create js as3 flash canvas js frame code runs once - html

The js code generated in the files output in Adobe Animation for HTML5 Canvas contains an object for the movie clip that include the code that is to be run in each frame.
(lib.cdseacc02_07 = function(mode,startPosition,loop) {
// timeline functions:
this.frame_0 = function() {
if(typeof showNarration !== "undefined"){ showNarration(1); }
}
this.frame_644 = function() {
playSound("02_07_01wav");
}
this.frame_652 = function() {
this.closeBtn_1.addEventListener("click", closepopup_1.bind(this));
}
this.frame_738 = function() {
this.stop();
}
}).prototype = p = new cjs.MovieClip();
If gotoAndPlay is called on the movieclip from this code the code on the frame function is not run on the frames as they are passing by, this frame code only works the first time the timeline is played. Is there any way to make it so that the code on the frames can run each time the playhead passes that frame even if it was through a gotoAndPlay call in the code?

Frame actions should absolutely be played each time the timeline passes that frame, whether during gotoAndPlay or gotoAndStop. In fact, this sometimes causes issues where things event listeners are added multiple times (each time the framehead passes the script, like on your frame 652).
Can you post a simplified example of this not working?

Related

How to play animation and then play reverse on hover, start playing again until end on hover out using in Adobe Animate (Flash)?

Sorry this is so specific but I have combed through so many pages and videos and tutorials and can't figure this out.
I have all of my animations within a MovieClip. In the movie clip is also a stage sized white square button with the instance name "btn". Back on the main stage I have a second layer called "actions" with the following code applied to the first (and only) frame. It's not working. At all. (HUGE) tia
stop(); // this will stop the movie from playing at the start
btn.addEventListener((MouseEvent.ROLL_OVER, playMovie);
btn.addEventListener((MouseEvent.ROLL_OUT, stopMovie);
function playMovie(evt:MouseEvent):void {
play();
}
function stopMovie(evt:MouseEvent):void {
stop();
}
The problem is when you say play(); or stop(); which object are you really commanding? Your playMovie function could be in theory used to control many MovieClips at once, in different ways, so be specific with your commands...
btn.play(); //start the playback of "btn" MC
btn.stop(); //stop the playback of "btn" MC
Also consider using MOUSE_OVER/OUT instead ROLL_OVER/OUT etc but whatever works for you.
For reversing you will use btn.prevFrame(); together with an ENTER_FRAME event function. This function reads your Document settings for the FPS. For example, if you set 30 frames-per-sec then whatever instructions you put inside the event function will be processed 30 times per second.
See this other Answer for advice about reversing the playback of a MovieClip.
#VC.One is correct in how you should implement a solve to your issue, however in response to your comment on their answer, I thought I would demonstrate how to implement this fully for you - incase they don't.
var removeUpdate = false;
btn.addEventListener(MouseEvent.MOUSE_OVER, playMovie);
btn.addEventListener(MouseEvent.MOUSE_OUT, stopMovie);
function playMovie(evt:MouseEvent):void {
// Stop rewinding the movie clip and play it
if(removeUpdate){
stage.removeEventListener(Event.ENTER_FRAME, update);
removeUpdate = false;
}
// play our button
btn.play();
}
function stopMovie(evt:MouseEvent):void {
// stop our button
btn.stop();
// ... and rewind it
stage.addEventListener(Event.ENTER_FRAME, update);
removeUpdate = true;
}
function update(evt: Event){
// moves the button movie clip backwards one frame.
btn.prevFrame();
// If we have finished rewinding the movie clip, then stop
if(btn.currentFrame == 1){
stage.removeEventListener(Event.ENTER_FRAME, update);
removeUpdate = false;
}
}
It is important that you remove the update event because if you don't, the movie will never play again, because it will go one frame forward and then back again every frame due to; btn.play(); btn.prevFrame();

clickTAG and stop tag won't work simultaneously

I've created a swf banner and have added a stop(); action so it doesn't loop. As soon as I add the clickTAG to the file, the stop tag is ignored and continues to loop. I'm using Flash CC and as3. How do I get them both to work. I've done it before in older versions.
Here is my click tag:
clickTAG.addEventListener(MouseEvent.MOUSE_UP, onClick);
function onClick(e:MouseEvent):void {
var click_url:String = root.loaderInfo.parameters.clickTAG;
if(click_url) {
navigateToURL(new URLRequest(click_url), '_blank');
}
}
Here is my stop:
stop();
They are on different layers.
Are you having some output in the "COMPILER ERRORS" panel?.
please note that the code must be inserted into Actions Frame at first Frame and that you must have a transparent movie clip in the Stage with "clickTAG" as instance name.

external swf should unload when reaches final frame

I have a swf file loaded into a main movie. When the child is finished playing, ie reaches its final frame, I would like the swf to unload. Can anyone tell me what bits I can add to this code?
//start button
start_button_aboriginal.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_3,false,0,true);
import fl.display.ProLoader;
var fl_ProLoader_3:ProLoader;
var fl_ToLoad_3:Boolean = true;
function fl_ClickToLoadUnloadSWF_3(event:MouseEvent):void
{
//ADDED APR02 START
fl_ProLoader_3.contentLoaderInfo.addEventListener(Event.INIT, childInitHandler);
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
//ADDED APR02 END
if(fl_ToLoad_3)
{
fl_ProLoader_3 = new ProLoader();
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
addChild(fl_ProLoader_3);
fl_ProLoader_3.x = 114;
fl_ProLoader_3.y = 41;
}
else
{
removeChild(fl_ProLoader_3);
fl_ProLoader_3.unloadAndStop();
fl_ProLoader_3 = null;
}
// Toggle whether you want to load or unload the SWF
fl_ToLoad_3 = !fl_ToLoad_3;
}
You could
1) Use the undocumented addFrameScript function defined in the MovieClip class to place a callback on the last frame of the child SWF. Useful if you don't have control over the code in your loaded SWF.
addFrameScript() has the following signature:
addFrameScript(frameNumber, callback); //frameNumber is zero-based (unlike in the Flash authoring suite, here you would enter 0 to refer to the first frame, and 1 for the second.)
In the parent SWF, add the following:
function fl_ClickToLoadUnloadSWF_3(event:MouseEvent):void {
...
fl_ProLoader_3.contentLoaderInfo.addEventListener(Event.INIT, childInitHandler);
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
...
}
function childInitHandler(event:Event):void {
MovieClip(fl_ProLoader_3.content).addFrameScript(MovieClip(fl_ProLoader_3.content).totalFrames-1, unloadChild);
}
function unloadChild() {
fl_ProLoader_3.unloadAndStop();
}
If you're worried about addFrameScript going away - don't be. When you put code on the timeline, all that code is actually compiled into functions in the document class, with frame listeners added via addFrameScript.
Remember to define function unloadChild().
function unloadChild():void {
fl_ProLoader_3.unloadAndStop();
}
-OR-
2) Dispatch an event from your loaded SWF when it reaches the final frame.
In last frame of child SWF:
this.dispatchEvent(new Event("lastFrameReached"));
In parent SWF, add the following:
fl_ProLoader_3.content.addEventListener("lastFrameReached", unloadChild);
-OR-
3) Subscribe to the ENTER_FRAME event of the child and check if the child is on its last frame.
In parent SWF, add the following:
fl_ProLoader_3.content.addEventListener(Event.ENTER_FRAME, checkIfEnded);
function checkIfEnded(event:Event):void {
if (fl_ProLoader_3.content.currentFrame == fl_ProLoader_3.content.totalFrames) {
unloadChild();
}
}
I personally prefer addFrameScript - seems to me a cleaner solution. Callback runs once, you don't have to poll and you don't need to modify the child SWF.
There are a number of ways to solve this, and it has been asked many times...
Unload child swf on last frame of child swf
When External SWF has reached Frame X, how do I unload it?
That said, one way you could resolve this without creating event listeners on the child swf, is by periodically checking the child swf for the current frame. If it's the last one on the swf, call the unload method.
// once every second, indefinitely.
var tick:Timer = new Timer(1000, 0);
tick.addEventListener(TimerEvent.TIMER, checkSWF);
tick.start();
//Load something to the stage.
var loader:Loader = new Loader();
loader.load(new URLRequest("child.swf"));
addChild(loader);
function checkSWF(e:Event):void {
if (loader.content.currentFrame == loader.content.totalFrames) {
tick.stop(); // stop the timer
loader.unloadAndStop();
}
}

How to apply action to mulitple flash layers

I have 5 layers with symbols on each: a, b, c, d and e.
I am trying to work out how to apply the action bellow to a, c, d and e when you hover over b.
Also is there another action similar to ' gotoAndStop(0); ' that instead of going immediately to frame 0 it goes back the way it came?
Link to .Fla http://www.fileden.com/files/2012/11/27/3370853/Untitled-2.fla
stop();
stage.addEventListener(MouseEvent.MOUSE_OVER, playMovie); function playMovie(event) { play(); }
stage.addEventListener(MouseEvent.MOUSE_OUT, stopMovie); function stopMovie(event) { gotoAndStop(0); }
stop();
Thanks
EDIT
After looking at your .fla, here is what is missing/misplaced:
Layers in flash don't mean anything other than z-order/depth. You cannot manipulate a layer in code. All your animations are on the same timeline, so they will always play together. If you want an individual item to animate without the others, you'll have to do the animation on it's own timeline (not just it's only layer). You access your symbols own timeline by double clicking it - do your animation in there.
To reference items that are on the stage, you need to give them an instance name. You do that by clicking on the item that's on the stage, then in properties panel, there is field where you can put in an instance name. For the code below to work, you'd need to give them an instance name of "a","b","c","d","e" respectively. This is different than the symbol name in your library (though it can be the same name).
One way you could do this:
var btns:Vector.<MovieClip> = new Vector.<MovieClip>(); //create an array of all your buttons
btns.push(a,b,c,d,e); //add your buttons to the array
for each(var btn:MovieClip in btns){
btn.addEventListener(MouseEvent.MOUSE_OVER, btnMouseOver); // listen for mouse over on each of the buttons
btn.addEventListener(MouseEvent.MOUSE_OUT, btnMouseOut);
}
function btnMouseOver(e:Event):void {
for each(var btn:MovieClip in btns){ //loop through all your buttons
if(btn != e.currentTarget){ //if the current one in the loop isn't the one that was clicked
btn.play();
try{
btn.removeEventListener(Event.ENTER_FRAME,moveBackwards); //this will stop the backwards animation if running. it's in a try block because it will error if not running
}catch(err:Error){};
}
}
}
function btnMouseOut(e:Event):void {
for each(var btn:MovieClip in btns){ //loop through all your buttons
if(btn != e.currentTarget){ //if the current one in the loop isn't the one that was clicked
goBackwards(btn);
}
}
}
There is no nice way to play a timeline backwards, but there are ways to do it. One such way:
//a function you can call and pass in the item/timeline you want played backwards
function goBackwards(item:MovieClip):void {
item.stop(); //make sure the item isn't playing before starting frame handler below
item.addEventListener(Event.ENTER_FRAME, moveBackwards); //add a frame handler that will run the moveBackwards function once every frame
}
//this function will move something one frame back everytime it's called
function moveBackwards(e:Event):void {
var m:MovieClip = e.currentTarget as MovieClip; //get the movie clip that fired the event
if(m.currentFrame > 1){ //check to see if it's already back to the start
m.prevFrame(); //if not move it one frame back
}else{
m.removeEventListener(Event.ENTER_FRAME,moveBackwards); //if it is (at the start), remove the enter frame listener so this function doesn't run anymore
}
}

EnterFrame handler to run only while timeline is stopped on a certain frame

I have some code in a frame. It's basically
this.addEventListener(Event.ENTER_FRAME, handleUpdate);
function handleUpdate(e:Event):void
{...}
I want the code to be executed only when on that frame. But the handleUpdate function keeps getting called even when I'm out of that frame.
The timeline is stopped on this frame, and I want the handleUpdate to run continuously until the timeline moves off the frame.
If you're set on having the code for this on the frame in question, then you could do this:
var tmpCurFrame:int = currentFrame; //store the current frame
this.addEventListener(Event.ENTER_FRAME, handleUpdate)
function handleUpdate(e:Event):void {
if (tmpCurFrame != currentFrame) { //if the frame has changed, stop the frame handler
this.removeEventListener(Event.ENTER_FRAME, handleUpdate);
return;
}
//do your code
}
handleUpdate(null);
As an aside, it's much cleaner to have a document class and other class files that manage this sort of thing instead of using frame scripts. But if you all you're looking for is a quick and dirty tweak to your existing code, this should do the trick.
Haven't you heard about addFrameScript ?
It's perfect for your needs.
var desiredFrame = 25; // Timeline frame (starts from 1)
this.addFrameScript(desiredFrame-1, onFrame25); // 1st param is zero-based
function onFrame25():void
{
trace("I'm on frame", desiredFrame);
}
There's a few things you should consider with your approach:
Adding an ENTER_FRAME listener on the frame you care about happens after you enter that frame, so if the movieclip is playing you won't get an ENTER_FRAME event until the next frame (at which time it may have moved off that frame).
Be aware that code on a frame executes every time the playhead enters that frame, and you should be careful to remove listeners when appropriate for memory leak purposes.
So one approach would be to place this code on the frame in question - note that it also nicely removes its listener:
var thisFrame:int = currentFrame;
function handleUpdate(e:Event) {
if (currentFrame==thisFrame) {
// your code here...
} else {
// remove listener if we moved off the frame
removeEventListener(Event.ENTER_FRAME, handleUpdate);
}
}
// call it now because the listener won't fire until next frame
handleUpdate(null);
// add listener in prep for next ENTER_FRAME, though note that
// if we move off this frame, then the listener is removed above
addEventListener(Event.ENTER_FRAME, handleUpdate);
Another approach would be adding the following code on frame 1, so the listener always runs and is never cleaned up, and only performs the code when on frame 12:
addEventListener(Event.ENTER_FRAME, handleUpdate);
function handleUpdate(e:Event):void
{
if (currentFrame==12) {
// your code here...
}
}