ActionScript 2.0 :: Getting Totalframes In Movieclip?
Jul 20, 2010i'm trying to convert the total amount of frames of my movieclip into minutes:seconds:frames, but my return value is not correct. the total frames of my mc are 3348
[Code]...
i'm trying to convert the total amount of frames of my movieclip into minutes:seconds:frames, but my return value is not correct. the total frames of my mc are 3348
[Code]...
Recently I got trouble with totalFrames attribute of MovieClip object, this is the case: in Flash CS, I created two movieclips, one has say 10 frames animation, another one, I drag the first MC in to it, then the second MC has only one frame in it's own time line, right? Then I export them as SWC file to include them in my project. Here's the problem, when I'm trying to get total frame number of these to MC like below, I just get to actual number of frames in the second MC:
[Code]...
So my question is, is there any way to get the actual number of frame for those MovieClip resource like the second one, without visiting any sub-movieclips in it
How to get framesLoaded of Total frames
function loadswf (file:String) {var ldr:Loader=new Loader()ldr.load(new URLRequest(file))ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,getFrame s) }
[code].....
Is there a way to get the total frames and current frame of an externally loaded swf? The code I am using below does not work. My _root timeline has three objects: two dynamic text boxes and a container clip. Their instance names are myText_text, myText2_text, and loader_mc, respectively. I have two variables, "i" and "j", which populate myText_text.text and myText2_text.text, respectively.The problem is that the values display "1" because they are getting the value of the container clip and not the movie loaded into the container clip. I need the _totalframes and _currentframe properties of the externally loaded clip, not the container clip. My code below doesn't work. Any ideas?[code]
View 2 RepliesI have a program where I am supposed to first load a swf in the first frame (i will not know how long that swf is), and when that has finished playing the main program i supposed to move on to the next frame. Now my question is, can I somehow figure out how long that swf is from within my main program or will I have to put a simple _root.gotoAndPlay(2); in the last frame of my loaded swf?
View 2 RepliesI've been trying for 2 days now to find the total number of frames of a dynamically loaded .swf.
Here's an example code:
Code:
var loader:Loader = new Loader;
loader.load(new URLRequest("mop.swf"))
master_mc.addChild(loader);
[Code]....
I want to create a kind of "video player" that will allow me to move a playhead accross all theses SWF that are playing back to back. What I need to do is get the totalFrames of all these swf objects that are to be loaded. I tried loading each SWF (using the Loader class ofcoarse) and on the COMPLETE event grab the totalFrames and then move to the next SWF to populate an array that will be used to create a UI piece. The problem is that it starts playing the swf once it load and you can hear the background sound of each SWF. It also slows the program down. Is there anyway of grabbing the totalFrame property from external SWF's without actually having to load each SWF?
View 2 RepliesI know you can evaluate the total frames of an entire movie (read: swf) with _totalframes.
I know you can evaluate the total frames of an mc with instancename._totalframes.
how to evaluate the totalframes of a single scene within a movie?
scenename._totalframes does not seem to work
Good to see Flash Kit forum lasting a long time. It's been some time since I was last here. Just upgraded to CS5.5 from Flash 8 and having difficulty migrating a counter to ASC3. Managed to rebuild my other time line controller buttons. The counter is ASC1 and inside a movie clip Total Timeï In the clip are 2 dynamic/variables text boxes. min0 and sec0ï They output minutes and seconds as 2 figures. 00 : 00. With a colon graphic in-between. It takes the old _root._totalframes count then produces the times.
[Code]...
I have a peculiar problem with a swf published from Captivate (full motion recording, single slide). I wish to use the swf in another flash movie, and basically want to have things triggered when the movie has finished playing (like going to the next frame, where I plan to embed another swf). After doing some research, I decided to go with a method in which the movie's current frame is compared with the movie's total number of frames. To my surprise, the trigger occurs after only one second. Tracing the MovieClip(myLoader.content).currentFrame and MovieClip(myLoader.content).totalFrames reveals that the first one stops at 32, and the second one returns also 32 (according to captivate, it has 1411 frames). Yet the movie keeps playing.
I'm guessing that I'm referencing the wrong "currentFrame" and "totalFrames", but am completely lost as to why it's not working like it should.
[Code]....
detecting the totalFrames of content loaded into a Loader?
I made a dummy animation just for testing (150 frames of text just tweening across the screen) to load. I load that in and when it's loaded I'm always told it's only 2 frames long.
e.g.:
package {
import flash.display.*;
import flash.events.*;
import flash.net.URLRequest;
[Code].....
I just wrote that by hand now as an example so there might be a typo here or there but you get the general idea. I'm using CS5, flash player 10, just testing the movie and every time it traces 2 total frames. how to tell how many frames the loaded content actually has?
i have an array containing 4 mc:
Code:
private var notesDefinition:Array = [Note1, Note2, Note3, Note4];
When faceMc moves (while dragging or as a mouse trail), points are created dinamically every 200px and one of the array�s mclips is added there in a random function. Now i need to remove that mc when it reaches its last frame (just the mc on stage, not remove from the array). I tryed the following but its not working.
Code:
private function drawingAPI(event:Event):void{
var addNewNote:Boolean = false;
//add first point
[Code]....
Is there a simple way using currentframe and totalframes to have dynamic text fields display what frame the user is on? (exp. Page: 4 of 25) I have been looking and can't seem to find anything.
View 6 RepliesI am loading an external swf as a child and I want to get its "totalFrames", but I get the following error: "Property totalFrames not found on flash.display.Loader and there is no default value."Is there a way to get totalFrames from a child? Here is what I have:
Code:
var movieArea = new Loader();
addChild(movieArea);
movieArea.load(new URLRequest("slide1.swf"));
movieArea.x=5;
movieArea.y=5;
var framesTot = trace(movieArea.totalFrames);
Is there any way to check the currentframe or totalframes of a movie loaded into a 'holder clip' on the main stage? Everything i try just comes back with 1 frame despite there being more than that?
View 3 RepliesI've written a simple MovieClip replacement that converts an existing imported MovieClip to a sequence of BitmapData. This removes the requirement for Flash to render vector data in the MovieClip on each frame.
But BitmapData has a huge memory footprint. I've tried converting the BitmapData to a ByteArray and using the compress() method. This results in a significantly smaller memory footprint. But it has proven impractical. For each redraw, I tried uncompressing()'ing the ByteArray, then using SetPixels to blit the data to the screen, then re-compressing() the frame. This works but is terribly slow.
So I was wondering if anybody else has an approach I could try. In Flash, is it possible to compress bitmap data in memory and quickly blit it to the screen?
I wonder how native animated GIFs work in Flash. Does it uncompress them to BitmapData behind the scenes, or is frame decompression done on the fly?
what I'm trying to do is accessingsnapText = scrollPane.source.textSnapshot;from an external swf. I've tried:
trace("-->: "+scrollPane.source.textSnapshot.getText(0, 1000));
trace("-->: "+myLoader.content.textSnapshot.getText(0, 1000));
trace("-->: "+mc.textSnapshot.getText(0, 1000));
[code].....
I have a horizontal scrolling movieclip that scrolls when the mouse is left or right of a certain point of that movieclip. However, it only moves slightly then stops when the cursor goes over it, it doesnt actually scroll normally...
[Code]...
I am trying to activate a rollOver-function when the mouse rolls over a movieclip inside of a movieclip.On the main window (root), first you rollOver a button where a window shows up with more options (movieclips).From stage, my first movieclip is called "catapultas_read_more" which leads to amother movieclip called "pic1_mc". The label that is going to play when mouse over on pic1_mc is "rollOn".I tried this.gotoAndPlay("rollOn); directly inserted to the movieclip, but the movieclip inside pic1_mc never starts
View 8 Repliesi'm trying to cast a MovieClip to a custom Class that extends MovieClip called MovieClipExt
ActionScript Code:
package {
import flash.display.MovieClip;
[Code]....
...but sadly returns null instead of a MovieClip converted to MovieClipExt
what should i change to make this work?
I have movieclip which contains child movieclip. when child movie clip finish to play i want to run a function in a parent movieclip. so I made a custom event dispatcher in the first frame of the child movieclip:
[Code]...
My goal with this actionscript is to create a new movieclip for each top-level XML node and include in the movieclip two separate textfields, an image, extend the movieclips to two row if necessary, rotate each movieclip differently depending its parity and add a hover event based on the movieclips instance name. I have achieved each goal except for the hover bit. The reason I cant access the instance name outside of the for loop is because the instance name only lasts for duration of the loop. Here is my current code (at pastie address).
[URL]
i have 2 intersecting movieclips.
is there a way to hit test point NOT detecting a bottom movieclip if the mouse is over the top movieclip?
I have a problem with dragging movieclip which is dynamically generated via attaching movieclip from library.I want to move the movieclip by pressing the yellow square within a boundary say 100*4. I am attaching the flash file with this thread.
View 1 Repliesi've not tried to do anything odd with eventListeners up until now. i have a movieclip with multiple frames that i use AS to attach a textfield to it. problem is i have a eventlistener for when the mouse rollsover the movieclip to go to frame 3 of the movieclip.
[Code]...
what's causing the textfield to suddenly take precedence and how do i stop it. when i trace the evt.target - it is my movieclip.
Okay I have a script in which I have added an image to the stage. It is absolute centered. I then have another with is on top but much bigger. I would like the big image to move opposite of my mouse position on the smaller image. ie: cursor is on bottom left corner the bottom left corner of the larger image is in the same spot. And the same thing for any other area.
I have tried many different ways but to no avail. I have done research but no one has been able to give me a solid answer. Anyone know of a way to accomplish this. Keep in mind this it needs to work regardless of the image size.
I have a movieclip instance named 'placeholder' on the canvas, and I want to change the alpha of the named movieclip from it's class without effecting the alpha of all the movieclips of the same type. How would I specifically target the named movieclip instance that is on the canvas?
View 3 RepliesI need to automatically unload a movieclip when the movie within the movieclip plays completely.
View 9 Repliesin a game i am doing i have a class called "player" extending MovieClip.this Player MovieClip has multiple frames with animations in it.for example a MovieClip "Walk-right" on frame 2.this walkcycle clip now contains also some sprites/movieclipsone of these i have to colorize in every frame of the walkcycle according to the players color.how can i achieve this?in as1/as2 i used something like: this.clr.setGRB(_parent._parent.myclr)is there a way or do i have to think differently about the way i have to display the animations?
View 0 RepliesIm making a movie with a menu that loads movie clips according to which menu is selected simple enough. However, the newly loaded movie clip also needs to allow the user to load another movie into the main movie effectively swapping the first movie clip with the second. This needs to be done without using the main menu.
View 6 Replies