Looping a Movieclip in Flash AS3 - actionscript-3

I have a simple question but can't seem to find a simple response. I have created a movieclip inside a movieclip that contains several movieclip symbols with motion tweens. I currently have a stop() command layer located at the end of all movieclips (frame 175) but wish to have one specific movieclip loop. What is the easiest way to do this?

Related

Flash AS3 play movieclip from main timeline on certain frame

I can't seem to find the right script to let my movieclip play when a certain frame reaches on the main timeline. Searched a dozen websites, I'm not quite the coder but hope you guys can tell me the best way.
Thanks!
There are some different solutions for this, the most appropriate would be to not code at all on the timeline. But if you are using the timeline, then write on that specific frame:
myMC.gotoAndPlay(frameNumber);
Where myMC is the INSTANCE NAMEof the movieclip object placed on the stage (you can change it in the properties panel) and frameNumber is the number of the frame where you want to play the movieclip from.

ActionScript 3 - Possible to access MovieClips which are an instance of another MovieClip?

I drew an image on the stage and converted it to a movieclip whose name is
originalMovieClip
. The movieclip is now in my library. I dragged the movieclip in my library onto the stage. I did this twice, so now I have two movieclips which are both an instance of
originalMovieClip
which was the original movieclip which I created.
Through actionscript 3, is there a way for me to target all movieclips which are an instance of
originalMovieClip
? I want to basically do
all Movieclips Which Are An Instance Of originalMovieClip.gotoAndStop(2);
In such a basic manner, the short answer is - NO.
Short story long - you need to put them into array and loop through it, and stop every movie clip inside.
Other technique (not appropriate) is to loop through all children of stage, and check if the MovieClip is specific type (again you should at least set linkage class to originalMovieClip).
I suggest using the first one :)

stop object timeline from looping

I have a movie with several movieClips. One of the movieClips has a timeline with a motion tween. I created an instance of this movieClip:
var board:Board = new Board();
and used board.gotoAndStop(1); to keep the movieClip from playing at the beginning of the movie.
An eventListener checks to see when board collides with something; when it does, a function is invoked that uses board.gotoAndPlay(2) to get the board's timeline going.
I want the playhead on that timeline to stop at the end of the action, rather than looping. I tried to put a stop() on the last frame of that timeline, but Flash tells me I can't put an action on an object.
Can you help me solve this?
Thank you very, very much!
If memory serves, you need to make sure you have clicked in the frame in the timeline, so the frame is selected, and not an object on the stage. Then enter your actionscript.
Make sure you select a single frame where you would like to add actions then add your code
stop();
To make the timeline stop looping

Flash CS3 - start whole stage/movie clip from beginning

I have a flash CS project. I have one stage and some frames. How can I start all project from beginning using AS3? Or start all stage's content from beginning? Is any possibility to do it?
MovieClip has a function gotoAndPlay(frameNumber).
So, you need a movieclip which is added directly to stage and that holds all other movieclips.
Note, that frames counts from 1.
update:
That's what I would do:
Make a wrapper movieclip, export it for actionscript.
In my main (document) class I would make a variable i.e. world:MovieClip to hold the wrapper.
Then I could dynamically create and delete this movieclip, and then create it again.
As I said, if you are being careful with references, the garbage collector will keep the memory clean. Objects that do not have references, eventListeners and that are not in the display list, will be deleted on the next GC iteration.

AS3...instantiating movieclips from library and also creating them dynamically...is stop() needed?

In the past, we've put a stop() action in the timeline of movieclip symbols so that the timeline would not play and we would control all animations via code.
We've also done that to the main timeline as well.
Is this still needed for performance reasons? Is this needed for dynamically created movieclips?
I know that the Sprite class should be used if there is no timeline associated with it.
You don't need to do this. When you create your instance, if your movieClip has more than one frame simply call stop on that instance:
var ball:MovieClip = new Ball();
ball.stop();
addChild(ball);