actionscript 3 - symbols placed on the timeline become undefined if stepping backwards -


I'm one. I am using frames as pages of a flash app in the timeline of SWF. The user can move to the advance frame by clicking a button on the next page. Similarly, navigating to the previous frame / page is also possible.

Most of the material is placed on the stage (i.e. created by dragging an example of a library symbol on the stage), but the properties of those examples, such as Probably may change through the action script Also, some objects are loaded with external flash files and are programmatically displayed with AdBull / Ad ChildAid.

The problem is, if I am on frame N + 1 and the program is on the platform, addBild is displayed on the platform, it is not placed on the stage) and navigate to frame n where there is an object which is the platform (Ie dragged from the library), the example of that object is undefined / tap and throws an error. I try to set my assets (like .views).

If I'm going to the next frame then the error does not come, only if I'm going to the last one, so I think that no one kind of start should be called while returning a frame. Used to be.

I was also thinking that the object would not be "live" for the next timeframe, i.e. their value would be lost due to scope and restart, but if there is no dynamically created object If not, I can navigate back and forth.

Is there a way to ensure that the object created on the platform does not disappear while navigating back to the previous frame?

The first, more useful part, is the answer: about timeline keyframes and script display objects Conflicting information can be given - whether they exist, where they live, and so on. For example, when you add an item by playing it in its frame, and then delete it with the script, and then play it again in its frame when this happens, there is no clear thing to flash, so that It becomes unpredictable. I believe what usually happens is that once you are summoned with a given object through the script, it will no longer be ignored on the timeline - but your mileage will be different.

After saying this, when you play backwards, the second and more mysterious part of the answer is. The internal flash function is different when looking forward and backward on the timeline, the flash behaves internally keyframe, because the changes applied in the forward direction, as you play forward, apply those changes in sequence Does. When you move backwards, still to frame N + from N + X, it does not scan those changes through intermediate X frames - it jumps back into frame 1 and frames n Accelerates faster with Generally, this amount is the same thing and you do not have to worry about it, but when you come into the joining area, where there is a script and timeline what should be on the platform, it has a different idea, you You can see things should behave differently the way you jump (as you are still).

To make things work predefined, try to ensure that any objects are added, updated and deleted in the same way - either by means of all the scripts, or through all the timeline. When it seems impossible, with your content structure Bella - Generally, the best solution is to convert your object into two nested people, so that you want to do things with the script, Sector level than those things are high or low you want to timeline.


Comments

Popular posts from this blog

asp.net - Javascript/DOM Why is does my form not support submit()? -

sockets - Delphi: TTcpServer, connection reset when reading -

javascript - Classic ASP "ExecuteGlobal" statement acting differently on two servers -