Actionscript-3 looping issue--Adobe Animate CC - actionscript-3

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);
}

Related

Flash AS3 | Looping sound for each animation set

with University done I've finally had time to go back to practicing my Flash work, and I need some help with getting sound to loop and change depending on what part of the animation is playing.
This is also partly a follow up question to an older one I asked, so look here to get more detail as to where I'm coming from if you don't understand! (I've solved that issue, the current one relates to following up on it!)
Flash AS3 | Finishing current animation set before code is executed
The situation is basic: I have two different scenes, one of a man walking and one of a man running. It loops seamlessly of the man walking until you hit a button, where it finishes the animation then starts looping the run animation. Likewise, hitting the button again, finishes the loop before going back to the looping walk animation. The code for the button is below.
import flash.events.MouseEvent;
Next2.addEventListener(MouseEvent.CLICK, Change_2);
function Change_2(event: MouseEvent): void
{
addEventListener(Event.ENTER_FRAME, enterFrame);
function enterFrame(e:Event):void {
if (currentFrame == 30) {
gotoAndPlay(31);
removeEventListener(Event.ENTER_FRAME, enterFrame);
}
}
}
My issue is trying to get a footstep sound to match up with these animations. So while the man is walking, the 'walking footsteps' sound clip will play and loop alongside the animation, and when the button is pushed and the animation moves into the running animation, the 'running footsteps'' sound will play.
Any help on this would be much appreciated. I'm terrible when it comes to anything audio/code based.
Well u can check about soundChannel. soundChannel can stop() and play() ur audio.
So import ur external sound or use internal one. ur code probably seems like this.
var mySound:Sound = new Sound(new URLRequest("YourSoundPath"));
var sc:SoundChannel = new SoundChannel();
//when u wanna play
sc = mySound.play();
//when u wanna stop
sc = mySound.stop();
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/SoundChannel.html
also look this link for more info
If you want to really MATCH the footsteps to the animation (for example, the step sound should play when the player have put his feet down) the only sure way to do that is to place the sound on a different layer where your animation is and set the sound to play as "stream" (if i remember correctly).
Otherwise the animation might be out of sync because of different computer capabilities, current computer or graphics card load etc.
When the sound is set to play as "stream" the flash player is orienting on the sound and drop frames if the graphics are slow to keep the sound and animation in sync

How to make a movieclip play on a specific frame in AS3?

I'm incredibly rusty at Flash having not touched it in probably 10 years and can't seem to figure this out, or find it online:
I have a MovieClip with two layers, each having a Shape Tween. Basically its a Door that opens and closes.
I dropped it onto the main timeline but now I need it to start and stop. This is where I'm now struggling since the last time I used Flash actions could go on specific keyframes.
I made a new layer called actions just to keep things organized and currently have:
barrier1.stop();
I just want something that lets me state a frame, say 57 to have barrier1 start playing on. Tried using play(); and Event.ENTER_FRAME with no luck. How would I set this up?
Well it is easy with the instance name of your movieClip
barrier1.stop(); // Stops the movieClip
barrier1.play(); // Resumes
barrier1.gotoAndStop(12) // Goes to 12nd frame and stop
barrier1.gotoAndPlay(12) // Goes to 12nd frame and play
barrier1.currentFrame // returns barrier currentframe
For capturing frame from scene level:
this.addEventListener(Event.ENTER_FRAME,onLoop);
function onLoop(event:Event){
if(barrier1.currentFrame == 57){
trace("BARRIER is in 57. frame");
}
}
Inside on the animation clip on the first frame
var root:MovieClip = this.parent as MovieClip
root.makeStartSceneAnimation()
**in timeline scene level [root]**
function makeStartSceneAnimation(){
/// barrier started to play
}
If you are using timeline, you can add Key frame on the desired frame, and then add stop(); as Action in the action layer. But bear in mind that if you do this in the main timeline - it will stop everything. If you want to stop that MovieClip, then you have to do this inside MoviceClip's timeline.

AS3 : MovieClip script stop when done playing

I am a beginner with AS3 and I'm having a problem with MovieClip class.
I have a character that move through a simple script that handles collision, sound etc. Everything was working seemlessly so far but when I started adding animation, the character would stop at the end of the animation cycle.
Does someone comfortable with AS3 knows what's wrong here ?
Thanks in advance =)
Inside the Flash IDE, try clicking the instance of your character that's not looping the way you want it to (and this should be from outside the animation itself; from the container of your character), then look inside the Properties tab/window. Near the bottom, there will be a LOOPING header, and inside there you can modify the behaviour.
In case you have any problems with this, or otherwise want to have more control over the animation playhead, you can include script in the form of e.g. gotoAndPlay(1); which you might add at the last frame of your animation cycle to tell Flash to play from the start again. The frame number parameter doesn't have to be 1 of course. You could for example set up a series of animation sequences on a single timeline, and use gotoAndPlay() to have them loop internally, until an event occurs and you direct the playhead to another animation loop inside the same MovieClip.
Usually when play(); is called, an animation is being repeated all the time.
You should seek in your code for stop(); that essentially makes an animation stop, and remove it.

Flash CS6 AS3, Resetting Sound Channel

I've had a problem for a while trying to reset an audio loop to the beginning when loaded into Actionscript with this code i got from the official help forum
var alreadyExecuted:Boolean;
if(!alreadyExecuted){
alreadyExecuted=true;
var s:Sound=new SkaianSpirit();
var sc:SoundChannel=s.play(0,1);
}
What i want it to do, is loop indefinitely while the animation is playing regardless of positioning and whether or not frames have been skipped with buttons etc, but when the end of the animation comes, the track needs to end. At which point, if a button is clicked to send it back to the beginning of the animation, i want it to start the same loop as before.
Currently, it will do the first part, but will not replay.
A couple caveats:
I am not loading it through a url.
I am not using buttons to control audio volume etc. It is to play automatically when the animation starts.
I am a complete and utter novice with Actionscript. I will not know what you're talking about if you lambast me with jargon i won't understand.
I'd highly appreciate the help!
I'm always use addFrameScript function for synchronizing external sounds with animations:
UPD: mc is the name of your animation. Place this code in the place (the first frame of the parent Sprite that holds the animation for instance) where your animation is created.
var s:Sound=new SkaianSpirit();
var sc:SoundChannel;
mc.addFrameScript(1, startSound);
mc.addFrameScript(mc.totalFrames - 1, stopSound);
function startSound():void
{
sc = s.play();
}
function stopSound():void
{
sc.stop();
}

Tweening in as3 stopping the next tween to happen until the last one is finished

How to stop the next tween action to start until the previous tween completes playing in as3.0?
and also i want to stop the tween to happen on the same object twice.
Basically i have a container (movie-clip) in which there are n number of movie-clips (arranged as bricks). When i click on the container the target (brick) will disappear (made scaleX and alpha to 'o'). also i am tracking how many bricks are closed.
But the problem is if i do a fast double click the tween seems to happen twice. and the count also seems to increase for the same brick. how to solve this problem.
Tween after Tween
Use an event handler to wait for the first tween to complete, Something like
myTween.addEventListener(TweenEvent.MOTION_FINISH, onFinish);
function onFinish(e:TweenEvent):void {
... // Call the next tween here
}
Double click problem,
Remove the event listener for the button click as soon as it is clicked, Something like:
my_btn.addEventListener(MouseEvent.CLICK, onClick);
function onClick(e:MouseEvent){
my_btn.removeEventListener(MouseEvent.CLICK, onClick);
myTween.start();
}
You could use Tweener and use
isTweening() or autoOverwrite = false to get around this.
I haven't used those properties/functions in a while but I'm sure something in Tweener can do this easily.
Any reason you are using Tweener. Greensock's Tweenmax/lite package is seemingly the industry standard these days.
The problem you seem to be having is that you are initiating the tween multiple times. If all the blocks need to shrink simultaneously, i would probably use a for loop and run a tween on each of them.
The thing you have to make sure though is once its clicked to remove the click event handler until its complete so it won't be clicked again.
I also would recommend using TweenMax/Lite because it has something called TimelineMax/Lite where you can compound a bunch of tween be it simultaneous or staggered and listen for one COMPLETE event on that Timeline object. When that event fires you can reactivate the clicks or do whatever it is you need to do after the animation is complete.
TimelineMax has some nice features as well like reverse and timeScale.
would you be able to paste some code? that would also help us help you.