AS3 keyboard event not updating when going back to frame - actionscript-3

I am making an application about the atmosphere, and am trying to make a movie clip animate (move) up and down to different section when the arrow keys are pressed. It's almost working fine. However, if for instance I was on the section 'troposphere', pressing the up arrow key would take me up to 'stratosphere' and then the down arrow key back to 'troposphere'. The up arrow key would then take me back up to 'stratosphere', but if I press the up arrow key to then go up to 'mesosphere' it repeats the animation from 'troposphere' to 'stratosphere'.
I explained that the best I can, sorry if it's unclear. I uploaded a screencap to youtube that I think would help make it clear.
Here's my code for troposphere (the start) on frame 40. The animation to stratosphere starts on 41.
stop();
stage.addEventListener(KeyboardEvent.KEY_UP, goupStrat);
function goupStrat(e:KeyboardEvent):void {
if(e.keyCode==Keyboard.UP) {
gotoAndPlay (41)
}
}
And here's my code for stratosphere
stop();
stage.addEventListener(KeyboardEvent.KEY_UP, goupMes);
stage.addEventListener(KeyboardEvent.KEY_UP, godownTropos);
function goupMes(e:KeyboardEvent):void {
if(e.keyCode==Keyboard.UP) {
gotoAndPlay (64);
}
}
function godownTropos(e:KeyboardEvent):void {
if(e.keyCode==Keyboard.DOWN) {
gotoAndPlay (211);
}
}
and so on.
Here's what my timeline looks like
I have tried searching for a solution but I'm not sure exactly what it is I should be searching for.

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();

Problems disabling movieclip button flash/as3

I've got a screen which involves a movie-clip where the object has a outline to symbolize that it can be clicked. Upon clicking the object, I'm requesting it to do numerous functions, disable itself and then go to another frame which removes the outline symbolizing it cannot be clicked anymore. But once you disable an object it goes to the original frame.
The object itself consists of these 3 frames.
Frame 1: Original State (Glow)
Frame 2: Hover over giving stats
Frame 3: No glow
To summerise i'd like to click the object and for it to go to the no glow frame and disable the movieclip.
The movieclip enabled = 1 is for when the user returns to the this frame, so the scene is aware of the button press.
Movieclip.addEventListener(MouseEvent.CLICK, Fun_Movieclip);
Movieclip.addEventListener(MouseEvent.MOUSE_OVER, Fun_MovieclipMouseOver);
Movieclip.addEventListener(MouseEvent.MOUSE_OUT, Fun_MovieclipMouseOut);
function Movieclip(event:MouseEvent):void
{
MovieclipEnabled = 1;
Movieclip.gotoAndStop(1);
Movieclip.mouseEnabled = false;
}
function Fun_MovieclipMouseOver(event:MouseEvent):void
{
Movieclip.gotoAndStop(2);
}
function Fun_MovieclipMouseOut(event:MouseEvent):void
{
Movieclip.gotoAndStop(3);
}
For some reason when ever the movieclip is disabled, it always reverts back to the glow state. Does anyone have a solution for this? Cheers
Edit: Inside the movieclip, the first frame has Stop();. Don't know if this would interfere with it.
mc.addEventListener(MouseEvent.CLICK, clickHandler);
mc.addEventListener(MouseEvent.MOUSE_OVER, mouseoverHandler);
mc.addEventListener(MouseEvent.MOUSE_OUT, mouseoutHandler);
function clickHandler(event:MouseEvent):void
{
mc.gotoAndStop(3);
mc.removeEventListener(MouseEvent.CLICK, clickHandler);
mc.removeEventListener(MouseEvent.MOUSE_OVER, mouseoverHandler);
mc.removeEventListener(MouseEvent.MOUSE_OUT, mouseoutHandler);
}
function mouseoverHandler(event:MouseEvent):void
{
mc.gotoAndStop(2);
}
function mouseoutHandler(event:MouseEvent):void
{
mc.gotoAndStop(1);
}
Not entirely sure what you meant by:
The movieclip enabled = 1 is for when the user returns to the this frame, so the scene is aware of the button press.
My suggestion for getting the scene to recognize the button click is to have the scene also listen to the mouse click handler

Proceeding in Movieclip After Animation Finishes AS3

I have a Movieclip on my stage which contains two buttons: Back and Next. Also on the timeline, I have another Movieclip which contains an animation. After the next button is clicked, I'd like to have the animation transition into the next animation without jumping. So, is there any way I can listen for the animation to be finished so that I can time the transitions seamlessly?
Here is the code for my Next and Back buttons (which are movieclip buttons which is why there is all of the extra code) which just switch between frames as of now:
//NEXT BUTTON
nextBtn.buttonMode = true;
nextBtn.addEventListener(MouseEvent.ROLL_OVER, nextBtnOver);
nextBtn.addEventListener(MouseEvent.ROLL_OUT, nextBtnOut);
nextBtn.addEventListener(MouseEvent.MOUSE_DOWN, nextBtnDown);
nextBtn.addEventListener(MouseEvent.MOUSE_UP, nextBtnUp);
function nextBtnOver(e:MouseEvent):void
{
nextBtn.gotoAndPlay("over");
}
function nextBtnOut(e:MouseEvent):void
{
nextBtn.gotoAndPlay(9- (nextBtn.currentFrame-1));
}
function nextBtnDown (e:MouseEvent):void
{
nextBtn.gotoAndPlay("down");
}
function nextBtnUp (e:MouseEvent):void
{
nextBtn.gotoAndPlay(5);
MovieClip(root).nextFrame();
}
//BACK BUTTON
backBtn.buttonMode = true;
backBtn.addEventListener(MouseEvent.ROLL_OVER, backBtnOver);
backBtn.addEventListener(MouseEvent.ROLL_OUT, backBtnOut);
backBtn.addEventListener(MouseEvent.MOUSE_DOWN, backBtnDown);
backBtn.addEventListener(MouseEvent.MOUSE_UP, backBtnUp);
function backBtnOver(e:MouseEvent):void
{
backBtn.gotoAndPlay("over");
}
function backBtnOut(e:MouseEvent):void
{
backBtn.gotoAndPlay(9- (backBtn.currentFrame-1));
}
function backBtnDown (e:MouseEvent):void
{
backBtn.gotoAndPlay("down");
}
function backBtnUp (e:MouseEvent):void
{
backBtn.gotoAndPlay(5);
MovieClip(root).prevFrame();
}
Thanks, any help is appreciated.
If your animations are timelined, call an animationComplete function in the last frame of your animation movieClip. This function would live at the same scope as your posted code above, so you just have to be able to path to it properly from within the animation clip. For instance, if the code is one level outside the animation movieClip (the mc's parent) then you might call this.parent.animationComplete(), which would contain the code you want to execute when the animation finishes.
According to your comment,
I tried this, and it works - except in order for
it to advance to the next point you have
to click the next button at exactly the right frame.
I'd like to make it so you can click it at any point in the Movieclip, and it
will play the remainder of the Movieclip before proceeding
to the next frame. Here's my code for what I've added: function
nextBtnUp(e:MouseEvent):void {
nextBtn.gotoAndPlay(5); if (MovieClip(root).animationTest.currentFrame ==
MovieClip(root).animationTest.totalFrames) MovieClip(root).nextFrame();
}
Thank you for the help so far
You have it most of it figured out, so to finish can add stop() in the code at the last frame of your MovieClips, or you can do this (the more complex version):
yourClip.yourFirstClip.addEventListener(Event.ENTER_FRAME, stopAtLastFrame);
yourClip.yourSecondClip.addEventListener(Event.ENTER_FRAME, stopAtLastFrame);
function stopAtLastFrame(e:Event):void
{
if(e.currentTarget.currentFrame === e.currentTarget.totalFrames)
// ^Note that no conversion is being made, so you can have 3 equal signs
{
e.currentTarget.stop();
}
}

Having trouble advancing frame in AS3 to advance frames

I'm creating a quiz with buttons and I'm new to ActionScript 3.0, but very familiar with 2.0.
I have a variable inside of a MC called NextQuestion. When it reaches a certain frame, it changes to 1, then back to 0.
On the main timeline, when NextQuestion == 1, it's supposed to NextFrame();. I can't get it to work though, this is the last thing I'm having trouble with.
This is my main code with 4 buttons, 3 wrong, 1 right. The feedback MC plays an animation, and when it finishes, it sets the VAR NextQuestion to 1, which is supposed to make the main timeline advance to the NextFrame.
stop();
right.addEventListener(MouseEvent.CLICK, rightClick1);
wrong1.addEventListener(MouseEvent.CLICK, wrongClick1);
wrong2.addEventListener(MouseEvent.CLICK, wrongClick1);
wrong3.addEventListener(MouseEvent.CLICK, wrongClick1);
feedback1.addEventListener(Event.ENTER_FRAME, answerRight1);
function answerRight1()
{
if (feedback1.NextQuestion == 1)
{
trace(feedback1.NextQuestion);
nextFrame();
}
else
{
trace("do nothing");
}
}
function rightClick1(ev:MouseEvent):void
{
trace(feedback1.NextQuestion);
feedback1.gotoAndPlay("right1");
}
function wrongClick1(ev:MouseEvent):void
{
trace("wrong");
feedback1.gotoAndPlay("wrong");
}
Any help is greatly appreciated! :)
The nextFrame() method in AS3 doesn't loop trough your movieClips, it just set's the movie clip to the next frame provided there is a next frame, otherwise it does nothing.
you might want to re-write the nextFrame() to:
if (totalFrames == currentFrame)
{
gotoAndStop(1); // or gotoAndPlay(1) if you need
}
else
{
nextFrame();
}
Thats regarding why the movie clip might not start from the beginning.
Another thing that look weird is that you need a FRAME_ENTER event to check if the answer is correct. You must have a lot of spam in the output log. I'd recommend you to totally ditch the ENTER_FRAME event listener for this and do it all with the CLICKED event and dispatching the event from the feedback1 object.
As much as I understand the movie clip plays when you click a button and when the animation is over you want to either progress to next frame or do nothing. If so, on the feedback1 object add a following line in the end of animation for label "right1":
dispatchEvent(new Event("right"));
and instead of the line feedback1.addEventListener(Event.ENTER_FRAME, answerRight1); have:
feedback1.addEventListener("right", answerRight1);
That way you won't need to check the answer on every frame and you don't need to check if the answer is right or not, because when the dispatchEvent(new Event("right")); fires - it's always right.
Hope I didn't misunderstand your question :)

AS3 Button to stop Movieclip after its finished playing

Ok, so I'm a beginner at AS3 and Flash and I managed to put this code together for an animation. A Button called start_btn is supposed to start and stop a movieclip called main_mc. On the first click of the Button, the Movieclip is supposed to play (which it does), however on the second click, the movie stops in the middle of its animation (which I don't want). My question is, when you click the Button a second time, how can i get the Movieclip to finish playing its animation then stop on the last frame?
I thought about using if (main_mc.currentFrame == main_mc.totalFrames); {main_mc.stop(); but the Movieclip still does not stop on the last frame. The Movieclip itself also has a gotoAndPlay(2); command on the last frame so that the animation repeats before the Button is clicked a second time.
here is the code i have:
`start_btn.addEventListener(MouseEvent.CLICK, mainaniS);
function mainaniS(event:MouseEvent):void
{
main_mc.play();
start_btn.removeEventListener(MouseEvent.CLICK, mainaniS);
start_btn.addEventListener(MouseEvent.CLICK, mainaniSt);
}
function mainaniSt(event:MouseEvent):void
{
if (main_mc.currentFrame == main_mc.totalFrames);
{main_mc.stop();}
start_btn.removeEventListener(MouseEvent.CLICK, mainaniSt);
start_btn.addEventListener(MouseEvent.CLICK, mainaniS);
}`
Try main_mc.gotoAndStop(main_mc.totalFrames).
I was going to provide a quick and dirty solution, but decided instead to try and explain a few of the issues with your current implementation and attempt to refactor and explain and better one. Unfortunately I don't have access to Flash right now, so the code is untested.
You're adding and removing event listeners often, which is generally a bad idea. Instead, since you're using a single button to perform multiple functions it would make sense to track the button state in a separate variable. In this case, a boolean for whether or not the movieclip is currently playing.
var playing:Boolean;
Now we can combine the mainaniS and mainaniSt into one and perform a different action based on whether or not the movieclip is playing, and just keep the one eventlistener on the button. I've also taken the liberty of naming the method something more meaningful:
start_btn.addEventListener(MouseEvent.CLICK, onStartClick);
function onStartClick(event:MouseEvent):void
{
if(playing) {
playing = false;
}
else {
playing = true;
main_mc.play();
}
}
You may be wondering why we don't call main_mc.stop() in the first block: the reason is that you don't want to stop the movieclip as soon as you click the button, but after the movieclip has finished playing if the button has been clicked. Therefore, we just set playing to false to indicate that we want it to stop later.
Finally, we need to make sure the movieclip stops upon completion, but only if playing is false. To do this we add a listener to movieclip that is called every frame, and checks whether playing is false, and if it's on the last frame. Note that the last frame is actually totalFrames - 1: this is because the frame numbers start from zero rather than one (i.e. if totalFrames is 3, the frame numbers will be 0, 1, 2).
main_mc.addEventListener(Event.ENTER_FRAME, animate);
function animate(event:Event):void {
if(!playing && main_mc.currentFrame == main_mc.totalFrames - 1) {
main_mc.stop();
}
}
All the refactored code together:
var playing:Boolean;
start_btn.addEventListener(MouseEvent.CLICK, onStartClick);
main_mc.addEventListener(Event.ENTER_FRAME, animate);
function onStartClick(event:MouseEvent):void
{
if(playing) {
playing = false;
}
else {
playing = true;
main_mc.play();
}
}
function animate(event:Event):void {
if(!playing && main_mc.currentFrame == main_mc.totalFrames - 1) {
main_mc.stop();
}
}