ActionScript 2.0 :: CS3 Character Animation Not Stopping?
Jul 30, 2010
I have a character that is moving left and right across the screen. When it does there is a running animation that takes place from the idle animation to running, that part work but it does not go back to the idle animation when you release the left or right button.
I have a 9 frames image of a character.In other language generally i used to make character animation by looping the array consisting of different frames and drawing each frame when pressing key.What i want to do is when i press left or right key, i want to draw each frame that makes character movement and update x coordinates of frames, and it will appear as character is moving.
I'm trying to do a simple game which you have to move a frog character in an X axis , and you have to "caught" the falling insects (as much as you can). The game lasts until you fail 5 ,and then it's game over with a display that says how much insects you caught. However, i'm doing this as a mid-term exam for a course in college.. but really, because of some problems, most of the us,the students.. learnt almost nothing, or hardly the necessary for being able to understand the code, but not to script by ourselves
The game works propertly, except when the frog reaches the edges of the stage, which is 800x600 px , and goes beyond it This is the code: (I'll skip the 2 other AS frames which make the game start and end and post the one with the in-game code)
Note: I am only using the Flash animation in IE only as I created an equivalent, jQuery based animation for all other browsers (because, surprise, IE didn't handle the jQuery version).look at this in IE only.The Problemhen you hover over the dropdown menus, the Flash animation temporarily "freezes" and the continues. This causes choppy behavior in the Flash animation.
i have a graphic that basically is set to pivot onto the screen using a motion tween. my problem is once the animation plays the graphic disappears whereas i would like it to remain on screen and displaying its last frame
I have 2 frames in an "enemy" movieclip, and frame 1 contains a movieclip with an idle animation, and frame 2 contains a movieclip with a throwing animation. I want it to play the throwing animation, and then go back to the idle animation. But all things I tried always make it loop. I tried around with if currentframes = totalframes and gotoAndStop etc but it doesn't want to work. I have my code in an actionscriptfile, however I also tried putting code on frames and it doesn't work.
I have a 30 second long animation (18fps). Movie symbol 135 frames long which loop 4 times using countTextField/if/else etc. and then gotoAndStop on a static frame. According to the company that are posting it on their site, the animation doesn't stop.
Are there any other ways of completely stopping an animation?
I'm working on an assignment for a Flash Game Programming class (1 of 2) where I have to take a pre-made animation, add start and stop buttons to it, and use AS3 to make those buttons work. I got the buttons on the .fla, but I'm having a heck of a time stopping the animation using the stop button (I haven't even done the start button yet). This course is an independent study so I'm not being "taught" anything by the instructor. I have to find the answers myself. I've asked said instructor, my former AS instructor, and several computer lab monitors for help and we cannot get the animation to work correctly. There are compile errors that come up that really make no sense. This is my last resort in regards to this assignment!
Assign1WalkCycle
Code: function onTimerStart(evt:TimerEvent):void { play(); }
Basically I have a remote with forward, play, stop, and rewind. There are 5 songs. The mc, called player is within the main timeline. First thing I want it is to load the nomusic animation... which is a mc within the player mc. then when the music loads it'll play the workign animation when the song loads.also i'm trying to avoid going to different keyframes and states. so when song 1 is played, and if the forward button is pressed i want it to go the next song. etc...
Is there a way to stop every nested mc animations as once. In other words, I would like to stop every existing playhead in my swf file with one button. Currently, I got on button stopping the main scene playhead, but it doesn't stop any nested mc animation.Here is what i got on my main scene action layer :
I have an external .swf lib that I load using Loader class. I can get the content of it (images, text) using:
new (loader.contentLoaderInfo.applicationDomain.getDef inition(symbol) as Class)();
Then I use it to load a .swf (that I generated using Flash CS3 trial) inside that .swf lib:
var mc:MovieClip = new (loader.contentLoaderInfo.applicationDomain.getDef inition(symbol) as Class)();
I use addChild(mc) and the animation is displayed! So far so good, but the gotoAndStop, gotoAndPlay, stop and play, getting totalFrames, functions simply does not works!!!
i have a problem with a rollover animation stopping at it's 'on' state on release. i have a movie clip that fades text up from 0% at keyframe 1 to 100% at keyframe 10 and back down to 0% at keyframe 19. i have an invisible button above this with the following:
[Code]...
the visible bit is to turn off the invisible button on release. the problem is that with the following code, all that happens is the movie plays out from 11 on release. i want it to stop at keyframe 10 (where it is).
I have a problem with an animation because I want to stop the loop sound without stop the entire animation what can I do to make correctly this action please? I tried to make a movieclip to control individually of the center time line but i dont get good results.
im having a little issue with my character animation when i use the arrow keys to move him. everything works but the fact that the "Running" animation wont stop. i tryed i few things and i only end up breaking the code.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
I just started developing in "Flash Builder 4" (flex framework) and I just can't figure out what the development process of animating characters should look like. My goal is to animate (standing - walking - jumping ...) a simple character like the stick figures in the game "Stick War" [URL]. I know there is a technique to do so by shape tweening in the Adobe Flash tool by using keyframes. But what I can't figure out is how to do it in Flex. Also it would be nice to get a description of a workflow from drawings to animation to code. Especially how to encapsulate the animated character in a class that manages the transition from e.g. running to jumping.
im having a little issue with my character animation when i use the arrow keys to move him.everything works but the fact that the "Running" animation wont stop.
if (Key.isDown(Key.RIGHT)) { this.gotoAndStop(2); _x += speed;
I am trying to make a movie in flash, and each character is its own movie clip symbol. I also have a variable for each character, to control the current animation running. I have one character in the movie, for now, and that movie clip symbol is called mann. It is just a simple draw, I am just testing this method out. Now, the first frame of the movie, has this action: -- mann1_anim = 1; --
That is the first time I use that variable, so then it will be created, right? anyway, then, the first frame of the main movie clip symbol has this action: -- mann.stop(); while (mann1_anim == 1) { } mann.gotoAndPlay(mann1_anim); --
On that first frame, my man character only stands, so this action should do so that while the mann1_anim variable is 1, the man should just stand there, right? Then, the 9th frame of the MOVIE, has this action: -- mann1_anim = 2; --
Then something should happened in the action of the first frame of the main movie clip symbol, because mann1_anim is no longer 1. Then the mann movie clip should start and play at frame 2, right? From frame 9 of the MOVIE to frame 22, I have created a motion tween for the main symbol. from right of the screen to the left. Then, in the 2nd frame of the main MovieClip to the 3th frame, is the "walk to the left" animation.
At the 3rd frame of the MovieClip, I have this action: -- while (mann1_anim == 2) { mann.gotoAndPlay(2); } mann.gotoandplay(mann1_anim); --
This should loop the walk to the left animation to frame 22 of the movie, cause in frame 22 of the movie, when the tween animation stops, is this action: -- mann1_anim = 1; --
So then, when the tween animation stops, the mann symbol should return to the stand animation (frame 1). Well, that was a lot of explenation, and here is the problem. When I test the movie, the main runs its complete animation all the time! I have uploaded my work file(fla) here [URL].
I am currently making a platformer game but I can't seem to get a walking animation for my character. So far I have made a character which can move fine. Inside the characters movie clip are 2 frames (one standing and one walking) Now my problem is that I can get my character to move right and play the walking animation but when I walk left the walking animation doesn't play but the character still moves. I am using action script 2 and flash pro 8
onClipEvent (load) { var ground:MovieClip = _root.ground; var grav:Number = 0; var gravity:Number = 2; var speed:Number = 7; [Code] .....
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
I am trying to make a walking animation for a character with customizable parts. I can't seem to get this code to work correctly:
[Code]...
playerStance defines if the character is idle or walking, in this case walkingchar is a MC containing 2 frames : idle and walk (the frames contain MC:s for the current animation, in this case charwalk)charwalk contains 2 keyframes and the others are filler frames, the keyframes in this case are 1 and 16charwalk contains layers for all of the character parts, for example bottom1 (is located in frame 1)all of the parts contain frames for every variation of that partin every frame of the parts is a code : stop(); to prevent them from playing when I gotoAndPlay charwalkWhen I play this and update the parts after changing parameters, the algorithm returns a right value, but the parts don't go to the correct frames. Instead they are kept in the first frame.
Now, I like to have my flash animated character (700kb) to speak dialogues, the related text should pop and go in the html side of the page.
I've already used this amazing cool script from Text highlight with audio sync in Jquery by Marnix van Valen & HTML5 works cool as he says. BUT, what about flash?
Important: ActionScript 2.0Flash CS3I have some knowledge in Java and C++ which makes this easier... Im trying to make a game and the collision *** does not stop the character in its spot... if i set _y to 0 then it would go to the top of the screen... if i set _y to -1 each frame that the hitTest is active then the character goes through the platform and the rises by -1 (1 up) _y .... how can i make it so the character is stopped immediatly when touching (hitTest) the platform?
I am making a frame by frame animation, where I draw a character, make a new frame and use the onion skin to slightly move my character. Is there a way to make a certain part faster than others? I made a character prepare to kick someone, but since i was doing it frame by frame it looks slow. So instead of taking out frames and making it look choppy, how do I make a certain part faster or increase its FPS? I tried making a new scene and changing its FPS, but that still changes the overall FPS.
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
i was wondering if any of you out there could tell me how it is possible to make a movieclip of a character and when the character is dragged about the screen by the curser, how do you make the characters arms and legs swing about in a realistic fashion.