ActionScript 2.0 :: Dynamically Determine Number Of Frames In Flash Application
Oct 27, 2009
I m new to actionscript 2.0 and flash cs3 (on which the team was working before). I have managed to learn basics (though not completely) of flash and AS2. Our project is about creating an e-learning tool that will enable the students to improve their english grammar skills through different lessons e.g noun, adjective verb etc.
i m trying to write a generic code that, after completion, should work for around 40 lessons in the entire tool. making 1 main.fla that should work for all lessons, seems interesting but a challenging job. i can not find any thread or blog that wud tell me CAN I COUNT THE NUMBER OF SCREENS IN MY LESSON AND THEN AT RUN TIME MY main.fla SHOULD HAVE THAT MANY FRAMES. i will try to explain this through an example: in noun.xml, i calculated 30 screens, so i need 30 frames for noun.xml....whereas if in adjective.xml, i have 50 screens, i should have 50 frames......therefore, i need to calculate the number of screens in my lesson, and then dynamically insert that many frams in my application, can i do that...
I have used the loader class and the load method to load a swf file that has several frames. how I determine the total number of frames in the SWF file timeline after loading?
Is there any way for flash to determine the number of files contained in a folder? If so how. I am trying to create a photo gallery which will load as many pictures as there are in a specified folder.
I need to be able to load a couple of external .swf files and have them play sequentially. To do that, I need to know the number of frames in the first .swf file so that I can check _currentframe against _totalframes to determine when it is finished playing so that I can load the second one.Most of the forum notes I see indicate that _totalframes on an external .swf can be determined by loading the .swf into a container clip and then checking using a listener within .onLoadInit. Like this:
this.createEmptyMovieClip("tester_mc", 1); var mcListener:Object = new Object();
[code]...
Unfortunately, that doesn't seem to work. The trace always returns a total frames of 1.I imagine this is because the container movie clip only has 1 frame, and the external .swf timeline appears to be ignored. how to gather the total frames of an external .swf file or, alternatively, tell in some other way when it is finished playing. (Not just loading, but actually playing through to the end.)
I need to be able to load a couple of external.swf files and have them play sequentially. To do that, I need to know the number of frames in the first .swf file so that I can check _currentframe against _totalframes to determine when it is finished playing so that I can load the second one.Most of the tips I see indicate that _totalframes on an external .swf can be determined by loading the.swf into a container clip and then checking using a listener within .onLoadInit. Like this:
Unfortunately, that doesn't seem to work. The trace always returns a total frames of 1.I imagine this is because the container movie clip only has 1 frame, and the external .swf timeline appears to be ignored.how to gather the total frames of an external .swf file or, alternatively, tell in some other way when it is finished playing. (Not just loading, but playing to the end.)
I would like to be able to create a folder for the copied video frames access the individual frames frome a .flv video file and/or .swf file save these frames to the auto-created folder I assume one would need to do this using Action Script 3 to scan through the .swf and .flv files and extract the frames.
I'm constructing an area with selectable buttons that transition and appear every 10 frames. During these 10 frame transition periods I don't want the buttons to be selectable and if possible to disable the rollover.
I've tried creating an If statement on the addEventListener so that it only works when currentFrame is 11,21,31 etc but this didn't work. I then also tried the same principal on the function to which the Event Listener relates but still no success.
Is there any way for flash to determine the number of files contained in a folder? If so how. I am trying to create a photo gallery which will load as many pictures as there are in a specified folder.
I have a preloader that is being served from a CDN, and I want it to load the target SWF also from the CDN but when it uses loaderInfo, it returns the hostname of the html file.[code]Is there some way that I can get the URL that the preloader was served from which is the CDN?
I just am looking over the CS4/3D methods and am a little bit stumped at this: globalToLocal3D... I am just trying to determine parameters to dynamically resize the width of myMc (once it is pushed back in z dimension - say to 2000) - I am basically using the globalToLocal3D method - yet the compiler is throwing errors - Error #2004: One of the parameters is invalid. here is the code that should be self explanatory (other than the fact that I am doing something wrong)...
I'm relatively new to flash, and just upgraded from Flash 6 to Flash 10. This is a HUGE jump for me, but strangely, I already feel more at home in Fl10 than Fl6, as it is more object oriented, and as a hardened programmer, I like.I'm attempting to create dynamically animated objects in a flash application. I can't think of a way to approach the issue without either a: converting each keyframe into a bitmap, or b: brute-force generating each frame every step of the way.Seeing as my application will have hundreds of the little bastards on the screen at any time, option b is out of the question, I presume. So, essentially, I have a few questions about AS3:
1) Can a curve be modified after it has been drawn, or must it be cleared, then redrawn each frame?
2) Can a IK chain modify curves, or is it only per-symbol?
3) How fast can flash render complex objects in 3D? (I.E. would drawing hundreds of 400+ poly objects be too much?)
4) How fast can flash draw vector objects? (I.E. would drawing hundreds of creatures made up of dozens of curves be too cumbersome?)
I have a SWF which loads another SWF with addChild(), but the graphic designer, says that he wont put code into the animation. So is its possible to check how many frames there is in the external SWF and if it has reached the last frame, checked from the master SWF? and then the master can do a function...?
I'm making a game with health bars in it and I'm trying to have it so that if a character is hit, the bar will go forward a certain number of frames before it eventually hits zero.The thing is, I'm a dunce and I'm not sure how to do this exactly. All I need to know is the going ahead a certain number of frames part.Say on an action I needed a movie clip to go ahead three frames. How would I code that? I thought I could use nextFrame(); while putting a 3 in the parenthesis, but that doesn't seem to do anything.
Even though I HATE TimeLine based code (despite it being convenient for quick prototypes) I have been dabbing a slight bit in "addFrameScript()"
The problem is, there doesn't seem to be any way to set the number of frames in a MovieClip via code, and Flash doesn't automatically adjust the number of frames based on where "addFrameScript" code is located.
I'm not sure what use it would server, but is it possible to set the number of frames in a MovieClip without using the Flash Professional IDE?
And, as usual, a "No, Andreas. For the n-th time, it is not possible." response is okay.
Is it possible to find out the number of frames of a movieClip using actionscript? Like in the main timeline have some actions in frame 1 to find out the number of frames in "content" movieClip?
Okay, so I've got a happy little movie that shows an atom diagram. Every seven frames shows an electron popping up in the ring around the nucleus. This is all contained in a movie clip. I want a button that when pressed, tells the movie clip with the atom to advance the seven frames ( making an electron pop up ) and then stop. The same button if pressed again, will advance the movie clip an additional seven frames ( thus adding another electron ).
I've looked around quite a bit but haven't found a solution that will work for me. Also, I am working in AS2. (if you're feeling especially helpful, do you also know how to do the same but in reverse? I've found how to play movie clips in reverse, but not for a certain frame interval.)
Are there anyway to get number of frames in a specific scene? There's a totalFrames property of MovieClip class, but that's the total frames of all scenes.