ActionScript 3.0 :: Add Different Animations For Actions In It?
Aug 15, 2009
I am attempting to make a very simple Final-Fantasy-style fighting game and I am just having a little trouble getting the player (MovieClip) to play different animations while he is doing different things I have the concept down the player has a layer that splits up the different sections of animation, but in my code in an ENTER_FRAME looping function when I say[code]...
I am following along this tutorial: [URL]. And I get to the part where I need to add code to get my buttons to work, and I copy and paste the code and then change the frame labels to match mine, but then I get a syntax error: "About_Project_mc, Layer 'hit area', Frame 1, Line 1 1086: Syntax error: expecting semicolon before leftbrace."
I have a series of frames one the timeline. Each frame has a graphic and a mouse click leads to the next frame. Think Myst.
[Code]...
When the middle frame is returned to, clicks no longer change anything. I believe that the actions of the 'left' frame are replacing the one's in the middle frame so then it is told to gotoAndStop to itself.
I'd like to know if that is indeed what is happening and how I can make it stop.
1. Can i put another set of actions in frame 2 of the actions layer?i tested but it doesn't seem to work..it has 836 rows of code and it's getting annoying when tryin to search for a function..
2. I am not that familiar with classes, i usually put all the code into movieclips or in actions layer.. i am not sure if i can call a function from a actionscript class..
3.I am curios if there is any way i could specify an alternative for the if statement like in this pseudocode:
if ( apple is not clean BUT is tasty) { eat(apple) }
anywhoo i have minimal actionscript training tho i know a bit... im trying to make an Item system were i make an object like a key or a helmet... and if i collide with it it disapears. and i get the item, then somewhere put _root.playerMC.standing.gotoAndPlay ("item"); .. maybe in the item i dunno..
so basically i set my characters up like playerMC then in that animation i have a body head arms and legs.. and in those i have different items equipped on each body part on each frame how should i set this up!!!.. i cant call those items deep in the animation the farthest i can go is like Playermc.gotoandplay ("walk") when i try to do like.. playermc.walking.head.gotoandplay ("item") it doesnt work..
I'm not talking about taking the button and fiddling with the way it is. I have an animated glowing effect in both movie clip and graphic and all I want to do is have it play, overlapping the button's over frame. However, everytime I enable simple buttons, neither work. Is a code needed?
Also I need to know how to have my glowing effect to repeat in a specific way. The animation has an intro and a loop. I want it to end by going back to where the loop is to continue looping rather than going back to the intro where it would spantaneously pop up (should I use a generic gotoAndPlay (framenumber); code?)
I am working in Flash CS4 and am having an issue with my animations. I create a simple tween and press the enter key to play the animation but it does not play. Instead the enter key just toggles the timeline scrubber on and off. When I play the SWF file there is no animation either. If I manually scrub through the timeline the animation appears to be playing correctly. I am simply placing a box on the stage and moving it from left to right using a classic tween. I have tried shutting down and restarting my PC but that does not work. This just started today and was working fine up until today. I am unaware of having made any changes to preferences or anything. I have reset the Essentials view but it is still not working. When I hit CTR ENTER I can step through the frames one by one using the . and , keys on one of the animatioins, on a second one when I step forward a frame the box I am using disapears.
I've recently began using Flash, and came across an error which I'm afraid I've yet to resolve.While animating some text with the use of masks, it becomes blurred, like this: URL..As you can see, the first text - videos - has no problems, while the second text appears blurred. In the animation, the same happens.
I'm not only new to the forums, but also rather new to AS 3.0, so this might be something really simple but I can't seem to figure it out Basically, what I'm trying to do it make a photogallery that's essentially a grid of thumbnails. When the user rolls over a thumbnail, I want it to grow in size just a little bit and when they click it would get much larger.Now, that part is simple, but when all of these size changes take place, I'm trying to make the other thumbnails get out of the way, instead of the usual overlapping that would occur. So my question is this:Is there some simple way to change the properties of those thumbnail MCs to avoid overlapping at all costs, while remaining on the stage? Or would I have to animate every possible combination separately on ever possible thumbnail?
I just started to make flash animations using Adobe Flash CS4, but there's something I just don't understand. To create an animated object, I know I have to create a new movie clip symbol, animate it, and then put it in the main scene. But when I drag the symbol from the library to the main scene, only the first frame of the animation is copied! How can I copy the entire animation of a movie clip symbol to the main scene?
If I have a couple of animations in a single folder, it doesn't look like there is a way to animate the folder as a whole, so is it possible to group all the animations somehow and animate that?
I have uploaded my Dreamweaver CS5 web site and the flash/swf files don't appear.What files are suppost to be with exported swf files when uploaded so they appear on the web on my web site
i am totally new to flash and want to ask Is it possible to create complete flash animations in .net platoform with C# by using the flash APIs. Can anyone explain how it is done(which apis tools needed) and provide/link to some of the examples.
I made an animation. I made a seccond animation that was suposed to go right after the first. I made a scene 2 and when I copy the frames over it says: Resolve liprary conflict, One or more library items already exist in the document. Replace existing items or dont replace.
If I replace the one works right but the first doesnt. If I dont replace the first one works but everythings all messed up in the other one. Is there a way to combine the 2 animations together?
I bought a package of animations that are stored on the server of the company i bought it from. Now i'm trying to embed the animations in flash. I used this steps that the company gave me.
I have two movieclips on stage (red_mc and blue_mc). I'm attempting to have blue_mc fade in first, then when it's finished, I'd like red_mc to fade in. Why is the following code not working? ....
import fl.transitions.*; import fl.transitions.easing.*; function doBlue(e:TweenEvent = null):void {
[code]....
In another file, I have four movie clips: blue_mc, yellow_mc, green_mc and violet_mc. The idea is to make blue "invisible" to reveal yellow and back with keyboard command. And switch from green to violet and back with keyboard command. Problem is, one keyboard press switches both blue to yellow AND green to violet. I'd like it to happen sequentially ... meaning first keypress switches blue to yellow only. Next keypress switches the green to yellow only and so forth.
Subquestion for #2: the way it's set up now, it requires a keypress to switch BACK from the second color to the first. Ideally, I'd like to put it on a timer so that one keypress, turns blue to yellow, waits 5 seconds and resets back to blue. Next keypress, switches green to violet, waits 5 seconds and resets back to green.
// shows blue and hides yellow, switches at key_down yellow_mc.visible=false; stage.addEventListener(KeyboardEvent.KEY_DOWN, hideShowBlueYellowKeys);
I want to animate a Movie Clip dynamically, My desired animation is a dynamic route on a grid, from a starting point to an end point, for example: start: (0,0) -> (3,0) -> (3,4) -> (5,4) -> (5,5) end, the route can change if some points on the grid are defined as obstacles, but the principle is the same (movement on the X axis then on the Y axis then X etc... )I have a function that finds the route on the grid but how can I build a long and complete animation from the starting point to the ending point? one solution is the Tween class which only gives an animation on one grid but how can I concatenate number of tweens?
I'm new to flash and I'm working on an animation project for my class.I decided to do half of it as single cell animation and half of it using tweens and whatnot.The parts that are single celled are moving WAY to fast and are throwing off the flow with my tweens. It's a requirement of the project to have atleast 20 fps, and I don't have enough time to dedicate to drawing tons of more cells.For example, I have one animation made up of 40 frames and it needs to be stretched to about 100 frames.I've tried copying all of the cells into a movie clip and attaching a stop(); method at the final frame in the movie clip, then importing that into my movie and stretching it to the length i need, but it just runs at the normal animation rate and then stops until the timeline gets to where it's time for the next event or scene to take place. It sort of looks like i need to find a way to control the fps of my movie clip independently of the entire movie, but how would i go about that?how i could go about extending this?
I want to add an animation of jumping when I press the Up Key. I have created a "jumping" MC and placed it into my character's movie clip (known as mcMain). Now I want to call the jumping movie clip from the actions in the main timeline, but it only plays the first frame of the jumping animation when you press the up arrow. My theory is that since the script is running on every frame, it's continuously repeating the first frame.[code]And I think that's the command to call on a label, but that is as close to an animation as I could get, so I thought I'd leave that in there as a placeholder.If you do come up with a solution, would it be possible to then help me figure out how I can keep adding more and more animations to each button? I want to simulate different commands (punching, kicking, fireballs etc.) for this fighting game.
I want to to have 3 x 3 Frame Keyframe animations (very simple) with a title keyframe in between each one. What I am struggling with is that instead of repeating the keyframes lots of times and having a huge project I want to repeat each 2 Keyframe animation 30 times (making it a minute long) before moving onto the text keyframe and then the next 2 keyframe animation to loop 30 times before moving on... I then want the whole thing to loop.
What code do you use in Flash CS3 (ActionScrpit 3.0) to acheive this for each set of keyframes? To keep it simple they are all one one layer.
I have to create a presentation with audio and animation synced - it's about 5 minutes. It has 5 buttons at the bottom that the user can use to navigate to a particular subject of the presentation. But I was asked if there could be a progress bar for each subject so that the user could see how far they've gone. I'm thinking I could have something check to see how far along the audio is and have a bar move along as the audio moves along.
Im developing an interactive in wich I use many animations either frame-by-frame (image-by-image) or with an embedded flv in the timeline and I have noticed that all of them don't play smoothly when first played, but once the animation has occured once they play the way its supposed to be. Im assuming is because once played an animation gets into the machine cache or something, so I wanna know if there is any way to force an animation to get into the display cache before is played.
i made a animation with flash, well. i made two animations.i want to put them togheter but i don't now how.so two different filesDesign.fla It has to be:Official Design.fla