Frame by Frame animation AS3 - actionscript-3

This is for AS3 FlashDevelop, Basically I'm super new to this. The most I've done in AS3 coding is display multiple images on a single frame and parallax images.
However I want to know how to display embedded Bitmap (.png pictures) as frames one after another,
like frame 1 = embedded image 1 frame 2 = embedded image 2 (frame 1 is gone but 2 shows) frame 3 = embedded image 3 (and so on.)
and they would continuously play as an animation and stop at the first frame until I press play again
I believe I would use nextFrame, stop and gotoframe but don't know where and what I need to code, I heard of bitmapdata but I'm stuck on how to use it in purpose of animating frame by frame.
EDIT: No I'm not animating sprites, rather it's more like cartoon process where you'll go frame by frame of the image files, as one appear the previous one disappears.

You could iterate through each frame and add the images after you load them.
If you do addChild() it should add it to the current frame you're on. Load the next image with a Loader, place it down with addChild, nextFrame(), and repeat until you have all the images. Then when they're all loaded (from what I guess would be some list you'd have in an array or an xml) take the user to frame 1. You might want to do this inside of a movieclip while having that and a cover graphic on your main stage so the user doesn't see all of the images while they're being loaded and placed.
[More about adding display objects to frames]

Related

Accessing animation of nested symbols using AS3 in Flash CS4

It's for my college project again.
I am making a Zombie shoot-em-up game. I created a Zombi symbol with the default Zombie sprite. Inside the symbol I placed three more sprites that are ZombiAttack, ZombiIdle, and ZombiMove, in the frames 1, 15 and 20 respectively. I further converted the sprites to symbols and inside their respective symbols I placed the remaining sprites. So it's like this:
Zombi (Main Symbol):
ZombiAttack (in Frame 1):
inside this I placed the remaining Zombie Attack sprites placed at intervals of 5 frames.
ZombiIdle (in Frame 15):
inside this I placed the remaining Zombie Idle sprites placed at intervals of 5 frames.
ZombiMove (in Frame 20):
inside this I placed the remaining Zombie Move sprites placed at intervals of 5 frames.
In the Zombi Class File I used the following code in the ENTER_FRAME listener's function:
this.gotoAndPlay(20); //For the moving animation of the Zombie.
This plays a static image of the frame 20 and not what's inside it (which I want it to play).
Now, my question is how do I do that? How do I play the nested symbols animation and control it further?
I've found a few posts that address a similar problem but the solution for them isn't working for me as many posts were dated back to 2004 and 2005.
Thanks in advance! :)
Make sure all your symbols are movieclips and give them instance names in the property inspector. (For example, you can name the idle animation "idle_mc").
You could place this actionscript on frame 15:
idle_mc.play();
To make sure that idle_mc plays after the playhead jumps to frame 15. You can also put a play(); command inside the idle animation on frame 1, just to make sure it plays.

How can I send control of the playhead back to a parent timeline from a movieclip using createJS?

I'm making a multi-part introductory animation for a game. It works when I preview in Flash, but not when I export using the CreateJS toolkit to get HTML5 output.
On my scene's timeline, I have this.stop(); on the first frame, as well as a movie clip that contains several seconds of animation (and which may have to change in length as we develop).
My second frame is labeled "sc2" and I would like the animation to pick up there when the first movieclip is finished. To accomplish this, I went into the first movie clip and put this on the last frame:
_parent.gotoAndPlay("sc2");
This works fine in Flash, but perhaps I can't use the _parent object in JS? Is there an alternative way to access the flow of control or another way to accomplish this? My goal is to avoid doing animation on the main timeline and to control the flow by scripting there so that if the length of the individual sections of animation changes, I don't have to change the start and end frames of the various sections in several places.

How do i get my UILoader to play an .SWF once then disappear?

How do i get my UILoader to play a .swf file once then disappear until called upon again?
I am creating a guitar tutorial app that shows you chords and the transitions between them. to display the chords I'm using standard Flash graphics and for the transitions i am using a UI Loader to display the .swf files for instance, on the C chord frame, the fingers are in position and the UI Loader is a layer on top of it, when the chord transition is selected from the list component it loads the chordtransition.swf.
The problem is that once the swf is loaded it plays on loop, ive added "stop();" in many different places as people suggest and it doesn't make a difference.
I would like to be able to click "C-D" on the component list then for the .swf to play once then disappear.
Any ideas??
A strategically placed stop() should work (last frame on the timeline in the swf). You'll need to stop the right movieclip - if your movie has nested clips you might be stopping the wrong clip.
However, creating multiple swf's just to show different chords looks like overkill to me.
Create clips showing all chords on the main timeline, and add frame labels to indicate where they start and put stop() at the end of every chord animation (are you using animations?).
Use movieclipWithChords.gotoAndPlay("chord_C");
If you are not using animations you can use movieclipWithChords.gotoAndStop("chord_C");
Of course you can also create labels like 'C' and 'D', and use those as a direct mapping of the chords.
Update: After reading your question again I realize you are actually showing clips of a transition from one chord to another. In that case you can still use my suggestion as above, only your labels will not be for the individual chords, but for the chord transitions e.g. 'transition_C-D' or 'transition_G-B'.

Clip staying on screen while not in timeline anymore

I have a particular problem : I have a fla with 2 frames, with a clip of instance name "my_clip" on frame 1 and no clip en frame 2. If i move by code (like a tween) "my_clip", when I go to frame 2, the clip is still on screen, whereas frame 2 is totally empty in my fla.
How flash work at this level ? Does he stop "syncronizing" a clip with the fla once the clip has been moved by code ? How can I check at frame 2 that the scene should be empty ?
(I'm with flash cs 5.5 and player 11)
Actually what FLASH does when we are trying to change the depth or start drag and some more dynamic functionality it freezes the target movieclip in stage. Eventually there is only one stage in FLASH and guess what if the movieclip has been frozen in the stage? It is visible or available always.
So in your case the same has happened. The clip has just frozen to the stage. Needless to say, the second frame is empty always. You don't need to check the second frame. What all you need to do is remove that clip before you navigates to either next frame or scene.
#LondonDrugs_MediaServices : I can't post my code and fla because there is too much code unrelated to the problem.
But as I was trying to make a little fla to reproduce my problem and show it to you, I figure out that the problem was not where I thought it was : I fact it was because each time I start dragging my clip i was doing a setChildIndex on it to put it on top. And it was precisely the setChildIndex wich would cut the "syncronization" between the clip and the fla timeline.
Thanks anyway for your answers, it kind of help me in a way :)

How to change an image inside a Movieclip, from an external asset?

I have 2 SWF files.
One is for assets and contains some PNG files (which is actually a skin for my application), which exported to ActionScript.
The second one is for the main application, which loads the first SWF (using Loader) and uses its PNG files (using getClassDefinition to get the files).
I'm having some movieclips and buttons on the stage, which contains for than one simple frame (for example; a mute button, which has the "playing" state and "muted" state in 2 different frames of the mute's movieclip).
When I'm changing the images in the frames and then call gotoAndStop (to move to another frame inside to movieclip), the images returns to the originals.
Also, I have no idea how to swap the images inside the buttons.
Notice that I don't want to load an external movieclip (from the first SWF), but just PNGs.
Any idea?