Adobe Flash CS3 - "do something" only when playhead hit a defined keyframe - actionscript-3

I would like to know how to create in Adobe Flash CS3 a button that will execute a function (like gotoAndPlay(51) but ONLY when playhead hit a defined keyframe from timeline.
Here is a drawing that does explain better what I want to do
So after I click the button, it will wait until the playhead hit the closest defined keyframe, only then it will execute my desired function.
Any help is appreciated.

There are a few ways to accomplish this. The most succinct way is to use an undocumented* feature called addFrameScript
What you can do with that method, is place code on a specific frame at runtime.
So, you could do something like:
//listen for the click on your button
myButton.addEventListener(MouseEvent.CLICK, buttonClickHandler);
//which frame should the gotoAndPlay run on?
var targetFrame:int = 19; //this is actually frame 20, since frames are 0 based in script
//this function will run on the above frame
function goto51(){
//goto frame 51
gotoAndPlay(51);
//remove the frame script
addFrameScript(targetFrame, null);
}
function btnClickHandler(e:Event) {
//use addFrameSCript to run the function goto51 on the target frame
addFrameScript(targetFrame, goto51);
}
*-one should point out that using undocumented features of a language comes with risk of the feature being taken out on a future version, however given the current life cycle stage of AS3, this is very unlikely

Related

Actionscript-3 looping issue--Adobe Animate CC

My employer decided they wanted me to start doing animation with Adobe's new "Animate CC" application. My issue is that I don't know how to loop my animation outside of the Adobe Animate environment. I am new to Adobe Animate CC and ActionScript, unfortunately, so I will probably need a relatively basic answer to understand why my solution isn't working. From what I can tell, my ActionScript code is being ignored by the IDE completely.
In the IDE and in the browser test command, the animation plays beyond frame 100, to the end, and then flashes a frame of white before repeating. I need it to loop without this white frame interrupting the screen, whether that be through a loop or some other means that I'm just not aware of.
For context: my project has about 100 layers of content and I'm unfamiliar with how this program works. I've thoroughly searched the web for tutorials on how to do what I need to do, but I've come up empty handed.
I have an actions layer among my motion tweens and other layers
https://gyazo.com/6e0b8502d98b6c9903bb96ac3a939bae
I've been trying to use gotoAndPlay(0) at frame 100 to start the animation over from the beginning.
https://gyazo.com/704ee7158bae6dfd149b6283cfa33451
Basically, how do I use Action-Script in Adobe Animate CC in order to infinitely loop my animation until closed?
Thanks everyone.
Your flicker may be a result of having an extra blank keyframe on one of your layers.
Assuming that you don't have any additional scripts to stop your animation (e.g. stop()), the Timeline should loop automatically whether your animation is inside a MovieClip or on the main Timeline. You shouldn't have to put any script on your timeline or in a separate AS file to make an animation loop. I would suggest this method.
Additionally, although you have the code specifying that you want it to go the first frame, it will ignore your call because the timeline is still playing and therefore the priority. One way you can combat this is by adding a stop(); function and a delay timer that contains your gotoAndPlay(0) function. This will take focus away from playing the Timeline and will allow you to execute your script. I wouldn't suggest this method because it seems a bit redundant.
However, if you're curious one way that you could approach this is shown below, simply add this script to the frame you want the animation to restart at.
//Stop the Timeline
stop();
//Create a delay timer for 5 miliseconds that is executed once
var timer:Timer = new Timer(5,1);
//Add an event listener that calls once the timer is complete
timer.addEventListener(TimerEvent.TIMER_COMPLETE, timerHandler);
//Start the timer
timer.start();
//Timer handler that is called once the delay timer is complete
function timerHandler(event:TimerEvent){
//Go to and play the first frame
gotoAndPlay(0);
}

My AS3 code will not run my animation properly

I want to be able to press any key on my keyboard so as to appear to be typing my specific
text. No matter what key is pressed, the same scripted text appears, letter by letter(one per keystroke)/frame by frame. Can anyone help me here? As it stands, my animation just continues to loop unless I hit enter (then it stops until pressed again.)
stop();
var keyList:Object = new Object();
keyList.onKeyUp = function () {
nextFrame();
}
Key.addListener(keyList);
stop();
Using Flash cc-thanks
Your code appears to be AS2 rather than AS3?
If your looking for AS3 functionality, you'll want to do something like listen to the stage for keyboard events, and then have an event handler that progresses the frame.
stage.addEventListener(KeyboardEvent.KEY_DOWN,_handleKeyboardPress);
function _handleKeyboardPress(e:KeyboardEvent)
{
nextFrame();
}
Your code looks as though it would work if you are publishing to AS2 though?

How to code a play and pause button in flash AS3

I have made a simple game in flash. It includes a timer, falling objects and an object controlled by using swipe. So is there a way to stop every activity with the pause button and start it back again with the play button. Basically I want the whole stage to pause and play using buttons.
There is no way to do it automaticaly. You could base your entire game on a timer (even for animations and physics) and pause this timer. But this is a feature you have to think about during the very design of your game. Now I guess you just have to pause every movieclip, cancel your listeners to ENTER_FRAME and pause your timer.
Many game engines such as Flixel or FlashPunk include this feature
The way I do this in as3 is to run two timers, one that always runs at about 500ms and another that runs at framerate that varies with the speed of the game. Something like
public var speedControl:int = 15;
public var tick:Timer;
public function timers():void{
tick = new Timer(1000/speedControl);
tick.addEventListener(TimerEvent:TIMER,tickd);
tick.start();
}
public function tickd(t:TimerEvent):void{
// the timer has ticked
}
public function pause():void{
tick.stop();
}
public function play():void{
tick.start();
}
This is a basic example of course created on the fly, but you can call the pause or play button with a standard event listener. If your whole stage runs off of the timer, it will all stop. I use a second timer however that doesnt get stopped and started with the functions also. You really do want some things to run all the time.
If you wouldn't mind using the FP 11.8 Beta, it has that feature nativly to stop all movieclips recursively. Check it out here:
http://labs.adobe.com/technologies/flashruntimes/flashplayer/

If statement in AS3 not working

This is an if stament on a frame on the root. I want to loop Carrera(a lenghthy movieclip) from frame 2 back to frame 1. (For testing purposes)
This is the code:
if (MovieClip(root).Carrera.currentFrame==2){
MovieClip(root).Carrera.gotoAndPlay(1);
}
The MovieClip keeps going, ignoring the if statement.
What I'm doing working?
There's no bug with the if statement, it's just not being evaluated when you expect it to be.
When you place code in a frame, it gets executed right away, when that frame gets entered. So, when the first frame starts, the if is executed, whose condition is false at that time. And it never gets re-executed, because you never tell it to be. There is no such thing as "standing orders" in AS3 ;-)
Instead, you can check on every frame by adding an event listener:
addEventListener(Event.ENTER_FRAME, function (e) {
if (MovieClip(root).Carrera.currentFrame==2){
MovieClip(root).Carrera.gotoAndPlay(1);
}
});
Or, you can just place gotoAndPlay(1); on the second frame of Carrera (not the root).
You have to understand that you are running this if statement only once. Even if the Carrera clip is at frame 2 in that exact moment, the clip will jump to play 1 and continue playing - there is nothing to make it do the jump again, and thus there can never be a loop.
In order for this to work, you have to run this same statement again and again - every time the clip jumps to a new frame.
For example, you can do this by a) attaching this script to frame 2 of the Carrera clip (not the root!):
gotoAndPlay(1);
or b) adding an event listener to it:
MovieClip(root).Carrera.addEventListener (Event.ENTER_FRAME,
function ( ev:Event ) : void {
var cl:MovieClip = ev.target as MovieClip;
if (cl.currentFrame == 2) cl.gotoAndPlay(1);
}
There are many more ways to do this, but unless you are going to do more complicated things than jumping to frames every now and then, I would advise you to go for the first option - it seems you should learn more about ActionScript before trying out event listeners.
Things to test...
Is MoveClip(root) defined at the point in execution?
Is MoveClip(root).Carrera defined at the point in execution?
Is MovieClip(root).Carrera playing (or have you called stop on it so it's just sittin in frame 1?

stopping on the last frame (flash)

I want my movieclip to play once and stop on the last frame. I use the following code in the loop of my movieclip class. (this is as3)
if(currentFrame == 120)
stop();
120 is the last frame. It plays once. but the problem is it goes back to frame 1 again. is there a better method of stopping a movieclip on a particular frame.
If you want to do it with actionscript and not add a stop() to the last frame on the timeline manually, then you can use the undocumented addFrameScript() method.
mc.addFrameScript(mc.totalFrames - 1, function():void
{
mc.stop();
});
Can't remember the scope of the function, but you can either use mc.stop(), or just stop().
*EDIT - Added -1 to the first parameter of addFrameScript, because it is zero based (so to put a frameScript on frame 10 you would put 9).
On the timeline, you can just put a keyframe at the end, and add the stop(); method there. When it reaches that frame, the stop(); method will execute, and the clip will stop.
Assuming you are using the timeline that is, but sounds like you are.
Easiest way:
Just select the last Frame in the timeline. Open the Actions pane(F8). Ensure the frame u selected is still selected, if not then select again while the Actions pane is open.
After selecting, just add the simple stop() function in the the 'Action-Frame' pane.
//add the following line to the actions pane of the last frame.
stop();
You're done. You can optionally add a replay button if needed.
This seems more along the lines of what you're looking for:
addEventListener(Event.ENTER_FRAME, function(e:Event){
if(currentFrame == totalFrames){
stop();
removeEventListener(event.type, arguments.callee);
}
});
I added an event listener (for Actionscript 3) so on every frame this function will fire and check what frame it is on. If it's the last frame it will stop. Based on your example I'm presuming you have a class that's extending MovieClip.