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	<title>Comments on: Making Buttons Work in Flash CS3 (ActionScript 3.0)</title>
	<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3</link>
	<description>Luck is the residue of good design.</description>
	<pubDate>Wed, 19 Nov 2008 04:20:15 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.2</generator>

	<item>
		<title>by: Janysa</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-294077</link>
		<pubDate>Thu, 30 Oct 2008 03:16:50 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-294077</guid>
					<description>Waooo... you are awesome!!!... Thank you very much!!! It really works!!!</description>
		<content:encoded><![CDATA[<p>Waooo&#8230; you are awesome!!!&#8230; Thank you very much!!! It really works!!!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: David Stiller</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-293942</link>
		<pubDate>Wed, 29 Oct 2008 14:17:07 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-293942</guid>
					<description>Janysa,

The only thing wrong with your code, as shown, is that the pause and play portions aren't inside your &lt;code&gt;handleClick()&lt;/code&gt; function.  This should work:

&lt;pre&gt;&lt;code&gt;stop();
function handleClick (pEvent:MouseEvent):void {
  if (pEvent.target == back_btn) {
    prevFrame();
  }
  if (pEvent.target == forward_btn ) {
    nextFrame();
  }
  if (pEvent.target == play_btn ) {
    play();
  }
  if (pEvent.target == pause_btn ) {
    stop();
  }
}
back_btn.addEventListener(MouseEvent.CLICK, handleClick);
forward_btn.addEventListener(MouseEvent.CLICK, handleClick);
play_btn.addEventListener(MouseEvent.CLICK, handleClick);
pause_btn.addEventListener(MouseEvent.CLICK, handleClick);&lt;/code&gt;&lt;/pre&gt;

See the difference?  All the appropriate code is wrapped inside that function declaration (plus, I got rid of the &lt;code&gt;else&lt;/code&gt; occurrences.  They didn't hurt anything, but they weren't needed in this case.  Also, I omitted stop, because in this context, stop and pause are pretty much the same thing.</description>
		<content:encoded><![CDATA[<p>Janysa,</p>
<p>The only thing wrong with your code, as shown, is that the pause and play portions aren&#8217;t inside your <code>handleClick()</code> function.  This should work:</p>
<pre><code>stop();
function handleClick (pEvent:MouseEvent):void {
  if (pEvent.target == back_btn) {
    prevFrame();
  }
  if (pEvent.target == forward_btn ) {
    nextFrame();
  }
  if (pEvent.target == play_btn ) {
    play();
  }
  if (pEvent.target == pause_btn ) {
    stop();
  }
}
back_btn.addEventListener(MouseEvent.CLICK, handleClick);
forward_btn.addEventListener(MouseEvent.CLICK, handleClick);
play_btn.addEventListener(MouseEvent.CLICK, handleClick);
pause_btn.addEventListener(MouseEvent.CLICK, handleClick);</code></pre>
<p>See the difference?  All the appropriate code is wrapped inside that function declaration (plus, I got rid of the <code>else</code> occurrences.  They didn&#8217;t hurt anything, but they weren&#8217;t needed in this case.  Also, I omitted stop, because in this context, stop and pause are pretty much the same thing.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Janysa</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-293810</link>
		<pubDate>Tue, 28 Oct 2008 15:57:45 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-293810</guid>
					<description>Please …. this can’t be difficult…... I'm having problems with the following actionscript in a cs3 animation:

1. my buttons forward and backward are working perfect!!

2. I want to add the buttons play, pause and stop... but I'm having problems...

Could you help with this?

Thanks!!

Here is my actionscript!!

stop();
function handleClick (pEvent:MouseEvent):void 
   
	{
	if (pEvent.target == back_btn)
	{
		prevFrame();
	}
	else if (pEvent.target == forward_btn )
	{	
        nextFrame();
	}
	
}
back_btn.addEventListener(MouseEvent.CLICK, handleClick);
forward_btn.addEventListener(MouseEvent.CLICK, handleClick);

play_btn.addEventListener(MouseEvent.CLICK, handleClick);
pause_btn.addEventListener(MouseEvent.CLICK, handleClick);
stop_btn.addEventListener(MouseEvent.CLICK, handleClick);



//	if (pEvent.target == play_btn){
//		play();
		
//	}else if (pEvent.target == pause_btn){
//		pause();
//	}
// }</description>
		<content:encoded><![CDATA[<p>Please …. this can’t be difficult…&#8230; I&#8217;m having problems with the following actionscript in a cs3 animation:</p>
<p>1. my buttons forward and backward are working perfect!!</p>
<p>2. I want to add the buttons play, pause and stop&#8230; but I&#8217;m having problems&#8230;</p>
<p>Could you help with this?</p>
<p>Thanks!!</p>
<p>Here is my actionscript!!</p>
<p>stop();<br />
function handleClick (pEvent:MouseEvent):void </p>
<p>	{<br />
	if (pEvent.target == back_btn)<br />
	{<br />
		prevFrame();<br />
	}<br />
	else if (pEvent.target == forward_btn )<br />
	{<br />
        nextFrame();<br />
	}</p>
<p>}<br />
back_btn.addEventListener(MouseEvent.CLICK, handleClick);<br />
forward_btn.addEventListener(MouseEvent.CLICK, handleClick);</p>
<p>play_btn.addEventListener(MouseEvent.CLICK, handleClick);<br />
pause_btn.addEventListener(MouseEvent.CLICK, handleClick);<br />
stop_btn.addEventListener(MouseEvent.CLICK, handleClick);</p>
<p>//	if (pEvent.target == play_btn){<br />
//		play();</p>
<p>//	}else if (pEvent.target == pause_btn){<br />
//		pause();<br />
//	}<br />
// }
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: David Stiller</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-288379</link>
		<pubDate>Wed, 15 Oct 2008 15:17:15 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-288379</guid>
					<description>&lt;strong&gt;To Rick ...&lt;/strong&gt;

&lt;blockquote&gt;need to make it so when you click the word &quot;back&quot; it shows the overlay image for a few seconds and then goes to another webpage. Gosh that sounds confusing. I would really appreciate some help.&lt;/blockquote&gt;

There are often half a dozen ways to get anything done in Flash, but based on your description, I would convert the word &quot;back&quot; into a button or movie clip symbol, to make it something you can address with ActionScript.  With that prep work in place, your symbol would need an instance name, and so would the overlay image (which should be a movie clip symbol).  Your &quot;back&quot; button would set the &lt;code&gt;visible&lt;/code&gt; property of the overlay to &lt;code&gt;true&lt;/code&gt; (it would have previously been set to &lt;code&gt;false&lt;/code&gt;), then initiate a timer to trigger the code that goes to another web page.  It might look something like this:

&lt;pre&gt;&lt;code&gt;overlaySymbol.visible = false;

var overlayTimer:Timer = new Timer(2000, 1);
overlayTimer.addEventListener(TimerEvent.TIMER, timerHandler);
function timerHandler(evt:TimerEvent):void {
  navigateToURL(new URLRequest(&amp;#34;http://domain.com/&amp;#34;));
};

backSymbol.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  overlaySymbol.visible = true;
  overlayTimer.start();
};&lt;/code&gt;&lt;/pre&gt;

Notice that the &lt;code&gt;Timer&lt;/code&gt; constructor accepts two parameters.  The first one (2000) indicates how long to wait (here, 2,000 milliseconds [aka 2 seconds]), and the second one (1) tells how often to repeat the timer.

&lt;strong&gt;To SminRana ...&lt;/strong&gt;

I'm trying to understand what you're asking, but I'm not 100% sure I get it yet.  It sounds like you have a movie clip with numerous keyframes, and you want each keyframe's content to appear individually in the separate tiles of a tilelist component.

If that's it, it sounds like all you have to do is add the same movie clip to each tile as often as there are tiles.  While doing so, use the MovieClip.gotoAndStop() method to send that same movie clip to the appropriate frame, according to its association with a given tile.  You could probably do this with a for loop.

Does that make sense?

&lt;strong&gt;To Jeannie ...&lt;/strong&gt;

&lt;blockquote&gt;[I need] Simply... a &quot;PLAY&quot; graphic in center screen starts the animation/movie. Animation/movie plays normal unless you mouse over it, then a &quot;PAUSE&quot; graphic show up. If you choose this it becomes a &quot;PLAY&quot; graphic (while in the 'paused state'). In either case, rolling off the screen (hit area) makes it invisible… i.e. there is nothing in the &quot;UP&quot; state).&lt;/blockquote&gt;

I &lt;em&gt;think&lt;/em&gt; I understand what you're after, but I missed something, just write back and I'll try to clarify.  It sounds like you want a toggle button that pauses and plays timeline animation (as opposed to video content).  Playing and pausing timeline animation is as simply as invoking the relevant &lt;code&gt;MovieClip&lt;/code&gt; methods (&lt;code&gt;play()&lt;/code&gt; or &lt;code&gt;stop()&lt;/code&gt;, for example) on a given movie clip, including the main timeline (or some symbol).

If you want a toggle button, your best bet is to use a movie clip symbol instead of a button symbol.  Why?  Because movie clips let you control their timelines (&lt;code&gt;gotoAndStop()&lt;/code&gt;, for example), whereas buttons are pre-wired to respond visually to mouseovers, and they simply don't give you overriding control over which frame displays.

In frame 1 of this symbol, put your &quot;PLAY&quot; graphic or text.  In frame 2, put your &quot;PAUSE&quot; graphic or text.  Let's assume this symbol's instance name is &lt;code&gt;pausePlay&lt;/code&gt;:

&lt;pre&gt;&lt;code&gt;pausePlay.stop();

pausePlay.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
  } else {
    pausePlay.gotoAndStop(1);
  }
};&lt;/code&gt;&lt;/pre&gt;

So far, so good, right?  That first line stops the movie clip's timeline, so that it displays &quot;PLAY&quot; by default.  The &lt;code&gt;clickHandler()&lt;/code&gt; function checks what frame the movie clip is on.  If it's only frame 1 (showing &quot;PLAY&quot;), the code sends that movie clip to frame 2; if it's on frame 2, the code sends it to frame 1.  That effectively makes this symbol a &quot;toggle button.&quot;  Now you can introduce the code for whatever the &quot;button&quot; is supposed to do:

&lt;pre&gt;&lt;code&gt;pausePlay.stop();

pausePlay.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
    someOtherClip.play();
  } else {
    pausePlay.gotoAndStop(1);
    someOtherClip.stop();
  }
};&lt;/code&gt;&lt;/pre&gt;

&lt;blockquote&gt;The problem is… I have two sources of audio on the timeline that do not stop with the pause button. They just keep going until the next clip. How can I get EVERYTHING to stop?&lt;/blockquote&gt;

That's almost certainly because you're using audio whose Sync option is set to Event rather than Stream (I'm talking about Property inspector settings in keyframe that associates a sound with the timeline).  Event sounds load fully into memory before playing, while Stream sounds do not ... which is why Event sounds keep playing even if the timeline they're in has stopped.

In ActionScript 3.0, you use the AS3-equivalent of the &lt;code&gt;stopAllSounds()&lt;/code&gt; function:

&lt;pre&gt;&lt;code&gt;function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
    someOtherClip.play();
  } else {
    pausePlay.gotoAndStop(1);
    someOtherClip.stop();
    SoundMixer.stopAll();
  }
};&lt;/code&gt;&lt;/pre&gt;

... bear in mind, when you start the timeline again, that Event sound won't resume where it left off.  The only way to get that sound playing again is to send the playhead back to the keyframe that introduced the sound.  This might be reason enough to use the Stream setting for all the sounds in that particular timeline.

&lt;strong&gt;To Rioz ...&lt;/strong&gt;

See if my answer to Jeannie gets you started.  :)  Don't hesitate to write back if you need additional help.</description>
		<content:encoded><![CDATA[<p><strong>To Rick &#8230;</strong></p>
<blockquote><p>need to make it so when you click the word &#8220;back&#8221; it shows the overlay image for a few seconds and then goes to another webpage. Gosh that sounds confusing. I would really appreciate some help.</p></blockquote>
<p>There are often half a dozen ways to get anything done in Flash, but based on your description, I would convert the word &#8220;back&#8221; into a button or movie clip symbol, to make it something you can address with ActionScript.  With that prep work in place, your symbol would need an instance name, and so would the overlay image (which should be a movie clip symbol).  Your &#8220;back&#8221; button would set the <code>visible</code> property of the overlay to <code>true</code> (it would have previously been set to <code>false</code>), then initiate a timer to trigger the code that goes to another web page.  It might look something like this:</p>
<pre><code>overlaySymbol.visible = false;

var overlayTimer:Timer = new Timer(2000, 1);
overlayTimer.addEventListener(TimerEvent.TIMER, timerHandler);
function timerHandler(evt:TimerEvent):void {
  navigateToURL(new URLRequest(&quot;http://domain.com/&quot;));
};

backSymbol.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  overlaySymbol.visible = true;
  overlayTimer.start();
};</code></pre>
<p>Notice that the <code>Timer</code> constructor accepts two parameters.  The first one (2000) indicates how long to wait (here, 2,000 milliseconds [aka 2 seconds]), and the second one (1) tells how often to repeat the timer.</p>
<p><strong>To SminRana &#8230;</strong></p>
<p>I&#8217;m trying to understand what you&#8217;re asking, but I&#8217;m not 100% sure I get it yet.  It sounds like you have a movie clip with numerous keyframes, and you want each keyframe&#8217;s content to appear individually in the separate tiles of a tilelist component.</p>
<p>If that&#8217;s it, it sounds like all you have to do is add the same movie clip to each tile as often as there are tiles.  While doing so, use the MovieClip.gotoAndStop() method to send that same movie clip to the appropriate frame, according to its association with a given tile.  You could probably do this with a for loop.</p>
<p>Does that make sense?</p>
<p><strong>To Jeannie &#8230;</strong></p>
<blockquote><p>[I need] Simply&#8230; a &#8220;PLAY&#8221; graphic in center screen starts the animation/movie. Animation/movie plays normal unless you mouse over it, then a &#8220;PAUSE&#8221; graphic show up. If you choose this it becomes a &#8220;PLAY&#8221; graphic (while in the &#8216;paused state&#8217;). In either case, rolling off the screen (hit area) makes it invisible… i.e. there is nothing in the &#8220;UP&#8221; state).</p></blockquote>
<p>I <em>think</em> I understand what you&#8217;re after, but I missed something, just write back and I&#8217;ll try to clarify.  It sounds like you want a toggle button that pauses and plays timeline animation (as opposed to video content).  Playing and pausing timeline animation is as simply as invoking the relevant <code>MovieClip</code> methods (<code>play()</code> or <code>stop()</code>, for example) on a given movie clip, including the main timeline (or some symbol).</p>
<p>If you want a toggle button, your best bet is to use a movie clip symbol instead of a button symbol.  Why?  Because movie clips let you control their timelines (<code>gotoAndStop()</code>, for example), whereas buttons are pre-wired to respond visually to mouseovers, and they simply don&#8217;t give you overriding control over which frame displays.</p>
<p>In frame 1 of this symbol, put your &#8220;PLAY&#8221; graphic or text.  In frame 2, put your &#8220;PAUSE&#8221; graphic or text.  Let&#8217;s assume this symbol&#8217;s instance name is <code>pausePlay</code>:</p>
<pre><code>pausePlay.stop();

pausePlay.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
  } else {
    pausePlay.gotoAndStop(1);
  }
};</code></pre>
<p>So far, so good, right?  That first line stops the movie clip&#8217;s timeline, so that it displays &#8220;PLAY&#8221; by default.  The <code>clickHandler()</code> function checks what frame the movie clip is on.  If it&#8217;s only frame 1 (showing &#8220;PLAY&#8221;), the code sends that movie clip to frame 2; if it&#8217;s on frame 2, the code sends it to frame 1.  That effectively makes this symbol a &#8220;toggle button.&#8221;  Now you can introduce the code for whatever the &#8220;button&#8221; is supposed to do:</p>
<pre><code>pausePlay.stop();

pausePlay.addEventListener(MouseEvent.CLICK, clickHandler);
function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
    someOtherClip.play();
  } else {
    pausePlay.gotoAndStop(1);
    someOtherClip.stop();
  }
};</code></pre>
<blockquote><p>The problem is… I have two sources of audio on the timeline that do not stop with the pause button. They just keep going until the next clip. How can I get EVERYTHING to stop?</p></blockquote>
<p>That&#8217;s almost certainly because you&#8217;re using audio whose Sync option is set to Event rather than Stream (I&#8217;m talking about Property inspector settings in keyframe that associates a sound with the timeline).  Event sounds load fully into memory before playing, while Stream sounds do not &#8230; which is why Event sounds keep playing even if the timeline they&#8217;re in has stopped.</p>
<p>In ActionScript 3.0, you use the AS3-equivalent of the <code>stopAllSounds()</code> function:</p>
<pre><code>function clickHandler(evt:MouseEvent):void {
  if (pausePlay.currentFrame == 1) {
    pausePlay.gotoAndStop(2);
    someOtherClip.play();
  } else {
    pausePlay.gotoAndStop(1);
    someOtherClip.stop();
    SoundMixer.stopAll();
  }
};</code></pre>
<p>&#8230; bear in mind, when you start the timeline again, that Event sound won&#8217;t resume where it left off.  The only way to get that sound playing again is to send the playhead back to the keyframe that introduced the sound.  This might be reason enough to use the Stream setting for all the sounds in that particular timeline.</p>
<p><strong>To Rioz &#8230;</strong></p>
<p>See if my answer to Jeannie gets you started.  <img src='http://www.quip.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   Don&#8217;t hesitate to write back if you need additional help.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Rioz</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-288361</link>
		<pubDate>Wed, 15 Oct 2008 11:46:57 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-288361</guid>
					<description>Please please please help.... this can't be difficult..... still, not a single simple answer online for the following actionscript in a cs3 animation:

one single button (myButton) onPress &amp;#62; pauses and onPress &amp;#62; plays ...

1) myAnimation is playing...

2) onPress myButton pauses the animation

3) onPress myButton (same button) resumes/continues to play the animation

many thanks in advance</description>
		<content:encoded><![CDATA[<p>Please please please help&#8230;. this can&#8217;t be difficult&#8230;.. still, not a single simple answer online for the following actionscript in a cs3 animation:</p>
<p>one single button (myButton) onPress &gt; pauses and onPress &gt; plays &#8230;</p>
<p>1) myAnimation is playing&#8230;</p>
<p>2) onPress myButton pauses the animation</p>
<p>3) onPress myButton (same button) resumes/continues to play the animation</p>
<p>many thanks in advance
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Jeannie</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-286791</link>
		<pubDate>Wed, 08 Oct 2008 22:05:42 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-286791</guid>
					<description>OKay, KINDA got it working.
Here is what I have on the first frame
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
import flash.events.EventDispatcher;
import flash.display.MovieClip;
this.stop();

function gotoFirstFrame(event:Event):void {
	this.gotoAndPlay(&quot;StartFrame&quot;);
}
btnPlay.addEventListener(MouseEvent.CLICK,gotoFirstFrame);

!!!!!!!!!!!!!!!!!
where &quot;StartFrame&quot; is the label on Frame#2
Here is what i put on the mouseover play/pause buttons.
No, these don't toggle, but sit side-by-side.
(I would prefer the toggle, but can't seem to make that happen :-(  )

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
import flash.events.MouseEvent;
btnPause.addEventListener(MouseEvent.CLICK,pauseDemo);
btnPlay2.addEventListener(MouseEvent.CLICK,playOn);

function playOn(event:Event):void {
	this.play();
}

function pauseDemo(event:Event):void {
	this.stop();
}

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The problem is... I have two sources of audio on the timeline that do not stop with the pause button. They just keep going until the next clip. How can I get EVERYTHING to stop?

Your assistance is greatly appreciated.
jeannie</description>
		<content:encoded><![CDATA[<p>OKay, KINDA got it working.<br />
Here is what I have on the first frame<br />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />
import flash.events.EventDispatcher;<br />
import flash.display.MovieClip;<br />
this.stop();</p>
<p>function gotoFirstFrame(event:Event):void {<br />
	this.gotoAndPlay(&#8221;StartFrame&#8221;);<br />
}<br />
btnPlay.addEventListener(MouseEvent.CLICK,gotoFirstFrame);</p>
<p>!!!!!!!!!!!!!!!!!<br />
where &#8220;StartFrame&#8221; is the label on Frame#2<br />
Here is what i put on the mouseover play/pause buttons.<br />
No, these don&#8217;t toggle, but sit side-by-side.<br />
(I would prefer the toggle, but can&#8217;t seem to make that happen <img src='http://www.quip.net/blog/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' />   )</p>
<p>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />
import flash.events.MouseEvent;<br />
btnPause.addEventListener(MouseEvent.CLICK,pauseDemo);<br />
btnPlay2.addEventListener(MouseEvent.CLICK,playOn);</p>
<p>function playOn(event:Event):void {<br />
	this.play();<br />
}</p>
<p>function pauseDemo(event:Event):void {<br />
	this.stop();<br />
}</p>
<p>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</p>
<p>The problem is&#8230; I have two sources of audio on the timeline that do not stop with the pause button. They just keep going until the next clip. How can I get EVERYTHING to stop?</p>
<p>Your assistance is greatly appreciated.<br />
jeannie
</p>
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				</item>
	<item>
		<title>by: Jeannie</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-286779</link>
		<pubDate>Wed, 08 Oct 2008 20:50:22 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-286779</guid>
					<description>Question about toggling a button.
I have a little demo. On the first frame I have a &quot;PLAY&quot; graphic, which (obviously) begins the demo playing. I would like to add a &quot;PAUSE&quot; graphic when I mouse over the demo that would change to a &quot;PLAY&quot; graphic if the demo is paused. There is animation as well as sound in this demo, but NO video playback.  I see lots of info for the FLVPlayer... but that is NOT what I want.

Simply... a &quot;PLAY&quot; graphic in center screen starts the animation/movie. Animation/movie plays normal unless you mouse over it, then a &quot;PAUSE&quot; graphic show up. If you choose this it becomes a &quot;PLAY&quot; graphic (while in the 'paused state'). In either case, rolling off the screen (hit area) makes it invisible... i.e. there is nothing in the &quot;UP&quot; state).

Need a sample and some AS3 code... i see a bunch of AS2 stuff...but I need AS3.
Can you help?
Your assistance is greatly appreciated.</description>
		<content:encoded><![CDATA[<p>Question about toggling a button.<br />
I have a little demo. On the first frame I have a &#8220;PLAY&#8221; graphic, which (obviously) begins the demo playing. I would like to add a &#8220;PAUSE&#8221; graphic when I mouse over the demo that would change to a &#8220;PLAY&#8221; graphic if the demo is paused. There is animation as well as sound in this demo, but NO video playback.  I see lots of info for the FLVPlayer&#8230; but that is NOT what I want.</p>
<p>Simply&#8230; a &#8220;PLAY&#8221; graphic in center screen starts the animation/movie. Animation/movie plays normal unless you mouse over it, then a &#8220;PAUSE&#8221; graphic show up. If you choose this it becomes a &#8220;PLAY&#8221; graphic (while in the &#8216;paused state&#8217;). In either case, rolling off the screen (hit area) makes it invisible&#8230; i.e. there is nothing in the &#8220;UP&#8221; state).</p>
<p>Need a sample and some AS3 code&#8230; i see a bunch of AS2 stuff&#8230;but I need AS3.<br />
Can you help?<br />
Your assistance is greatly appreciated.
</p>
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		<title>by: SminRana</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-278646</link>
		<pubDate>Thu, 25 Sep 2008 00:47:57 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-278646</guid>
					<description>Dear Dave.

I want to ask you few question if you reply within short time that would be great for i am in middle of project, in the stage i got &quot;viewport&quot; movieclip,
in viewport suppose i got 100 keyframe each keyframe hold different object ,

question is, how can i add those keyframe into another movie/components like Tile List components in cs3 , working in cs3. basically it pdf2swf tool project , i want to get all viewport keyframe into a tilelist components,when user click a button.
N.B. viewport keyframe and object generated by java script engine from outside, i mean  after deploying the swf file .</description>
		<content:encoded><![CDATA[<p>Dear Dave.</p>
<p>I want to ask you few question if you reply within short time that would be great for i am in middle of project, in the stage i got &#8220;viewport&#8221; movieclip,<br />
in viewport suppose i got 100 keyframe each keyframe hold different object ,</p>
<p>question is, how can i add those keyframe into another movie/components like Tile List components in cs3 , working in cs3. basically it pdf2swf tool project , i want to get all viewport keyframe into a tilelist components,when user click a button.<br />
N.B. viewport keyframe and object generated by java script engine from outside, i mean  after deploying the swf file .
</p>
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		<title>by: Rick</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-251158</link>
		<pubDate>Thu, 21 Aug 2008 02:27:04 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-251158</guid>
					<description>Hi Dave,

I'm having a problem with a project that sounds really simple to do, but I can't seem to figure it out.  I have a PSD file with 2 layers, a background and a small overlay graphic.  The images are of a storybook, and the large 1024 x 1606 layer is the background.  The smaller overlay image is in the bottom right corner.  This is going to be a webpage and the background graphic has the word &quot;back&quot; in the bottom right corner as well as in the overlay.  The overlay graphic is changed a bit.  I need to make it so when you click the word &quot;back&quot; it shows the overlay image for a few seconds and then goes to another webpage.  Gosh that sounds confusing.  I would really appreciate some help.  If you need any further info, feel free to email me.  Thanks for your time.</description>
		<content:encoded><![CDATA[<p>Hi Dave,</p>
<p>I&#8217;m having a problem with a project that sounds really simple to do, but I can&#8217;t seem to figure it out.  I have a PSD file with 2 layers, a background and a small overlay graphic.  The images are of a storybook, and the large 1024 x 1606 layer is the background.  The smaller overlay image is in the bottom right corner.  This is going to be a webpage and the background graphic has the word &#8220;back&#8221; in the bottom right corner as well as in the overlay.  The overlay graphic is changed a bit.  I need to make it so when you click the word &#8220;back&#8221; it shows the overlay image for a few seconds and then goes to another webpage.  Gosh that sounds confusing.  I would really appreciate some help.  If you need any further info, feel free to email me.  Thanks for your time.
</p>
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		<title>by: Joe</title>
		<link>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-248909</link>
		<pubDate>Fri, 15 Aug 2008 20:30:38 +0000</pubDate>
		<guid>http://www.quip.net/blog/2007/flash/making-buttons-work-in-flash-cs3#comment-248909</guid>
					<description>Okay, thanks for your help Dave! I'm sure I'll end up contacting you again.

many thanks,
J5</description>
		<content:encoded><![CDATA[<p>Okay, thanks for your help Dave! I&#8217;m sure I&#8217;ll end up contacting you again.</p>
<p>many thanks,<br />
J5
</p>
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