ActionScript 2.0 :: Playing Backwards Through Frames?
Jun 23, 2007
I'm having a bit of a problem with getting the timeline to play backwards through frames.I've tried doing something like the following and thought it should've worked but it didn't,with this plz:
function onEnterFrame() {
gotoAndPlay(lastframe);
lastframe = _currentframe--;
I remember reading one time that you can play frames backwards. I have this ball going along this line, and when it reaches the end I want it to go back exactly the same. Isnt there some kinda code to play the frames backwards? Also, the line is curved, so I cant just move it straight across real easy like. I had to do a lot of tweening.
i have 4 main sections of my site and i would like it if the user is deep into section 2 and wants to click a button to go to section 3, section 2 actually reverses every tween/action it has ( breaking down ) then goes to section 3. i would prefer this rather than an abrupt shutdown section 2 and section 3 starts.
I hope someone will know a solution to this problem: I have a movieclip with a tween in it, which moves a object up and down.
I have 2 buttons on my _root: One which had to move the object up till the end of the movieclip when pressed so it will stop after reaching the end of the tween. Or it stops playing when the button is released.
Another one doing exact the oposite, it moves the object down when pressed. And should stop at the beginning of the tween. This button also has to stop when the button is released. The button playing the movieclip backwards doesn't work as it should be. It doesn't reverse the movieclip, it just jumps to a previous frame.
I managed to make a controller that can play embedded-video-SWF's in "slow-motion" (1/2 speed, 1/4 speed) and in reverse at different speeds. What I'd actually like to do, is something similar, but then with FLV's. I am trying to use the NetStream.pause() as a toggle onEnterFrame, but that doesnt work. Using seek doesn't seem to work either, because it kind of doesn't like non-integers and also for an unknown reason keeps sending the playhead to 4 seconds. if it should be possible to play an FLV at a different speed/reversed, how to do this, and if this should cause performance issues. (Reverse-playing an SWF is much slower for example)
I have an empty movie clip which is loaded with main.swf.When i click on a btn ( in menu ), the movie will play backwards till frame 1 and unload then load a new swf.
I have this movie clip that is a vertical menu. the menu has a left and right button on either side and several small thumbnails inside. when you click on the right arrow, the animation plays, which just slides the thumbs along using a tween. I'm trying to get the left button to play the reverse of the animation.
this is the swf here to have a look. i hope you get the idea of what I'm trying to do.
I've been looking for a tutorial on how to do this through action script, but haven't found it yet. how can i do this so it's more efficient or through action script 2.0?
I did do the scroll tutorial before, but I would like it to go from one thumb to the next one at a time. You can also see that the animation I'm doing now is causing the left arrow to play each time.
I'm re-designing my website in Flash CS4. There will be 6 buttons when it is finished. I have created 6 movieclips that fades in the text when you click on each button. What I'm trying to do is make the movieclip play backwards when a different button is clicked so the text fades back out before the new text fades in. I think I've nearly got it. I googled the effect and found the below action script. I've put it on the first button to see if it works, but I get the error messages at the bottom.
The concept is, you have this big picture and when you hover over a label the picture zooms in and you get a detail.
Problem is, say you're hovering over "Operations" then you just move your mouse down to "Customers". The movie sorta stutters over from Operations to Customers. What I would LIKE it to do is act as if I had removed my mouse from the button, THEN hovered over the next item.
Ie:
1. User sees big picture
2. User hovers over "Operations"
3. Movie Zooms In to Operations.
4. User hovers over "Customers"
key -->5. Movie zooms all the way back out, THEN zooms into "Customers"
so on...
So far I've tried to put a switch into the frames where the movie is zoomed all the way out. something saying "ok, we're ready to zoom in" then have the buttons say "if the frame says "we're ok" then we can zoom in". But that didn't work for me.
I'm trying to work out the best practices to determine a loaded swfs (via loadMovie()) total frames, then tell the swf file (parent) that has loaded the mentioned swf (child) to play that swf for its total frames. The reason being is that I want to make sure the loaded swfs (children) are played properly all the way through regardless of lag, processor slow down etc. I've got this working but using a setInterval loop which relys on a millisecond variable in an xml file. I want to replace this with an function that does the above.
How do I play a series of frames sequentially... (each one has a movie clip on it), and I don't want the next frame to start until the nested movie clip has finished playing?
I have an animated flash site with lots of small mp3s placed directly on frames to match the animations.URL...Placing sounds on the frames added to the overall file size but was fine till I tried to create a sound off/on button - it seems that to manipulate ALL sounds they need to be placed into a movieclip.After followind a Kenny Bellows sound tutorial I placed all the little mp3's in an external file externalSoundObjects.swf.[code]I can place the mp3's back on the animation's timeline if anyone knows how I can get a sound on/off button to stop ALL sounds (incl. in child.swf's).Otherwise if anyone knows how to get the external sounds working I think I can then create a sound on/off myself
So I have a MC character and have him moving with the arrows. Now there are multiple(5) frames inside of this MC. Walk Animation(which is the first frame in the MC), Standing Animation, etc. So when I hit left arrow he walks and the walk animation cycles. BUT!!! When I crouch, etc. It doesn't loop the animation it just sits on a still image (as if I did not have an animation on that frame). What am I doing wrong?The code i'm using after my if statement is gotoAndStop(frame)Within each MC there are more MC's and so on, I don't know if this screws with it.Here is an FLA, the code is partly me but ultimately from disastamaans tutorial(on the kongregate website) for basic platforming. I'm just trying to learn right now.Forgot to add that currently I have a total of five frames.1 Animated-walk2 Animated-stand3 Animated-jump4 Animated-crouch5 Animated-crouch walkThose are my five frames, and 1,2, and 3 work fine, only 4 and 5 won't animate?
I have a button which when pressed I need it to play a frame on the main timeline which contains a movie clip. I also want the same button to play another frame with another movie clip after the previous frame has finished playing. I have attached a sample file of what I am looking to d
Basically I have a MC called 'plane3.' Inside that MC is another MC called 'plane2.' Inside 'plane2' is an animation on frame 5.(inside the MC 'plane3' the MC 'plane2' is on a classic tween going side-to-side from frame 1 to 99, once it gets to frame 99 the code gotoAndPlay(1); makes it go on loop back to the beginning)My question is how would I go about: when you click 'plane3' it lets the tween continue playing until frame 10, then on frame 10, it gotoAndPlay (100); in the same MC and ALSO plays frame 5 from inside 'plane2'
I have a image gallery where you can click a foward button or a backwards one. I have each image on every 15th frame. So when the person clicks the next button it plays from 1-15 where it stops if they click back it will go to 15-1 etc. I got it working with the 2 images so I can go between them but when I add a third it won't do anything. I execpt it's something to do with removing the event listener, but I'm not sure.
Code: stop(); var bRewind:Boolean = false; this.back_mc.addEventListener(MouseEvent.CLICK, onMouseOver); this.forward_mc.addEventListener(MouseEvent.CLICK, onMouseOut); function fireEvent(event:Event):void{ [Code] .....
I have a website.fla and when i change page i want the video to stop playing because at the moment it continues to play in the background even when on a different page.
I developed a website using flash with Actionscript 3. I included a music as a background for the website and the music will loaded when the site loaded. But the problem that when I click buttons to move between pages(frames) then go and click button_01 the music will play again so I will have music playing more than one time in the background and the sound_btn will not work any more so even I click sound_btn the music will not stop. The code I'm using is listed down. What I should modify to not allow the music play more than one time in the background while moving from one page(frame) to another.
stop(); //number that is redefined when the pause button is hit var pausePoint:Number = 0.00; //a true or false value that is used to check whether the sound is currently playing var isPlaying:Boolean; [Code] .....
I've used this code to go from one frame to the next
function backframe(event:MouseEvent):void { this.prevFrame()
[code]....
Now it works fine until I get to the last frame. Once I get to the last frame then click to go back, it won't let me go forward until I go all the way back to frame 1.
I have a cool idea for an animation, but need it to play backwards at the end of it's timeline...how hard would this be to do?So, in essense it would play frames 1,2,3,4,5 then immediately 4,3,2,1 and then 2,3,4 and so on...
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
basically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.