Replay using gotoandPlay - actionscript-3

I'm creating a animation with two scenes. One and two, from the first scene the gotoandPlay from frame 1 to 2, to start the animation works. I working on the function from frame 121 to return to frame 1 and allow the user to replay scene one on click of the same play button to start again. But it doesn't work. Any help would be great. Thanks everyone.
Scene 1
stop();
btn_next.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_3);
function fl_ClickToGoToAndPlayFromFrame_3(event:MouseEvent):void
{
gotoAndPlay(2);
}
Scene 2
stop();
btn_return.addEventListener(MouseEvent.CLICK,fl_ClickToGoToAndStopAtFrame_2);
function fl_ClickToGoToAndStopAtFrame_2(event:MouseEvent):void
{
gotoAndStop(1);
}

This is my guess:
In your first instance, the gotoAndPlay(2) goes to frame 2 of scene 1, which doesn't exist, so the playhead progress to the following scene.
In the second instance, the gotoAndStop(1) goes to frame 1 of scene 2, which does exist, so the playhead goes there and stays there.
Possible solution:
you might want to use the gotoAndPlay(1, "scene 1") syntax, which should fix your problem. Also you might want to skip scenes altogether to avoid these headaches ...

Related

gotoAnPlay() returns to first frame after being called twice with same number

I have two keyframes in my scene. In the first one, I have the following code:
import flash.events.KeyboardEvent;
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, foo);
function foo(event:KeyboardEvent):void {
gotoAndPlay(2);
}
In the second one, I have the following code:
stop();
On the first time I press a key, the scene goes to frame 2 as expected. But on the second time, it goes to frame 1.
Also, if I use gotoAndStop instead of gotoAndPlay, the scene always goes to frame 2.
Anyone knows the reason behind this behavior?
As it's defined by Adobe, gotoAndPlay()
Starts playing the SWF file at the specified frame ...
So if you are in the second frame of your scene, when you do gotoAndPlay(2) it has the same action as a simple play(), that's why you will be back to your first frame. And it's the same behavior with gotoAndStop(2) when it's executed in the second frame, it's equal to a simple stop().
Conclusion :
gotoAndPlay() when it's called from a frame and to go and play the same frame, it's equal to a simple play().
gotoAndStop() when it's called from a frame and to go and stop the same frame, it's equal to a simple stop().
Hope that can help.

how to set actionscript code to execute only once

Okay so I have a movieclip called a_mc, if you click the movieclip, it goes to frame 5, and then on frame 5 there is a button called close_btn where if you click the button, it goes back to frame 1 and it is supposed to make a_mc invisible. Here is the actionscript code for frame 1.
stop();
a_mc.addEventListener(MouseClick.CLICK, aClicked);
function aClicked(event:MouseEvent):void {
gotoAndStop(5);
}
and on frame 5, the actionscript code is
stop();
close_btn.addEventListener(MouseEvent.CLICK, closeCLicked);
function closeClicked(event:MouseEvent):void {
gotoAndStop(1);
a_mc.visible = false;
a_mc.removeEventListener(MouseEvent.CLICK, aClicked);
}
see, the problem is, in frame 5, I make a_mc invisible and remove the event listener and go back to frame 1 and on frame one, it always executes the actionscript code so it again creates the event listener and makes a_mc visible. Any idea on how to stop this from happening?
I tried putting the code from frame 1 into a package and then a class and then a constructer method but it is saying
"Syntax error: package is unexpected"
Could you put all the code that you want to execute once in frame 1? - don't call stop() and let it run to the next frame.
Then put the rest of your code in other key frames and don't use gotoAndStop(1) so frame 1 is only called once?
You can try not removing the event listener on a_mc in frame 5, and then in frame 1 check if the event listener is already present (a_mc.hasEventListener()) as a signal that frame 1 has already been shown. Not exactly a 'bets practices' solution, but it might work.
Unfortunately, depending on the actual conents of those clip, and what happens in other frames, it may be the problem you're having is a consequence of the way movieclip object works in flash. When a frame is changed, flash instantiates new objects on the stage (added in new frame), and removes the ones not needed anymore (depending on the contents, but generally it's true). The 'a_mc' object that you manipulate in frame 5 may not be the same 'a_mc' object that is on the stage when you go back to frame 1. It may have been deleted and reinstantiated in the meantime.
To avoid things like that, it would be a better solution to have controlling code in a class outside of the timeline of the animating clip, or at least to keep the state in a separate object. I work in Flash Builder so I can't help you with the details of such organization in Flash Pro (which I presume you're using), but you could probably have all code on the frame 1 of the main clip, and then put the other movieclips with buttons and stuff as children of the main clip. That way main clip can control the state, and know what to show when.

Actionscript 3 how to gotoAndPlay without pressing buttons

So, I have movieclip named intro. When the intro runs out of frames, how do I tell it to gotoandPlay to maintimeline or upper movieclip without needing user to press any buttons? shouldnt be that hard, right? it was really super easy in actionscript 2, but in 3 I cant even seem to find help/tutorial to do this!
thanks!
Clarify what exactly you would like to play afterwards?
It could be as simple as adding a line of code to the last frame of the animation:
gotoAndPlay(3); // will goto a frame within the same move clip
Or to play a different movieclip:
MovieClip(this.parent as MovieClip).gotoAndPlay(3); //tell your parent to goto a specific frame
Or
MovieClip(this.parent as MovieClip).parentObject.gotoAndPlay(3); //tell one of your parents movieclips to start playing
EDIT:
A bit more out there method, placing this code on the parents timeline to check when the movieclip is finished:
intro.addEventListener(Event.ENTER_FRAME, checkFrame);
function checkFrame(e:Event):void{
if(intro.currentFrame==intro.totalFrames){
//do something
someMovieClip.gotoAndPlay(3);
}
}

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.

In actionscript 3, how do i address objects that aren't on frame 1?

I have an object (button) on frame 2 of my timeline, with the name btnMenu. When clicked, i want to return to frame 1 in the timeline. Actionscript 3 does not allow me to bind the eventlistener to the button from my code on frame 1.
Layout:
layer 1: Actions, only on frame 1
layer 2: btnMenu, only on frame 2 (with an empty frame in front)
Code:
stop(); // don't automatically go to frame 2
btnMenu.addEventListener(MouseEvent.CLICK, function() { gotoAndStop(1); }
(and other code to go to frame 2 obviously)
The error i get is "can't find method/property of object that is null" (roughly translated).
Please help?
You can only access objects that are on the same frame where your code lives. You have several ways to get around this. Depends how you want to structure you application.
You can move all your buttons to the frame where you have the code, toggle their visibility to false and once you reach the frame where the button should be visible just set it to true.
Other way is to move the addEventListener code to the same frame of your button. You can still access your code in the first frame, and call function if you need so.
Consider the following:
// code in first frame
stop();
function goto(evt:MouseEvent):void {
gotoAndStop(1);
}
// code in button frame
stop();
btnMenu.addEventListener(MouseEvent.CLICK, goto);