I have a flash movie with a interactive game in the middle. The game is a simple drag and drop with a target.
Now to my problem:
When the user plays the game the drag and drop symbols stays in the target spot on the next frame to the end of the movie.
I would like them to disappear after the game is over.
I am a noobie to actionscript 3.0 - is the a code i can implement on the frames after the game to make sure that the objects wont showup.
Thanks..
Frame navigation does not affect objects that were created by code (or even objects that were created by frames but modified by code). So you need to manually remove them via removeChild().
Related
I'm very new to using flash and actionscript 3.
I've created an animation in my timeline which works when I test the scene & play. However, when I get to testing the movie, a lot of the scenes fail to start the animation.
I've put some basic code into my actionscript which are the basic gotoandstop buttons to allow me to go to another scene.
Hope someone can help!
Id say that using the built in 'scenes' at all in Flash are a bad idea(ever). You can do this much easier by creating each of your animations in their own MovieClips and placing those clips on their own frames on the main timeline, then simply using gotoAndStop() on your buttons to navigate between the frames you have your animation MovieClips on. - Good Luck!
I have 3 mc_MovieClips.
Each clip is on a different frame of the same layer in the main scene.
I do not want to use a button to control the play.
On startup, I want Clip1(On Frame1) to play, and when that is finished, Clip2(On Frame2) will play and so on.
I am a very beginner and using Flash Professional CC and actionscript 3.0. The only help I can seem to find calls for global variables, which no longer seem to exist.
I can provide more information if needed, I am just a really big beginner.
Try placing a parent.nextFrame(); on the last frame of each MovieClip and a stop(); on each frame of the parent clip (actual frames of your main scene).
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 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'.
I am writing a small Flash game using air for android and have encountered a slight issue.
The game has 3 screens (excluding the game screen) which are main menu, load game & create new game. On the load game and create new game screens I want to add a button which take the user back to the main menu.
I know how to add event listeners to buttons but I am wondering where do I bind the event listener for back to main menu, binding in the constructor of my main class produces an error at run time and binding after going to the frame is knocking out the other buttons when back at the main screen.
At present the app is across multiple frames (probably a better structure to this instead of loading a single frame with each menu), I am new to actionscript so I am not entirely certain on best practices for this sort of thing.
Thanks.
I recommend you to use only one frame in your Fla, then use a Document Class. In that main Class, you should place all your display objects using ActionScript.
I hope you know how to instantiate Class as library clips.