hope will be super easy - I just
    can't see to find it. Also, flash is not my main app but I'm trying
    to pick up on some work that someone else had started. Here is the
    breakdown - in the main timeline there are a series of projects
    (frames labeled "projA, projB, etc). If you open up each project
    movie clip (say projB) it opens up a slide carousel-like interface
    (frame1=image1, frame2=image2, etc). The next button says
    "onRelease go to frame 2" and so on. When we get to the last frame
    in projB, the NEXT button says go to the root and play projC. This
    allows the end users to just hit NEXT the whole time and work their
    way through the presentation.
    Where I'm a bit stuck is on the PREVIOS button frame of
    projB. I would like it to go to the LAST frame of ProjA but the
    best I can do is to make it go back to the begining of Proj A
    on(release){
    _root.gotoAndPlay("projA");
    Is there a way to make it go to say, frame 4 of projA? Or
    better yet, just the "last" frame of projA? I know this is probably
    not the ideal way to set up the file, but i inherited the
    presentation from my co-worker. Any suggestions on how to make the
    PREV button work a bit better?

    you might be able to accomplish this through the use of a
    variable, although it will be tricky in the scenario you describe.
    declare a new variable on frame one main timeline, let's say
    'back':
    var back:Boolean;
    then on the frame label for each project you will use a
    condition to see if 'back' is true - if so, then use the condition
    to nav to the last frame of the project clip - something like:
    if(back) {
    back = false;
    projA.gotoAndStop(projA._totalFrames);
    this would belong on the main timeline, so in your previous
    button's 'on' handler add a statement to set 'back' to true so that
    the condition fires. and navigates to the last frame of the proj
    clip, as in:
    on(release){
    _root.back = true;
    _root.gotoAndPlay("projA");
    repeat this procedure for all project frames and buttons
    replacing the MC instances with the corresponding names.

  • I am having the problem when trying to take a panorama picture.   It may only take the first frame or doesn't even start at all when I press the shutter button. even though when i  hold the phone straight up and down, so that camera is at the top

    I am having the problem when trying to take a panorama picture. 
    It may only take the first frame or doesn't even start at all when I press the shutter button.
    even though when i  hold the phone straight up and down, so that camera is at the top on the back and the home button is on the bottom on the front.
    This problem is irritating me....?

    To take panorama
    - ensure that the panorama option is on
    - press the shutter button once
    - you will see a line with an arrow
    - move around in a circle  ( I keep the camera steady and turn myself around in a circle)
    - as you do this you will see the arrow moving across the screen as it captures pictures
    - at the end of the capture, you will be able to see your panorama picture
    I hope that this helps, do report back.

  • Button to frame | button going back to the main frame (please help)

    these are the codes, by clicking the "FCFS" button it will generate another frame and from that frame another button will be pressed "accept" and it will go to another frame....
    my problem is that i nid to put codes on the "back" button to go back to the main frame were it started... please help me... thnks
    import javax.swing.*;
    import java.awt.*;
    import java.awt.event.*;
    public class Oscon extends JFrame
         private JButton fcfsB, priorityB, sjfB, rrB, exitB, creditsB;
         private fcfsButtonHandler fbHandler;
         private priorityButtonHandler pbHandler;
         private sjfButtonHandler sbHandler;
         private rrButtonHandler rbHandler;
         private exitButtonHandler ebHandler;
         private creditsButtonHandler cbHandler;     
         public Oscon()// main frame
              fcfsB = new JButton ("FCFS");
              fbHandler = new fcfsButtonHandler();
              fcfsB.addActionListener(fbHandler);
              priorityB = new JButton ("PRIORITY");
              pbHandler = new priorityButtonHandler();
              priorityB.addActionListener(pbHandler);
              sjfB = new JButton ("SJF");
              sbHandler = new sjfButtonHandler();
              sjfB.addActionListener(sbHandler);
              rrB = new JButton ("RR");
              rbHandler = new rrButtonHandler();
              rrB.addActionListener(rbHandler);
              exitB = new JButton ("EXIT");
              ebHandler = new exitButtonHandler();
              exitB.addActionListener(ebHandler);
              creditsB = new JButton ("CREDITS");
              cbHandler = new creditsButtonHandler();
              creditsB.addActionListener(cbHandler);
              setTitle("CPU SCHEDULING");
              Container pane =getContentPane ();     
              pane.setLayout(new GridLayout(2,3));
              pane.add(fcfsB);
              pane.add(priorityB);
              pane.add(sjfB);
              pane.add(rrB);
              pane.add(exitB);
              pane.add(creditsB);
              setSize(500,100);
              setVisible(true);
              setDefaultCloseOperation(EXIT_ON_CLOSE);
         public class fcfsButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
                   JFrame frame = new JFrame("FCFCS setting");
         final JLabel FCFSProcessL, FCFSp1L,FCFSp2L,FCFSp3L,FCFSp4L, FCFSbt;
              final JTextField FCFSp1TF,FCFSp2TF,FCFSp3TF,FCFSp4TF;
                        FCFSProcessL = new JLabel("PROCESS", SwingConstants.CENTER);
                        FCFSp1L     = new JLabel("P1:", SwingConstants.CENTER);
                        FCFSp2L     = new JLabel("P2:", SwingConstants.CENTER);
                        FCFSp3L     = new JLabel("P3:", SwingConstants.CENTER);
                        FCFSp4L     = new JLabel("P4:", SwingConstants.CENTER);
                        FCFSbt      = new JLabel("BT:", SwingConstants.CENTER);
                        FCFSp1TF= new JTextField (10);
                        FCFSp2TF= new JTextField (10);
                        FCFSp3TF= new JTextField (10);
                        FCFSp4TF= new JTextField (10);
                        JButton     FCFSokB = new JButton ("Accept");
                        FCFSokB.addActionListener(new ActionListener() {   
                        public void actionPerformed(ActionEvent e)
                                  JFrame frame2 = new JFrame("FCFCS");
                                  frame2.setSize(500,500);
                                  frame2.setVisible(true);
                                  frame2.setDefaultCloseOperation(EXIT_ON_CLOSE);
                                  JButton     FCFSclearB = new JButton ("clear");
                                  FCFSclearB.addActionListener(new ActionListener() {   
                                  public void actionPerformed(ActionEvent e)
                                  FCFSp1TF.setText("");
                                  FCFSp2TF.setText("");
                                  FCFSp3TF.setText("");
                                  FCFSp4TF.setText("");
                        JButton     FCFSBackB = new JButton ("Back");
                        FCFSBackB.addActionListener(new ActionListener() {   
                        public void actionPerformed(ActionEvent e)
                                  setTitle("CPU SCHEDULING");
                                  frame.setLayout(new GridLayout(7,2));
                                  frame.add(FCFSProcessL);
                                  frame.add(FCFSbt);
                                  frame.add(FCFSp1L);
                                  frame.add(FCFSp1TF);
                                  frame.add(FCFSp2L);
                                  frame.add(FCFSp2TF);
                                  frame.add(FCFSp3L);
                                  frame.add(FCFSp3TF);
                                  frame.add(FCFSp4L);
                                  frame.add(FCFSp4TF);
                                  frame.add(FCFSokB);
                                  frame.add(FCFSclearB);
                                  frame.add(FCFSBackB);
                                  frame.setSize(200,250);
                                  frame.setVisible(true);
                                  frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
         public class priorityButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
         public class sjfButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
                   System.exit (0);          
         public class rrButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
                   System.exit (0);          
         public class exitButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
                   System.exit (0);          
         public class creditsButtonHandler implements ActionListener
              public void actionPerformed(ActionEvent e)
                   System.exit (0);          
              public static void main (String [] args)
              Oscon O = new Oscon();
    }

    please help me revise my program, im almost done, i just nid to set the progress bar that it will run according to the waiting time, or set the progress bar to run in order.. these are the variable names of the progress bar(current1, then current2, then current3 then current4).
    i looked it up on the site and i cant really understand it... i just did the part where i included the progress bar to the interface. ijust want the 4 progress bars to run after clicking the accept button.... Please help me!!! its for my project and i didnt slept last night just working on this... i just nid help sir... thnks...
    these are the codes i made:
    import javax.swing.*;
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.JProgressBar;
    public class CPUSched
              public CPUSched()
              JFrame frame = new JFrame();
                   JProgressBar current1, current2, current3, current4;
                   Thread runner;
                   int num = 0;
              final JLabel ProcessL, p1L,p2L,p3L,p4L, bt, prioL, tqL, wtL, awtL, awtLA;
                   final JTextField p1TF,p2TF,p3TF,p4TF, prio1TF, prio2TF,prio3TF,prio4TF, tqTF ;
                   final JLabel      blank1, blank2, blank3, blank4, blank5, blank6, blank7, blank8, blank9, blank10, blank11,
                                       blank12, blank13, blank14, blank15;
                   final JLabel     blank16, blank17, blank18, blank19, blank20, blank21, blank22, blank23, blank24, blank25,
                                       blank26, blank27, blank28, blank29, blank30;
                   current1 = new JProgressBar(0, 2000);
                   current1.setValue(0);
         current1.setStringPainted(true);
                   current2 = new JProgressBar(0, 2000);
                   current2.setValue(0);
         current2.setStringPainted(true);
                   current3= new JProgressBar(0, 2000);
                   current3.setValue(0);
         current3.setStringPainted(true);
                   current4 = new JProgressBar(0, 2000);
                   current4.setValue(0);
         current4.setStringPainted(true);
                        ProcessL = new JLabel("PROCESS", SwingConstants.CENTER);
                        p1L     = new JLabel("P1:", SwingConstants.CENTER);
                        p2L     = new JLabel("P2:", SwingConstants.CENTER);
                        p3L     = new JLabel("P3:", SwingConstants.CENTER);
                        p4L     = new JLabel("P4:", SwingConstants.CENTER);
                        bt      = new JLabel("Burst Time:", SwingConstants.CENTER);
                        prioL= new JLabel("Priority (1-4):", SwingConstants.CENTER);
                        tqL= new JLabel("Time Quantum:", SwingConstants.CENTER);
                        wtL= new JLabel("Waiting time:", SwingConstants.CENTER);
                        awtL= new JLabel("Average Waiting time:");
                        awtLA= new JLabel("");
                        blank1= new JLabel("");
                        blank2= new JLabel("");
                        blank3= new JLabel("" ,SwingConstants.CENTER);
                        blank4= new JLabel("");
                        blank5= new JLabel("", SwingConstants.CENTER);
                        blank6= new JLabel("");
                        blank7= new JLabel("");
                        blank8= new JLabel("" ,SwingConstants.CENTER);
                        blank9= new JLabel("");
                        blank10= new JLabel("");
                        blank11= new JLabel("", SwingConstants.CENTER);
                        blank12= new JLabel("");
                        blank13= new JLabel("");
                        blank14= new JLabel("");
                        blank15= new JLabel("");
                        blank16= new JLabel("");
                        blank17= new JLabel("");
                        blank18= new JLabel("");
                        blank19= new JLabel("");
                        blank20= new JLabel("");
                        blank21= new JLabel("");
                        blank22= new JLabel("");
                        blank23= new JLabel("");
                        blank24= new JLabel("");
                        blank25= new JLabel("");
                        blank26= new JLabel("");
                        blank27= new JLabel("");
                        blank28= new JLabel("");
                        blank29= new JLabel("");
                        blank30= new JLabel("");
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