ActionScript 2.0 :: Looping A Symbol Which Contains 5000 Frames?

Apr 26, 2011

I have a character with about 5000 frames of lip sync talking. My problem is getting the character which is a 'fly' to have a constant gentle bounce looping over and over. I can obviously do this with motion tween but doing this with over 5000 frames is a bit counter productive.

View 7 Replies


Similar Posts:


ActionScript 3.0 :: Error 5000: The Class 'Particle' Must Subclass 'flash.display.MovieClip' Since It Is Linked To A Library Symbol Of That Type

Jun 7, 2009

Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it. 

Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC).  I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
 
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
 
In Particle.as I have the following code:
 
package{ import flash.display.*; public class Particle extends MovieClip {  public xVelocity:Number;  public yVelocity:Number;    public function Particle()  {   xVelocity = 0;   yVelocity = 0;  }    public function update():void  {   this.x += xVelocity;   this.y += yVelocity;     } }}
 
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
 
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark.  In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame.  The class is called Spark and the Base class is Particle.  For testing purposes I've dropped an instance on the stage and called it spark.  Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
 
spark.xVelocity = 5;spark.yVelocity = -1;
function updateSpark(event:Event):void{ spark.update();}
addEventListener(Event.ENTER_FRAME, updateSpark);
 
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables.  This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
 
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity.
Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.

View 7 Replies

ActionScript 3.0 :: 5000: The Class 'com.decalmywall.Emb_EMB_BORDER' Must Subclass 'flash.display.BitmapData' Since It Is Linked To A Library Symbol Of That Type

Nov 15, 2011

I am having an issue with compiling a .swf. I get the following error on what seems to be related to the images. There is about 40 that are all very similar the the error code listed below:

5000: The class 'com.decalmywall.Emb_EMB_BORDER' must subclass 'flash.display.BitmapData' since it is linked to a library symbol of that type.

View 8 Replies

Make A Symbol A Looping Animation?

Jan 2, 2010

The first question: How do you make a symbol a looping animation? Say I want to make a short loop which I can repurpose later.. something such as a falling raindrop or a moving mouth. A webseries I enjoyed when I was younger, Bonus Stage, used the same moving mouth animation most of the series.. I'd like to learn how to make that.

The second, and I'd like to take advantage of the tag on the link leading to this forum that reads "there is no such thing as a stupid question in here"... How do you change the size of the brush tool?

View 1 Replies

ActionScript :: Symbol Movie Clip No Looping?

Dec 28, 2010

i have symbol type movie clip with name xmoviehow to make this symbol not looping every time it finish animate?

View 2 Replies

ActionScript 2.0 :: Looping Animation Inside Symbol

Nov 14, 2009

I have a symbol which I want to contain several loops, but when I play it, it simply stands still. Example:[code]As I understand it, if I start the movie clip at frame 1, it should loop frames 1 and 2, and if I start it at frame 3, it should loop frames 3 and 4. Why won't it work ?

View 1 Replies

ActionScript 2.0 :: Looping Frames 6 Through 7 Infinite?

Dec 23, 2007

I have a movie clip named "services_mc" it has 7 frames inside of it. When the movie clip gets to frame 7 I want it to go to frame 6 and play (and repeat this infinite).

I thought all I would have to do is put this in frame 7:

gotoAndPlay(6);

but it stops on frame 7.

View 3 Replies

Professional :: Add Music Looping Over And Over For 600 Frames, Then Stops?

Oct 1, 2010

I have a music track that I want continusuely playing and looping for until my 600 frames stop, then it stops. (by the way my frames/sec is a 1, not 24 like the default). Also it would be nice if in the last 5 seconds it could somehow fade away. How do I do this?

View 3 Replies

Flash :: Looping A Range Of Layers & Frames CS5?

Dec 14, 2011

I created an animation in which I'd like to continously loop the last 100 frames of 3 different layers ('baubles continuous' folder), how do I do that? 

View 3 Replies

ActionScript 3.0 :: Looping Over A Selected Range Of Frames?

Jan 16, 2009

Im working on a flash website that has an opening page animation that ends at frame 70. From frame 70-1000 I have a slideshow. How can I make the opening animation play once, then play the slideshow, and loop the slideshow only (from frames 70-1000?) I dont want the entire timeline to loop just the few frames that I choose. Is there some actionscript for that? Im using Flash CS3.

View 3 Replies

ActionScript 2.0 :: Looping Between Frames If Movie Not Loaded

Apr 11, 2004

The movie is 12 frames long ! I have an action placed in frame no. 11 which says :

if(_framesloaded = 12) {
gotoAndStop(12);
}else{
gotoAndPlay(10);
}

This means that if the movie is not loaded, it will loop between 10 and 11. I have a movie clip on frame no. 10 and frame 11 is empty, this means that, the movieclip (a square) should blink ! Also, the movie when its loaded stops at 11 rather than going to stop at frame no 12 as per the actionscript !

View 1 Replies

ActionScript 3.0 :: Looping Slideshow/Frames Initiated By FWD/REV Buttons?

Dec 4, 2010

How do I code the logic to create a slideshow that plays nextFrame() or prevFrame() using eventListeners for FWD and REW/REV buttons?

[Code]...

View 11 Replies

ActionScript 2.0 :: Flash Webpage - Looping To Previous Frames?

Jun 29, 2005

I am in the process of making an web page in flash mx 2004. I have a little intro, home page, gallery, contact, etc....now the problem lies within my main buttons which are on everypage which link home and to gallery > so the navigational buttons. Now on the main timeline in flash I have the homepage as the first page then to the gallery. Then the gallery has subgalleries. I gave each button instance names and used that in the action script, I put it on the page frame for each page.

So on the home page I would have put in the action panel :
stop();
gallery_btn.onRelease=function() {
gotoAndPlay(9)
}

Now when I get to the gallery the return home button will go back to the home page frame. The only problem is that when this happens, the audio from the into in the first frame plays. Also in the subgalleries, I changed the frame that the gallery button is supposed to play, so it goes back and plays the gallery, and again plays the audio for the intro. What I think might be happening is that when the button is going back to a previous frame on the timeline, it isplaying the into on the first frame in the background. Another thing I noticed is when all of his started happening, the loading when I was testing the movie, it was loading longer than it should have.

Also, when I go to test my movie i get an output error stating:
**Error** Symbol=body galley, layer=Layer 7, frame=71:Line 1: Statement must appear within on handler
stop();
Total ActionScript Errors: 1 Reported Errors: 1
Now, there is a stop action on that frame, yet the error comes up, ive tried it without the stop();. ive tryied iit in a different layer on the same frame, but i still get the error. and the thing is with this problem, everything in this area works fine in the movie when I test it, so I am not quite sure where it getting that error from.

View 2 Replies

Multiple Instances Of A Symbol Stopping On Different Frames

Jul 30, 2010

I have a symbol that contains all the weapons. I placed 6 of them on the stage. I have 6 variables P1Weapon1... P1Weapon2..etc. I need each one to stop on whatever variable matches them. The scripts needs to be on a external as file linked to the symbol. The variables are declared on a external as file linked to the main timeline.

View 1 Replies

ActionScript 3.0 :: Changing Frames Within Symbol By Using Button?

Dec 6, 2010

HJow to change frames within a symbol, by using a button in the actuall stage. Every time I try searching for it, I get lost in half completed answers, action script 2, and things that throw a ton of code and words and stuff at me, but never explain the parts of it.

View 3 Replies

ActionScript 3.0 :: Convert Frames To Symbol Script?

Dec 29, 2011

if there's a way to take all of the keyframes and tweens I have on a timline and turn it into a symbol in a single script?Right now I'm:

copying all keyframes on one or multiple layers

creating a new symbol on the first frame with the objects in that frame

going into the new symbol

deleting the objects

pasting the keyframes

then moving all of the objects with the edit multiple keyframes tool to align with where

they were on the upper level and then removing all of the keyframes and tweens after frame 2 on the initial layer so symbol will have the proper loop length
 
A script to create this in one command would be incredibly usefull for my animation and being able to do the opposite... selecting a symbol and breaking all of the information inside to the same layer.

View 2 Replies

CS3 Animation - Object (shape Or Symbol) Spanning Across Many Frames?

Jan 13, 2010

I'm creating an animation kinda like a travel map, x - - - - - - - - - - - - - - - - - - - - x .where the x's equal the start and the end point, and the dashs are like your direction etc, a good example is if you've ever seen those pirate movies where they have the maps and it shows where they have to go.is if there is a better way to do it than I currently am (Still finding my way around the whole Animation thing - and I'm sure theres an easier way than this!)

At the moment I'm going frame by frame and in adding objects, so for example, in frame one I have my 'x' object, then frame two I pasted the 'x' object plus one 'dash' objects, and so on and so forth, and I have a feeling that doing this is going to take agessss, and I'm sure there must be an easier way! I essentially need the 'x' object to span across ALL of my frames, is there a command or something for this? I'm not too knowledgeable with tweening, but can it be done with that?

View 2 Replies

Housing Multiple Mouth Frames In One Symbol And Switching Between Them?

Oct 8, 2011

I read a tutorial a while back about making a symbol for a character's mouth in an animation, and making multiple frames within the symbol, with one for each different mouth position I'd like to use (Open and saying a certain letter, smiling, frowning, etc.). What I can't figure out is how to keep it from constantly animating repeatedly through all the mouth frames on its own in each shot when I just want it to stay in a certain position on certain sequences of frames. I also can't figure out how to select the precise frame I want when it needs to change.

View 1 Replies

Actionscript 3 :: Adding Actions To Button Symbol Frames In Flash CS5?

Sep 27, 2010

For some reason I can't add ActionScript actions to a timeline frame within a Button Symbol, like I normally would with MovieClip symbols or on the stage. The Actions panel shows this message:"In ActionScript 3.0, code cannot be placed directly on objects. Please select a frame..."even though I definetely have a frame selected.

EDIT: Screenshot as requested. As you can see, a frame is clearly selected...

View 1 Replies

Actionscript 3 :: Flash - Multiple Frames - Alter Symbol Properties

Aug 4, 2011

if you have an active state and a passive state for something, you can jump between the two with gotoAndStop(2), gotoAndStop(1); or you can manipulate whatever property is changing directly (e.g. if it's alpha, then symb.alpha=0.5, symb.alpha = 1.0). I've found myself jumping between the two, and I don't like it (I like to have a standard, or at least a usual). What's considered a good practice

View 4 Replies

ActionScript 2.0 - Flash - Export From .fla File Symbol's (frames) To Separate File And Use It

Nov 17, 2011

I am very new to ActionScript. I have a .fla file which contains the AS2 code for the frames. What I need to do is that I have to export this code as a separate file. There may be a separate file(or class file) for each frame code. Is it possible to me do it automatically without losing animation interactivity and functionality? Or is there any other way?

View 1 Replies

ActionScript 3.0 :: SimpleButton Class - Getting The Error 5000?

Dec 8, 2009

Im following a 'recipe' in the O'reilly AS3 Cookbook, but it doesnt work.i keep getting the error 5000: The class 'RectangleButton' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.

Code:
package {
import flash.display.*
import flash.text.*;[code]]........

View 4 Replies

ActionScript 3.0 :: Object Name Causes 1026 And 5000 Errors

Oct 22, 2010

I have been using Flash for a long time and I have never seen this error before. I have the solution for this, but I don't understand what is actually causing the issue.

I have attached a zip file with an fla and two as files. If you run it as is you will get :

Code:
1026: Constructor functions must be instance methods.
5000: The class 'Main2' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
5000: The class 'MemoryGame' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.

The problem appears to be that on frame 3, we have an instance (named replayButton) of an object called btn_Replay, with linkage turned on correctly. If you rename the object and linkage to Replay (or anything else) it works fine. Set it back to btn_Replay, it breaks once again.

There is nothing in the code that should affect this.

View 1 Replies

ActionScript 3.0 :: Error 1017 And 5000 After Reinstalling Flash

May 29, 2010

i have couple of classes that i use in my projects.they have the package name gkAPI and was in the folder D:gkAPI but i had to reinstall windows and also flash cs4 and also the drive letter changed so the class files are in E:gkAPI i added the line "E:gkAPI " in source files in preferences but the project which used these classes fail to compile. it worked earlier (so there cant be any typing mistake") but now saying the classes specified cannot be found

View 0 Replies

ActionScript 2.0 :: Let An Input Type Text Box Only Take Integers From 0 To 5000?

Mar 3, 2004

how to code how to let an Input type text box only take integers from 0 to 5000.

View 3 Replies

Media Server :: M$ LifeCam VX-5000 Webcam Won't Interface With Flash?

Aug 24, 2011

I've tried on TinyChat but Flash won't recognize it except as a microphone. I've tried at BlogTV, the webcam shows up in Flash Settings but there's no video output. Webcam does work in it's own LifeCam software & supposedly with Windows Messenger software (hasn't been tested on Messenger). I've installed the Adobe Flash Media Live Encoder 3.2 and that seems to be working but BlogTV still won't respond.

View 2 Replies

ActionScript 3.0 :: Pixel-perfect Collision Detection With 5000+ Particles?

Dec 5, 2009

I just thought I'd drop a note here to those who are interested. I recently posted about it on my website and you can download the source for it there too. Here's some excerpts:

Ive run it at 60+ FPS with 7,000 particles, but that actually isnt the limitation (unless your particles are crunching heavy math for eg movement). Rather its the size and number of sprites that were colliding with the particles.

To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselvestheyre blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line a choppy one anyway) instead of the vector renderer (lineTo()).

The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.

That's the gist of it, but I explain it a bit more in detail in the post. Hope someone finds this useful and please let me know if you come up with something cool using it

View 5 Replies

ActionScript 2.0 :: Let An Input Type Text Box Opnly Take Integers From 0 To 5000?

Mar 3, 2004

how to code how to let an Input type text box opnly take integers from 0 to 5000.

View 3 Replies

ActionScript 3.0 :: Canvas Size Limit 2880 But Image Width 5000

Aug 20, 2010

My artist drew a beautiful island but it's 5000 in width. We scroll it as it's for a Virtual World. - it's in layers and we scroll the different layers at different speeds. Flash documentation states that the limit is 2880 BUT it does work in the player i.e.: you can see the full island but it does run a little slow.

Should I
a. Create a smaller island of 2880 which is a shame as I would have to get rid of a lot of good stuff
b. Split it into two images and dynamically connect them with code.

Also, I have different layers scrolling at different speeds which would make things more difficult to look natural.

View 13 Replies

Flash :: Change Visibility Of Symbol Instance From Inside Another Symbol's Script

Nov 22, 2011

I have a project in Flash Professional CS5 and ActionScript 3.

I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".

To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?

View 1 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved