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).
Related
So for my latest Flash project, I'm designing a game. The dimetric character can move in 8 directions. I've been given the spritesheets for the hats, hair styles, etc., that the player can wear.
The spritesheets contain the images for each direction, AND they contain four frames of animation (four per direction) for when the player is walking. This is basically the layout of the Spritesheet (and all of the files and "frames" are the same size, which makes things easier):
[IDLE] [WALKING]
[S][SE][E][N][NW][W][S1][S2][S3][S4][SE1][SE2]...
My goal is to embed all of the items in a single file other than the main one. But I need to implement walking animation.
One thought I had is to set the main SWF's framerate to 7 FPS, then use an Event.ENTER_FRAME handler to alternate between the walking ones. Programmatically animating.
Another thought is to create SWFs for each item of clothing, then use motion tweening to move the spritesheet symbol over the stage.
What I'd really like it so avoid using Adobe Animate entirely. Even if there's an approach that requires the use of Flex, I'd take it if it meant saying goodbye to graphically-designing.
using flash builder (flex) does not mean that good bye graphic! there is a relationship between Adobe Flash and any As3 Ide like FlashBuilder or FlashDevelop.
exporting movieclips and everything in library with .swc format, and then importing it by the IDE, read this
My goal is to embed all of the items in a single file other than the
main one. But I need to implement walking animation.
One thought I had is to set the main SWF's framerate to 7 FPS, then
use an Event.ENTER_FRAME handler to alternate between the walking
ones. Programmatically animating.
i dont undrestand! why 7 fps and also why Event.ENTER_FRAME
there might be a character movieclip, whit above frames in its time line, well! to playing any animation (for particular direction) you have to call mc.gotoAndPlay("walk_S"); then it will be played automatically, if you need lower frame rate, only select each frame by mouse pointer and then press [F5] in time line to insert a blank frame gape between keyframes.
as i said before, you must use a callback script at the end frame of the each loop animation like walk_s walk_ne ...
also idle animations must be called like it: mc.gotoAndStop("idle_s");
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().
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 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.
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 :)