ActionScript 2.0 :: Slider That Plays Movieclip Forward And Backward?
Apr 20, 2004
I have created a slider with the following code:
stop();
//DRAGGER1 CODE
dragger1_mc.onPress = function() {
//constrain dragger to line width
[Code]....
What code would I add to have a seperate movieclip play frame by frame based on where my slider is. Ex: My slider is on the far left, seperate movieclip is at end of its timeline. If I move the slider quickly back to the beginning the movieclip plays backwards quickly to its beginning and stops.
Im trying to produce my online portfolio but for that i need to play movieclips backward and forward to various frame numbers.I found a very good script (as2) and it works great in the main timeline but inside a mc it doesnt work at all. this is the script
1. Call to Action Create an actionscript layer that extends the full length of your movie. In that layer, include the following actionscript:
function Movement() { if (_root._currentframe > _root.mytarget){ prevFrame();
[code]....
Using the code above, the movie will play either backwards or forwards to the desired destination.As i said before this script is great but it doesnt work inside an mc.
Im trying to produce my online portfolio but for that i need to play movieclips backward and forward to various frame numbers.I found a very good script (as2) and it works great in the main timeline but inside a mc it doesnt work at all.this is the script
1. Call to Action Create an actionscript layer that extends the full length of your movie. In that layer, include the following actionscript:
function Movement() { if (_root._currentframe > _root.mytarget){ prevFrame();
[code]....
Using the code above, the movie will play either backwards or forwards to the desired destination.As i said before this script is great but it doesnt work inside an mc.
Background: I have a slider / scrubber that works well and controls the timeline of a movieclip both forward and backward.Lets say I have a movieclip of a lightbulb onstage that starts in a turned off state. When the movieclip plays through normally I have frame based actionscript to toggle a lightbulb movieclip to _on.
I would like to control the embedded video by advancing the playhead forward and /or backward by increments > 1 frame. I have tried:
on (press) { stop(); for(var j = 0; j < 4; j++) nextFrame(); } - and - on (press) { stop(); mc.gotoAndStop(mc._currentframe + 4); } (mc = movie clip)
I enabled Simple Buttons and clicked on the buttons containing the AS; they are not functioning. Although, the play, stop, goto first and last frame buttons work. I am perplexed. I have tried creating a new .fla file with a different .wmv, and the failure to function persists.
I beleive there's an Action Script or possibly an attached Javascript (maybe) that would allow an FLV video to 1st stream forward and then play backwards and repeat this proccess over and over to simulate an endless trend. The perfect example can be simply viewed here url...Their video is a short 13 sec clip of the pup licking the screen, but they managed to reverse it when it reaches the end.
I am trying to create a small movie. Now I want to create an effect that once the mouse is in the right half of the movie - then movie should play forward. When the cursor moves to the left half of the movie then movie should play backwards. I have tried following some examples from online but I am kinda lost
This is what I have done so far:
- Create the animation named it "mc" of type Movie Clip - Put it in the "main scene" - The (first) keyframe at "main scene" has action "stop();" - <<now i am lost >>
Note: Eventually the right and left part of the movie will link to different webpage.
I have an animation of a rotating 3d object, and I'm playing it backward and forward through simple nextFrame() and prevFrame() actions inside an onEnterFrame event.Everything seems to work, the only technical problem is that if I go backward, the animation is not as smooth as if I went forward. I understand that a prevFrame action is 'less natural' than a nextFrame.. but does anyone know how I could fix it?
Anyone have any clue how to make a Flash movie like this one? [URL] I could script a back button to go to a previous frame but how do I get that smooth looping effect?
how to make my "animation" (more of an interactive slideshow) skip forwards and backwards by two frames rather than one.
Each frame's action starts with stop(); and I know how you can implement the Action script to register keystrokes, the problem is I can't get how to jump by 2 rather than 1 frame at a time.
It would be preferable not to have to use gotoAndStop(#); on every 2nd frame as I have over 350+ frames.
well what i am trying to do is move between 2 text boxes through a motion tween. but thats not going to work because you can't tween backwards. so what would be the best thing to do?
this has probably been posted before but i have no idea where it is. i tried the sliding menu tute but that didn't work.
well what i am trying to do is move between 2 text boxes through a motion tween. but thats not going to work because you can't tween backwards. so what would be the best thing to do?
this has probably been posted before but i have no idea where it is. i tried the sliding menu tute but that didn't work.
I simply want to move a video forward and backword when it is already playing, but the seek method is not working properly. I can't figure out, where the problem is.I have two buttons (pluz_btn and minus_btn). Plus button is used to move half second forward and Minus button is used to go back half seconds.The plus button is working but it is showing about is moving the video to about 3 seconds.The minus button should move video backword. But it is also moving it forward.[code]......
I simply want to move a video forward and backword when it is already playing, but the seek method is not working properly. I can't figure out, where the problem is. I have two buttons (pluz_btn and minus_btn). Plus button is used to move half second forward and Minus button is used to go back half seconds. The plus button is working but it is showing about is moving the video to about 3 seconds. The minus button should move video backword. But it is also moving it forward.
I have a motion tween that I have move forward along a path, is there any way I can make the motion tween then move backward along the same path and then forward again.... like a loop?
I've got these 3 separate animations moving forward and backward based on simple rollover interaction. It all works and all is well with the world, but I know this can be done in a more efficient manner. Instead of duplicating all the functions with different numbered versions of their name, how can I group this stuff together and call it once? Just curious as I'd like to be more efficient with things like this moving forward.
ActionScript Code: //CLIP ONE CONTROL function loopback(event:Event):void { this.celebration_mc.prevFrame(); this.light_mc.prevFrame(); } function backwards() { [Code] .....
I am trying to work with this flash tutorial -[URL] So far it draws with a simple rounded line. I have been extending this application by making the drawing board bigger and other small things. I now want to be able to choose the line style. Currently it is rounded and I want to choose and draw with other shapes - square, forward slash (/), backward slash (). Is this possible? If so, could you explain how I could go about it?
simple one this, or so i thought! basically, i want a mc to play from start to finish (11 frames) upon rollover and upon rollout i want it to play backwards to the first frame. Accurately.
ActionScript Code: on (rollOver) { if (activ.currentFrame <= 11) {
[Code]....
Currently i JUST goes to the next frame. So i need something like currentFrame +1 or something?
I have 4 buttons on the stage. Each button controls associated MCs. When the button is clicked, the MCs fade to invisible (alpha). Now I want them to fade back in when the buttons are clicked again. Is there a way to get them to play in reverse or would you suggest that I do all of the fading tweens dynamically instead of in the MCs timeline? By the way, there is a stop command at the end of each MC.
I have slider that sits on my root timeline and controls the timeline of a movieclip sitting on it. The user can drag the scrubber controls to move the movie around as it is playing, and it progresses along the bar on its own. However, the issue I am having is that when the user drags the bar (in either direction) the actions that are on the frames that they scrub past never happen. Is there a way to be sure that if the user scrubs forward along the timeline, that these actions happen?
Also, say they get to the end and rewind back to the beginning, is there a way to reset the actions so that they can see everything again? and I hope this made sense. EDIT: Anyone? Also, I forgot to mention: this is in AS2.
I would like to know if there is a way to update the position of the thumb on the Slider component when a movie clip plays. Currently I have a movie clip symbol on my stage with the instance name ShapeMC. It has about 10 frames or animation and two actions. the first frame has a stop action as does the last frame. The actions are on their own layer, separate from the actual animation. I also have the slider component in my library, but it is only there so I can reference it through AS3. My AS3 instantiates a variable of type Slider. I then define the properties, like the width, hieght, thumb size, minimum, maximum, as well as enabling livedragging. I did this so the user can drag the slider and move through the Movie Clip symbol. I added a button that allows the user to click it and autoplay the Movie Clip symbol (ShapeMC). All that works. What I would like to do is when I hit the play button, I would like to see the thumb on the slider move along the slider as the Movie Clip symbol (ShapeMC) plays. So if the Movie Clip symbol reaches frame 5, the slider thumb show be seen as being half way through the tread. I tried putting the currentFrame into the .value property of the slider, but that didn't do anything. No errors, but it didn't move the thumb at all.
i need help with a preloader. i want the preloader to go 1 step forward in the movieclip for every point loaded, and when its done loading i want it to play. all this in one frame.
I have a college project to hand in within 2 days. I'm making a website and what I want to achieve is a button that plays the movieclip (which is a piece of paper going onto the stage) and when you click it again it reverses that clip. I've tried loads of things and only got code that allows two buttons to reverse and go forward.
So I'm Bitmaping some heavy stuff to try bring down the [pre-render] and [render] which is quite high according to FlashBuilder's profiling. I thought this was going well until I realised that as soon as you change a MovieClip to a Bitmap, you lose the pixel based accuracy of the mouse move events (Over, Out, Move...), all your left with is the entire bounding box of the Bitmap, something which is less than desirable. I've got a game where many Bitmapped assets would be on top of each other in a scene, on the stage, arranged in various ways and need to have that pixel accuracy moving between each one and have exhausted my efforts as to how to achieve the same mouse move results with the Bitmapped guys as normal.
This, [URL], is a FLA which shows this operation, and you can see how it works here, [URL]. When it loads up, both items on stage are drawn Shapes, encapsulated in MovieClips, both that get a glow, if you hover over them. If you click the stage at all, the purple guy gets turned into a Bitmap and now, his 'hit area', when it comes to MouseEvents is his whole bounding box and you can only get through to the back green item at the edge slivers.
I'm also tracing the pixel which the mouse is over, so I can clearly tell when the mouse is over a transparent area, it's 0, but how can I tell the event to forward itself on down the chain to the green MovieClip?
Below is how it's now pretty much working for me,
var bitmap:Bitmap = this['bitmap']; var shouldMouseOver:Boolean = bitmap.bitmapData.getPixel(event.localX - bitmap.x, event.localY - bitmap.y); if(shouldMouseOver)
[Code].....
I shut off mouseEnabled for my item, when I know it's wrong, then I search for another item that properly fits the bill and if there is one, send an Event to that and break. If that one's also wrong, it'll do the same again, but each time taking themselves out of the loop.
This does work exactly how I want it to, but I'd always prefer to keep things like globalToLocal and looping, and reading from arrays for not frequently updated methods like listeners to MOUSE_MOVE. Is there a more efficient way to do this?
I have a movieclip that plays like a reel. Inside the movieclip I have 5 buttons When the user clicks the button it should take the person to new scene but it does not work.
I am using actionscript 2 code.
My scenes are called Scene 1,2,3,4,5 My movieclip has instance name buttonreel I have buttons with instance names bt1, bt2, bt3, bt4, bt5
So when I double click on the movieclip and the code I have written for bt1 is:
[Code]....
similar code for bt2 which should go to scene 2 but it does not work