ActionScript 3.0 :: AddFrameScript To Frames Based On Their Frame Name Instead Of A Number?
Nov 1, 2009Can you add script to frames using addFrameScript by referencing the frame name? I'd like to know how if so
View 1 RepliesCan you add script to frames using addFrameScript by referencing the frame name? I'd like to know how if so
View 1 RepliesI'm relatively new to AS3. There's one thing that I don't quite understand about Sprites. I'm making a tile based game, and all the tile graphics for a level are inside one movie clip in each frame. Would I be able to go about creating multiple sprites based on the frames in said movieclip's timeline I would I have to go through and make a separate library graphic for each.
View 2 RepliesI hope I can ask this correctly. I'll paraphrase.
press_mc.onRelease = function(){
mover2_mc.play()};
This is a snippet of some code I'm working on. Currently I have a mc that you press that plays another mc. That mc that reacts has 5 frames, each frame with stop(); on each frame. I do a normal play code because it lets me play through and cycle back to frame 1 after frame 5 (so if I click the mc it eventually cycles back to the first frame and starts the process over again). If I do a nextframe it stops at frame 5, so that's why I use play.
press_mc click on it and it tells mover2_mc to advance a frame and recycles back to frame one to redo the process.Can I tell press_mc to play and skip a frame or to have it play a list of frames that I tell? I can't do a _currentframe +2 because it'll halt at frame 5.
I have a movie clip and i would like to display its duration in minutes and seconds.urrently I am displaying the frames so it shows "frame 320 of 500" etc.I would like to figure out how many frames in the movie clip and convert it to time so in the end it will display: 1:23 / 3:00
Code:
frameNumber = "frame " + getProperty(movie, _currentframe) + " of " + getProperty(movie, _totalframes);
[code]......
I have 5 different buttons for the navigation on my flash website.The first page is on frame one.When you click on any of the 5 buttons I want it to play frames 10 - 15 before moving to which ever frame the button 1-5 corresponds to. So:
Click on button 1 > plays frames 10 - 15 > Goes to frame 20
Click on button 2 > plays frames 10 - 15 > Goes to frame 30
Click on button 3 > plays frames 10 - 15 > Goes to frame 40 etc
How do I make this work?
I want to detect and then duplicate the functions that the flash IDE uses to wrap timeline actionscript. The "frame1", "frame2", "frameX", etc. functions that are the result of the MovieClip.addFrameScript the IDE uses.I provided a sample file that has a timeline object and an object created by some frame actionscript.I add an EXIT_FRAME listener to those objects and try to detect those functions.I can validate the objects are of the type "boxAnima"...as I expect.They should have this public function...public function frame10 () : *;I know the functions must be present since they effect the animation (boxes don't move right, only scale up&down)I can null out those functions by calling addFrameScript(x, null); and my timeline animation is effected(they move right after they scale)comment next line in fla to recreate nulling//box.addFrameScript(loop-1, null);But, I cant sense the functions existence by evaluating (functionName in boxAnima) nor boxAnima[functionName])... even if I eval at the same time I can effectively nullwhats odd, is if I decompile(using FlashDevelop to view classes in swf) the swfs I can see the class definition that shows my boxAnima extends MovieClip and has.
View 5 Repliesi have site where images and text louding from xml file - I need to add to load diferent btns for different image.here is code
onClipEvent (load)
{
this.useHandCursor = false;[code]...........
How can I get the number of frames in a specific MC?
View 3 RepliesI have produced a game in AS3 which has a an IM style chat function, i have all the classes set out and the code for the chat in the time time, when i run the program i get the error "1180: Call to a possibly undefined method addFrameScript."
[Code]....
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...?
View 2 Repliesdetect the end of an embedded FLV video. Is there some kind of listener that could jump to a function when the last frame is reached?
Or is there a listener that could jump to a function when, lets say, frame number 100 i reached?
I use actionscript 3.
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.
View 7 Replieshow can I get the number of frames in a movieclip?
View 11 RepliesEven 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?
View 2 Repliespackage {
import flash.display.Sprite;
import flash.utils.*;
public class SetTimeoutExample extends Sprite {
[code]....
i get this 1180 error in as3.how can i solve this?i google it but i can't apply the solutions to my my code.
I have tried this a dozen different ways and I really am at my wits end.
I have a presentation that works like a powerpoint. Everything is working as it should, except one part. I have a movie clip with an instance named slides, and I want to actively display which frame number you are in this move clip.
I have tried more than one why but I see no reason why this should not work:
var frameNum:Number = this.slides.currentFrame;
this.frameText.text = "P�quina " + frameNum + " de 173";
It appears to work at first, but does not update when I navigate the slides. It constantly says 1. Before I just added a function to the back and next buttons to frameNum++ and frameNum--, but after I created the Menu I would prefer it to automatically detect what frame it is on.
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.)
I'm trying to go back a certain number of frames (let's say 20) after I hit the "Left" keyboard key.
PHP Code:
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
[code].....
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.
View 3 Replies[code]...
obviously it doesn't work because it's not the correct syntax but i wrote it for you to understand ..
how can i make something that add's a x number of frames to the actual timeline?
Is it possible to set up a frame number by the code, rather than doing so in the timeline? This usually is tedious, if you keep adding and removing frames till you get the desired effect.
View 1 RepliesI'm working on a visualisation where the user inputs the number of songs they have and it shows you a visual of how many CDs this is (for a uni assignment). I have my variable 'output' and somehow I need to code a button so that when the user clicks it it takes them to my movie clip 'cdstack' frame 'output - 10' and plays then stops when it gets to frame 'output'. So it will play for ten frames then stop when it reaches 'output'.
View 1 RepliesI'm trying to create a function that looks at two Frame Labels and calculates the number of frames between them. This is what I've got so far:
Code: Select allfunction convertLabelsToFrames (targetClip:MovieClip, startFrameLabel:String, endFrameLabel:String):int
{
var time:int = targetClip.endFrameLabel.frame - targetClip.startFrameLabel.frame;
return time;
};
The problem I'm having is that you don't seem to be able to find a FrameLabel within a MovieClip in the simple sort of way that I've used above (I know the way I specify here won't work). It does seem, though, like there should be SOME way of finding a FrameLabel within a MovieClip.
i'm having DocmentClass for my FLA..i'm having main movieclip inside that main movieClip i'm having n number of frames..Which is having same name called my_MC.According to the condition i'm giving gotoAndStop(1)or (2) or etc.But my Document class functionality not at all working Except 1st frame..
View 1 RepliesIs 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?
View 2 RepliesI have a movie clip that is about 80 frames. It just cycles through 4 pictures at 20 frames per pic. I want to use actionscript so I can cut down the number of frames. I thought I could use a while loop to do this. Here is what my code looked like:
[Code]...
I created the following AS for a particular frame
Code:
cnx.addEventListener(CNXConnection.DIGITAL, onDigital_10);
function onDigital_10(e:DigitalEvent)
{
[code]....
While debugging everything works properly if I'm testing that frame.But, pushing a button in another frame, I get the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference at "frame number:raw number"
I'm quite sure that the problem is that the variable e.Join changes its corresponding e.Value pushing a particular button in another frame (as must be). Any ideas how to link that information to the frame that create the error?
I am trying to use this if statement with a frame label instead of a frame number. I believe that _currentframe is looking for a number only. Is there a different command that looks at frame labels instead of frame numbers?
View 1 Repliesis it possible to find the frame number of frame label with AS if a button is rolled over, the timeline jumps to a label - which plays a set of 3D rendered frames to 'raise' and element, once a user rolls out of the 'button' area the button is meant to 'lower' - which can be done by simply playing backwards to the previous label.
View 5 Replies