If statement in AS3 not working - actionscript-3

This is an if stament on a frame on the root. I want to loop Carrera(a lenghthy movieclip) from frame 2 back to frame 1. (For testing purposes)
This is the code:
if (MovieClip(root).Carrera.currentFrame==2){
MovieClip(root).Carrera.gotoAndPlay(1);
}
The MovieClip keeps going, ignoring the if statement.
What I'm doing working?

There's no bug with the if statement, it's just not being evaluated when you expect it to be.
When you place code in a frame, it gets executed right away, when that frame gets entered. So, when the first frame starts, the if is executed, whose condition is false at that time. And it never gets re-executed, because you never tell it to be. There is no such thing as "standing orders" in AS3 ;-)
Instead, you can check on every frame by adding an event listener:
addEventListener(Event.ENTER_FRAME, function (e) {
if (MovieClip(root).Carrera.currentFrame==2){
MovieClip(root).Carrera.gotoAndPlay(1);
}
});
Or, you can just place gotoAndPlay(1); on the second frame of Carrera (not the root).

You have to understand that you are running this if statement only once. Even if the Carrera clip is at frame 2 in that exact moment, the clip will jump to play 1 and continue playing - there is nothing to make it do the jump again, and thus there can never be a loop.
In order for this to work, you have to run this same statement again and again - every time the clip jumps to a new frame.
For example, you can do this by a) attaching this script to frame 2 of the Carrera clip (not the root!):
gotoAndPlay(1);
or b) adding an event listener to it:
MovieClip(root).Carrera.addEventListener (Event.ENTER_FRAME,
function ( ev:Event ) : void {
var cl:MovieClip = ev.target as MovieClip;
if (cl.currentFrame == 2) cl.gotoAndPlay(1);
}
There are many more ways to do this, but unless you are going to do more complicated things than jumping to frames every now and then, I would advise you to go for the first option - it seems you should learn more about ActionScript before trying out event listeners.

Things to test...
Is MoveClip(root) defined at the point in execution?
Is MoveClip(root).Carrera defined at the point in execution?
Is MovieClip(root).Carrera playing (or have you called stop on it so it's just sittin in frame 1?

Related

ActionScript 3: eventlisteners give 1009 error when not in frame1

Thanks for the responses
*Note when the buttons and code are on Frame 1 it works perfectly *
All the script is in Frame 2, as are the two buttons. The only things not in frame to are the sprites I'm calling out of the library.
Ideally On frame 1 are navigation buttons - each button with a gotoAndPlay() call attached. When you click each one of these navigation buttons it takes you to a different page.
Each page has a a bunch of buttons. Each button, when clicked, plays a an audio, and adds/deletes children to the stage
My problem is any frame other than 1, (in this case 2) as soon as it lands on the frame even with appropriate buttons present it says it doesn't see them and balks at the even listeners.
I hope this makes sense.
----- Original post --------
I'm trying to understand how these things work. I have an empty frame in frame one. In that frame I have the code:
gotAndStop(2);
On frame 2 I have two buttons. I've added event listeners to them. This works fine. The problem is as soon as it hits frame two I get this error :
TypeError: Error #1009: Cannot access a property or method of a null
object reference. at TesT_2_fla::MainTimeline/frame2()
The confusing thing is, when I have everything in Frame 1 it works like a charm.
On frame 2 the buttons are there already, if I put them in frame 1 it works, but in frame 2 no dice.
Can anyone explain what is happening and how I might be able to remedy this?
Not sure why you are writing the script in Frame 1. If nothing were in Frame 1, the user would automatically go to Frame 2, if you placed a stop(); on Frame 2. If you want to stop(); on Frame 1, you could add a button gotoAndStop(2) with an event listener. When placing script on a frame that may be also referenced in a later frame, use a separate script layer and extend that layer from the (key)frame on which the script first appears to the (key)frame on which it is also referenced. HTH
Ya know - after much searching I found a solution it does seem awfully cumberome. I added the following code (which I copied from someone elses post) Just in case any other noobs have a similiar problem
enter code here
//listen for the Flash player's ENTER_FRAME event...
this.addEventListener(Event.ENTER_FRAME, onEnterFrame, false);
//and call this checker function continually until all of the buttons are accounted for
function onEnterFrame(e:Event):void
{
if(and_btn != null && big_btn != null )
{
and_btn.addEventListener(MouseEvent.CLICK, fAnd);
big_btn.addEventListener(MouseEvent.CLICK, fBig);
//clean up the enter frame listener so that this function no longer gets called
this.removeEventListener(Event.ENTER_FRAME, onEnterFrame, false);
}
}
It seems the code was running so fat the buttons didn't have a chance to populate the stage

how to set actionscript code to execute only once

Okay so I have a movieclip called a_mc, if you click the movieclip, it goes to frame 5, and then on frame 5 there is a button called close_btn where if you click the button, it goes back to frame 1 and it is supposed to make a_mc invisible. Here is the actionscript code for frame 1.
stop();
a_mc.addEventListener(MouseClick.CLICK, aClicked);
function aClicked(event:MouseEvent):void {
gotoAndStop(5);
}
and on frame 5, the actionscript code is
stop();
close_btn.addEventListener(MouseEvent.CLICK, closeCLicked);
function closeClicked(event:MouseEvent):void {
gotoAndStop(1);
a_mc.visible = false;
a_mc.removeEventListener(MouseEvent.CLICK, aClicked);
}
see, the problem is, in frame 5, I make a_mc invisible and remove the event listener and go back to frame 1 and on frame one, it always executes the actionscript code so it again creates the event listener and makes a_mc visible. Any idea on how to stop this from happening?
I tried putting the code from frame 1 into a package and then a class and then a constructer method but it is saying
"Syntax error: package is unexpected"
Could you put all the code that you want to execute once in frame 1? - don't call stop() and let it run to the next frame.
Then put the rest of your code in other key frames and don't use gotoAndStop(1) so frame 1 is only called once?
You can try not removing the event listener on a_mc in frame 5, and then in frame 1 check if the event listener is already present (a_mc.hasEventListener()) as a signal that frame 1 has already been shown. Not exactly a 'bets practices' solution, but it might work.
Unfortunately, depending on the actual conents of those clip, and what happens in other frames, it may be the problem you're having is a consequence of the way movieclip object works in flash. When a frame is changed, flash instantiates new objects on the stage (added in new frame), and removes the ones not needed anymore (depending on the contents, but generally it's true). The 'a_mc' object that you manipulate in frame 5 may not be the same 'a_mc' object that is on the stage when you go back to frame 1. It may have been deleted and reinstantiated in the meantime.
To avoid things like that, it would be a better solution to have controlling code in a class outside of the timeline of the animating clip, or at least to keep the state in a separate object. I work in Flash Builder so I can't help you with the details of such organization in Flash Pro (which I presume you're using), but you could probably have all code on the frame 1 of the main clip, and then put the other movieclips with buttons and stuff as children of the main clip. That way main clip can control the state, and know what to show when.

AS3 Frame script executing immediately rather than when specified

I have the following code which should add a MovieClip and add a frame script to the MovieClip to be executed once the clip has finished playing. The code shown below however triggers the frame script as soon as the MovieClip is added and I can't figure out why.
function debugClick(e:MouseEvent) : void
{
nextLevAnim = new NextLevelAnim();
gfx.addChild(nextLevAnim);
nextLevAnim.addFrameScript(nextLevAnim.totalFrames, NextLevel);
}
function NextLevel() : void
{
nextLevAnim.addFrameScript(nextLevAnim.totalFrames, null);
// Actions....
}
I've tried with simpler examples and it works fine, the MovieClip is 21 frames long and I've tried triggering the frame script by totalFrames and totalFrames - 1, running out of ideas!
hmm, I haven't worked with addFrameScript much so I can't tell what is causing the problems, but you could try using a hack.
use an onEnterFrame listener and check if the current frame equals the number of frames (-1).
it's not ideal, but if you're stuck on this it might just do.
as far as addFrameScript goes, my guess is that it's not working because addMovieClip doesn't take effect until the render part of cycle, so the totalframes are still 0 for the child added. You can add a listener for onAddedToStage or onAdded and add the addFrameScript event handler after the MovieClip gets initialized
What is totalFrames variable in this case? Have you tried to trace() it? I'm pretty sure it does not contain the proper value of the total number of frames in nextLevAnim and you should probably use nextLevAnim.totalFrames instead.

hitTestObject, stopDrag stops drag on two movieclips even though function states one movieclip to stop drag

I have a function that states when movieclip1 is dragged and hits a line then it stops the drag, however it seems to stop the entire drag function in the swf on the other movieclips even though they arent called in the function. Can somebody please help me with this.
Regards
T
Here is the code:
function hitTest(event:Event):void
{
if (movieclip1.hitTestObject(line))
{
movieclip1.stopDrag();
}
else
{
}
}
Are you absolutely positive you only have one instance of movieclip1 on your stage? Definitely double check. Are you creating them dynamically, or are they preloaded when your SWF loads?
If they're preloaded:
Perhaps during testing you made some quick copies of it, and now those copies have the same name and they're all responding the same. That's my first guess.
If they're loaded dynamically:
Check the function where they're being created. If you're naming them in a loop (with a number on the end like the above), be sure that you're properly increasing the numeric value used on the end.

stopping on the last frame (flash)

I want my movieclip to play once and stop on the last frame. I use the following code in the loop of my movieclip class. (this is as3)
if(currentFrame == 120)
stop();
120 is the last frame. It plays once. but the problem is it goes back to frame 1 again. is there a better method of stopping a movieclip on a particular frame.
If you want to do it with actionscript and not add a stop() to the last frame on the timeline manually, then you can use the undocumented addFrameScript() method.
mc.addFrameScript(mc.totalFrames - 1, function():void
{
mc.stop();
});
Can't remember the scope of the function, but you can either use mc.stop(), or just stop().
*EDIT - Added -1 to the first parameter of addFrameScript, because it is zero based (so to put a frameScript on frame 10 you would put 9).
On the timeline, you can just put a keyframe at the end, and add the stop(); method there. When it reaches that frame, the stop(); method will execute, and the clip will stop.
Assuming you are using the timeline that is, but sounds like you are.
Easiest way:
Just select the last Frame in the timeline. Open the Actions pane(F8). Ensure the frame u selected is still selected, if not then select again while the Actions pane is open.
After selecting, just add the simple stop() function in the the 'Action-Frame' pane.
//add the following line to the actions pane of the last frame.
stop();
You're done. You can optionally add a replay button if needed.
This seems more along the lines of what you're looking for:
addEventListener(Event.ENTER_FRAME, function(e:Event){
if(currentFrame == totalFrames){
stop();
removeEventListener(event.type, arguments.callee);
}
});
I added an event listener (for Actionscript 3) so on every frame this function will fire and check what frame it is on. If it's the last frame it will stop. Based on your example I'm presuming you have a class that's extending MovieClip.