ActionScript 2.0 :: Playing / Sopping MovieClip When W And S Keys Down
Jan 31, 2009
I've got a movie clip instanced as "ground", with stop(); in the first frame, and I want it to play if either the S or W keys are down, but stop when neither are down.
I've got:
PHP Code:
var myListener:Object = new Object();
myListener.onKeyDown = function() {
if (Key.getAscii() == 87 || Key.getAscii()== 83) {
_root.ground.play();
}else{
_root.ground.stop();
}}
In on the root frame. Though, obviously this doesn't work.
whether using a String as the key in a Dictionary results in slower lookups than using an Object, Class or Custom Object (an instance of developer defined Type)?
When using a String as a key, does the literal String have to be parsed, or does the Dictionary key point to the String Object?
I want a movieclip with a size of 640x2000 pixel. But only 640x480 pixel should be seen on the screen. I want to scroll up or down with the cursor keys through the movieclip ...
i'm trying to get a movieclip within a movieclip to stop playing when it reaches its last frame. let me describe my problem: it should start playing when the user rolls over the movieclip that is containing it(i'll call this mc1, and the movieclip within it mc2). i've put a stop action in mc2's last frame but it won't stop and plays again and again. one thing i should point out is that there is a variable in mc1 that tells the movie whether it's ok to play the movie in reverse when the user rolls over mc1, if this is false, that means that it plays normally(not in reverse). i'm using "play()" to play mc1 when the user rolls over it and this is where i think the problem is; even though the last frame of mc2 has a stop action, it is somehow told to play again? anyways, this is just a guess, i haven't figured out why or how to fix it. i'm not sure if my explanation was too hard to understand so i'll try to clarify it if anyone wants me to.
I have two buttons named buttonOne and buttonTwo. When I click buttonOne, the movie clip named oneMc should play its intro and then stop then after that whenever I click buttonTwo, the movieclip oneMc should play outro animation and then movieclip twoMc intro comes in.
Do I need to use the Loader and URLRequest for this one? or use a String?Also, how can I call the movieclip to play its outro and play the next movieclip's intro?Here is my code so far...
Pausing, stopping and playing movieClip (MC) children. I am making SWFs that an interface will load and control (pause, re-start, stop, etc.). Then the interface is paused, the main MC will pause but not it's child MCs. I didn't write the interface, I am just supplying SWFs that are loading into the interface. The developer of the interface willn't allow me to use animated MCs in my SWFs since he can't control them with the interface. So all my animation need to be on the main time line, which is no optimal to say the lease.Can I provide him with some code to allow him to stop the child MCs or is there an Event Listener I could include in the child MCs that would pause, stop, restart, etc when the main MC changes?I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple objects (on difference layers) and move and resize them across multiple keyframes?
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So at the beginning when my SWF loads up it also loads up a sequence of animated clips like [code]...
And my clipLoaded function is[code]...
The clip4 file being loaded in has a stop() at the first frame. Later in the game (clip4 is the "outro") I use[code]...
However, the clip only seems to play about 25% of the time and all the other clips which I load the exact same way play fine. The only difference is that those clips get played fairly soon after they load which leads me to believe clip4 is being autoreleased at some point but I really have no clue.
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.
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I am trying to figure out how to connect a preloader with a movieclip I made. Essentialy what I want to happen is for the heart graphic to start out black and white and as the percentage preloaded increase, the color version of the heart I masked will appear. Here is the link to the .FLA file. I have a basic mask over the colored version of the heart that I motion tweened to move. Now that I have this setup, how do I plug it into a preloader to enable it to sub as a load bar. Partially coloring the image as more of the document is loaded.
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addEventListener(Event.ENTER_FRAME,playRollClick); function playRollClick(event:Event) { rollClick_mc.play(); }
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I'm using AS2 (Flash CS3). I have an invisible button that on rollover should play a movie clip. Within that movie clip I need it to play frame 33. However, when I use the following code it does absolutely nothing. Instance name of the movie clip is "flavorIcons".
Why won't my sound play? It should play on Mouseover and stop on Mouseout.
stop(); import flash.display.MovieClip; import flash.events.MouseEvent; var req:URLRequest = new URLRequest("squeeak.wav"); var sound:Sound = new Sound(); var controller:SoundChannel; function soundLoaded(event:Event):void{ controller = sound.play(); [Code] .....
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