RemoveChild frame animated MovieClip, will stop frame running? - actionscript-3

If I removeChild frame animated Movieclip, will it automatically stop running the frames inside it? Actually without calling mc.stop();

I believe it will continue to play, reason being your movie clip is still a flash entity not on stage( so not for you), but for flash (yes he can see all).
So once you create a new movieclip, play it... you can add or remove the running clip without stopping. Basically changing parent doesn't change the state of the mc.

No. The timeline will still play, and all the framescripts you might have in there will still be called.
Beware of the timeline devils :)

Related

Flash Actionscript 3.0 MovieClip Transitions (No Buttons)

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).

Flash CS6 AS3 play sound on one frame only, stop when left frame

I have a scene which has a frame for each screen that I want to display to the user. Each frame has a movieclip which contains all the elements for that screen. The first frame's movieclip has frame1 set up with a sound layer. Problem is, when I navigate to a different screen, the music continues to play.
How can I get it to only play whilst the movieclip is visible on the screen? I tried to have an "ENTER_FRAME" listener of the other screens and used SoundMixer.stopAll(); which stopped the music. The only problem is, when I reentered the frame with music, it wouldn't start.
I am using the Sync Setting: Stream.
Flash IDE has a number of different kinds of sounds, the most important being Stream and Event.
It sounds like you're using an Event type sound because the sound continues to play even when you are off the frame. There is no way to stop an Event sound except with SoundMixer.stopAll().
You need to set the sound type to Stream in Flash IDE. Then, place it in a MovieClip and make sure that there enough frames in the clip to last the whole duration of the sound. Then, place that MovieClip in your main scene and it should now stop when you move to a different frame.

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

Clip staying on screen while not in timeline anymore

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 :)

AS3.0 Replay the whole movie (*SWF file)

I made a small game in Actionscript 3.0 and flash.
When the player wins the game or is 'game over' the player should have a option to replay the game.
So my question is: Is there a way to replay the whole movie with Actionscript? I know, i could reset the timeline back to 0, and re-instantiate all the classes, movieclips, var's ect... but i was wondering if anyone knows a easier solution.
Simply do this:
import flash.net.*;
//...
navigateToURL(new URLRequest(stage.loaderInfo.url), "_level0");
You can remove the swfObject and add it again. Look here. This is the swfObject reference.
Reload the page, where you've embedded the swf into, may be the easiest way.
The programmers way would be to encapsulate your whole application into a single class (extending Sprite or MovieClip) which will be attached to the stage. For restarting the game you could simply remove that instance from the stage and add a newly created onto the stage.
Or make a loader swf, that loads your game. Then if the game should be restarted, discard (unload) the instance and load it again.
Its hard to tell you what you can do, if we don't know, how your project is structured.