ActionScript 2.0 :: Make A Certain Score Goto A Different Keyframe?

Jan 12, 2009

Does anyone know how to make a certain score goto a different keyframe?

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ActionScript 2.0 :: Goto New Scene When Score Reaches Certain Number

Apr 14, 2003

I'm trying to create a game for a class project, using Flash MX. Unfortunatly, I am unable to figure out how to goto a new scene when the score reaches a certain number.

The ActionScript for it is...:
//hit
_root.total = _root.total + 100
//miss
_root.total = _root.total - 50
[Code] .....

I've even tried using ""'s around 'score' and other things, but still no luck. I still havn't figured out the stupid timer either...

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Im designing my own game in flash, iv set up a score text box and it works fine. Except i just cant seem to get it to gotoandplay another frame,scene, when it hits a certain score??

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Well i have an actionscript that will make my bullet touch the enemy it will go to a different frame alter this so the enemy will dissapear when they touch and also the score goes up by one?

onClipEvent (enterFrame) {    if (this.hitTest(_root.Enemy)) {        _root.gotoAndPlay(2);    }}

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soooo im trying to make my dynamic box, keep score at the end. like during the game i have it keeping score. and once its finished it shows up at the end, with your score. now, i dunno if im suppose to use a code or not? soo am i?

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ActionScript 3.0 :: Flash Plays One Keyframe Then Switches To 2nd Keyframe When Date Changes?

Mar 15, 2012

I have a simple flash that has 2 layers 2 images. one image is on the first frame and the other image is on the second keyframe. Actionscript starts on 1st keyframe.  What I have it doing is loading frame one stop() reads the actionscript checks the date if the date is met it goes and stops on frame 2 and plays other image:
 
Everytime the flash refreshes it plays frame one then jumps to frame 2 if the date is met.  How do I avoid playing frame one if the date is met what it's doing is playing the first image before the date change and a split second after it plays frame 2.  (you see a hiccup)
 
i need the flash to "preload, check the actionscript before it loads if the date is met automataclly go to frame 2 avoiding frame one all together.

actionscript used on frame one:

stop();
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[Code].....

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I was wondering if there is a nice little bit of code that will effectivly skip a certain amount of frames in addition to the frame its already on..e.

Code:
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[code].....

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Iam trying to make a flash counter for a shooting game where each time you shoot a enemy you get 10 points. Does anyone know the code for score counting. I have made a dynamic text box with the word "Score" in it.

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I use:
 
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[Code].....
 
If i use var gameScore:uint = 0000; the result will still return one 0, what can i do to make it 0000 instead?

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I have a question concerning high-scores.So I'm running an internship at a museum right now and I have made a game that currently saves high-score data through a SharedObject. However, they would rather have it stored online so people can see their scores at home after a visit to the museum, instead of having their own personal local top-10.What is the best way to do this? I was thinking of using mySQL or something of the same sort, yet I have 0 knowledge as to how that's done

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ActionScript 2.0 :: Play Random Keyframe To Keyframe In MC?

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i am creating a game now this is complex but i have been told by my fellow actioncript co worker that its doable, What it is i have a game "Reaction Tester" and It is inside a car going along the road so its psudeo 3d and i have the "walls" and road sorted now i want a movie clip in the road to throw out random objects From a Movie clip, now i will call them from frame names, say..

frame 1-10 is a tween with a box coming down and then frame 11-20 is a cat and frame 21-30 is a hole in the road Etc i want it to call a random frame to frame, to play

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ActionScript 3.0 :: Determine The Last Keyframe/if A Frame Is A Keyframe?

Mar 20, 2007

i'm making a game and to score some extra performance im rendering every frame of every entity into an array of bitmapdata's the first time the frame is seen, and it works well, but its wasting alot of memory because we have alot of animations, and most of them are double framed at least, so more than half of the bitmaps could be ignored if there was a way to determine if a frame is a keyframe or not

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ActionScript 2.0 :: Score - Movie Go To Frame 3 If The Score = 500?

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i am building a shooting game and i was wondering if it is possible to have the movie go to frame 3 if the score = 500.I.E Score is displayed in a dynamic text box and everytime the enemy is hit the:

_root.score +=50
=============
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if (_root.score == 500) {
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i have some variables

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how can i make a high score table for a flash game where EVERYONE see's the same high scores?

eg.

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they can see each others scores on a high score table.

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ActionScript 2.0 :: MC - Click On Movieclip And Make It Go To And Play A Keyframe On The Main Timeline?

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I have a movieclip (a), inside another movieclip (b), on the main timeline. I want to click on movieclip (a) and make it go to and play a keyframe on the main timeline. I'm used to using buttons for actions, not movie clips, and I forget how to use the _root thingy.

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I've modified the code snippet "Bring Object to the Front" to bring a given stage symbol to the front on mouse over. My question is, what code do I add to make the symbol go to the back on mouse out? My code is below -- exact same as the code snippet in CS5, but with MOUSE_OVER in place of CLICK.

[Code]....

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I was wondering how to make a movie clip got to a frame, but the game not goto that frame? For example, make an egg goto a frame, and move to a random spot, but the player wouldn't goto that screeen.

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In Flash MX I have a movie clip that is 32 frames long and loops. Now, what I want to happen is: when you press a button in the file, the movie clip will stop at frame 22. I don't want it to "goto and stop", instead, I want it to continue playing through until it hits 22.

i.e. if you hit the button at frame 5 it will continue playing until 22. or if you hit it at 27 it plays through the cycle, but stops at 22 (if possible, it would be great if I could get it to reverse if it was past 22, but i don't want to be greedy).

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In Flash MX I have a movie clip that is 32 frames long and loops. Now, what I want to happen is: when you press a button in the file, the movie clip will stop at frame 22. I don't want it to "goto and stop", instead, I want it to continue playing through until it hits 22. i.e. if you hit the button at frame 5 it will continue playing until 22. or if you hit it at 27 it plays through the cycle, but stops at 22 (if possible, it would be great if I could get it to reverse if it was past 22, but i don't want to be greedy).Now, one way I thought of doing this was to have an "on open 'stop at 22' = false " and "on press button 'stop at 22' = true.but now we come to my problem, I haven't done scripting for the past several months, and obviously what I wrote above is not an accurate script,

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I created a game in Flash and outputted it into an APK file for use in my Android phone. I would like to make a quit function so that it quits the game application when you leave.

Right now, I have to quit using task manager in my mobile. Also how do you enable it to maintain a high score in the game so that next time the user plays the game again, the high score is still there? Right now, the highscore is lost when you quit the game application.

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I have been trying to make a score counter for a small game where the user clicks on a button on the stage, each time the user presses the button the score increments by 10, however I cannot get the score to display on the dynamic text field.

var score:uint;
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Actionscript 3 :: Multiple Dynamic Text Score Display - Modifying Each Text One After Another And Incrementing The Score By A Certain Number

Feb 23, 2011

I have a result screen that shows bonus points and such. I want each text field to increment one after another and also have it increment by a certain amount each frame. Result Screen pops up. First is the player score check the player score, is it more than the score we want to display if the player score is greater than the player display score by 100 increase the player display score by 100 if the player score is greater than the player display score by 10 increase the player display score by 10 else increase the player display score by 1 when finished move to the next score...and so on. I have thought of using timers to move from one score to the next, but not being in an Event.ENTER_FRAME it only does one if then moves to the next one.

Also the if statement for incrementing the score looks ridiculous and I'm thinking there has to be a better way to do it. I was thinking of making it a separate function but then I wouldn't know what to return, or how to return it so it looks like its increasing and not just showing the total number instantly. I'll try to expand on it a little more.

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ActionScript 2.0 :: Make A Button Do Two Things / Play A Movieclip And Goto Frame

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What im trying to do is play a movie clip between frames. So say we have two menus, when you are on menu 1 and you click the button for menu 2, a short movie clip plays and then you stop on menu 2. I realise I can do this by putting the movie clip on the main scene timeline, but is there anyway i can put it on the button? I think the action script would be something along the lines of "On release play MovieClip and goto frame X" As i said i want the movie to play as an almost filmic transition between menus, with a fade up and then out (Have got that bit sussed using the alpha controls)

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Anyone know a good video tutorial to make a button goto and play on release?

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I have an intropage with two mc buttons that resides in another mc. They are for an English and a Dutch part. So when I click on either one of them, they go to the "Home" label (frame 2). But now at the same time when the main timeline goes to "Home" I want the movieclip container that contains 6 buttons (The English or Dutch ones) to be visible false or true when I click on one or the other. As a part of the code will show some of you there must be an 1119 error that I can't figure out. It has to do with the FrameLabel that is supposedly undifined. [code]If i remove the if statement and just put the visible statement that also gives an error.But maybe the conflict could be that btnTxtFrameN_mc nor btnTxtFrameE_mc exist on the first frame where I wrote the code and only appear as from label "Home" (second frame)

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