ActionScript 3.0 :: Buttons - GotoAndPlay At Different Frames
Mar 19, 2009I got 2 buttons that i want them to gotoAndPlay at different frames... here is the code
[Code]...
when i play the .swf i get an error message
I got 2 buttons that i want them to gotoAndPlay at different frames... here is the code
[Code]...
when i play the .swf i get an error message
I am looking for an actionscript that will go to a certain frame in the timeline, play several frames and then jump to another frame in the timeline. Basically, I want to use this on several different buttons that use the same animation sequence to get to another part of the timeline.
The following is a scenario, but not script:
Buttons A and B are on Frame 1. Animation is on Frames 2-20:
When Button A is pressed, go to Frame 2. Play Frames 2-20, then go to Frame 21.
When Button B is pressed, go to Frame 2. Play Frames 2-20, then go to Frame 22.
I am currently doing this in a different way.
Buttons A and B are on Frame 1. Animations for Buttons A and B are the same, but are located on different frames. Animations for Button A would be on Frames 2-20. Animations for Button B would be on Frames 21-39. So...
When Button A is pressed, go to Frame 2. Play Frames 2-20 and stop on Frame 20.
When Button B is pressed, go to Frame 21. Play frames 21-39 and stop on Frame 39.
Do I have to create this extra timeline? Can I just put the animation in a separate movie? How can I play the movie and then connect each button to different parts of the timeline after the movie ends?
created a (what I thought was simple) gallery.I have all the large images on a timeline layer were each image fades in over the course of half a second then stops. I created navigation buttons, next and previous on each frame that are supposed to navigate to the next image. The action script for the nav buttons is different depending on which image (frames) you are on. However, when I publish the swf the next and previous buttons don't go to the frames I prescribe for them in Actionscript, but just go to random frames in the timeline. Also, I have a series of thumbnails that have actionscript that navigates to pictures/frames when clicked so I don't know if they are interacting badly. Does anyone have any idea whats going on?Here's an example of the AS for the previous and next buttons (instance names prev_btn and next_btn):
prev_btn.addEventListener(MouseEvent.CLICK, navback1);
function navback1 (event)
{
[code].....
It seems like no matter where I check, there isn't a clear answer to this particular issue.Rather than blabber on about the code, I think it is important for me to address that I may just not be setting up my document correctly. At present, I created several layers, some in folders, for a basic portfolio website. I have my problems with my main buttons, in my "Sections" folder, where each button is a distinctive layer so it can be animated when it is pressed.I have a button called 'architecture' that is pressed, but instead of just statically moving the frame to the desired content, I want to play 5-7 frames that I tweened for a small transition (sometimes opacity, sometimes sliding mask) that occurs right before the content. All my transitions and everything is just on this one main timeline.
Basically, I sort of want to have the best of both worlds, where I can goToAndPlay, but then stop it at the end of that segment, as to not run into my next frames of content.My first solution was to simply place a stop(); at the end of the transition, but then the menu just locks and stops. Of course this was on my top layer named 'actions.'I then tried applying each event listener to it's buttons' layers, but that resulted in the button simply not working.I segmented up the actions layer into keyframes, but then realized that it didn't call on the event listeners if I did that.
We have 5 buttons that each go to another frame e.g Product, Contact etc. but we want to play the same series of frames (an outro) and then goto the frame that corresponds to the button. Weve tried lots of different examples from the already posted questions and nothing will work. The latest I tried:
[Code]...
I am working with some actionscript that are spread out amongst different frames, and having changing conditions, determines whether to end the sequence (gotoAndStop(1)) or continue (gotoAndPlay(5))
(For easy example):
frame 4=
x=1
frame 5 =
x=x+1
frame 6 =
if (x=10){
gotoAndStop(1)
}else{
gotoAndPlay(5)
}
I understand this easy example could be done several ways on one frame easily, (while x<10, etc).. but my code is so long and complicated, that the way I wrote it, it was easier to have it sort of "loop" between frames. The problem with this is, I think the frame jumping is slowing the coding down. I tried functions, (like having all coding in frame 5 as a function, then calling that function with the "else" in frame 6), but that would only run the function once.. I need it to keep looping.
I have an main.swf that loads home.swf on the stage. In home there are mc's that when clicked take you to different frames inside home.swf I need to have a gotoAndPlay eventlistener off a button which would take the user back to frame one of home.the home .swf has 6 frames with different clips in each frame on one layer, text for the back to first frame on another layer, an invisible btn and an actions on two separate layers
first question :
the individual frames are 7-8-9 the gotoAndPlay action is on frame 7 ONLY the button only works when in frame 7 if 8-9 are not individual blanks why doesn't the button work when in frames 8 and 9?In other words can't I use an action that triggers a function assigned to a button that spans across more than one frame?if the button spans across 7 - 8 - 9 and the action frame is on 7 how can I get this to work?
here is what I am trying to achieve in as3 in as2:
Code:
var randomNumber = Math.floor(Math.random()*3)
if (randomNumber == 0){
gotoAndPlay(1);
[Code]....
on frame 1, 30 and 60 there is a different animation, with this code at the end of each animation it randomly chooses one of the optional frames to play from.
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
View 7 Repliesbasically im making a quiz on my main timeline ive got my questions and answers and on the last frame i want it to say how many answers the user got right. ive made a movie clip on this last frame. in the movie clip ive got 11 frames with the posible totals so frame one would be 0/10 frame 2 would be 1/10 etc what i want to do is when the user clicks the correct answer on the other frames i want flash to make the frames within the movie clip to go 1 step forward.
View 2 RepliesBasically I have a MC called 'plane3.' Inside that MC is another MC called 'plane2.' Inside 'plane2' is an animation on frame 5.(inside the MC 'plane3' the MC 'plane2' is on a classic tween going side-to-side from frame 1 to 99, once it gets to frame 99 the code gotoAndPlay(1); makes it go on loop back to the beginning)My question is how would I go about: when you click 'plane3' it lets the tween continue playing until frame 10, then on frame 10, it gotoAndPlay (100); in the same MC and ALSO plays frame 5 from inside 'plane2'
View 5 RepliesI am using a mouseEvent listener
iBubble1.addEventListener("click",doStuff);
to call a function that uses gotoAndPlay to send the playback head to a certain animation on the timeline.
function doStuff(evt:Event):void {
gotoAndPlay("popped");
}
Should be so simple. But the first frame of the "popped' animation, often the first 2, do not display. (when testing the compiled app, even the first 3-4 frames often do not display)Without the mouse event listener, using gotoAndPlay("popped"); to move the playback head to this animation from another spot in the timeline works just fine, so that's why I suspect the mouse event is involved in the bug.using
trace(currentFrame);
in the function after gotoAndPlay, does trace the correct first frame number of the animation, but this frame is not displayed, the animation just starts with the 2nd frame, or 3rd..or sometimes 4th.
how to literally describe what I want to achieve. But I believe it is an easy achievement for someone who is a little familiar with Actionscript (2).
I have a movieclip with backgrounds that fades in and out as the timeline within the movieclip plays. What I wanna do I place an actionscript at frame 1, before any of the background plays, that randomizes a gotoAndPlay function that jumps to a decided frames out of frame 2, 77, 152, 227, 302, 377 etc.
It should be a problem to use the same actionscript after each background has been shown? If it is, its no problem, doesnt matter too much. As long as the first background that is getting randomized is different each time you visit the website.
is there anyway to have a button play frames 5-10 on a movie clip inside the current frame, as well as skipping to...lets say...frame 10 of the scene?
i want to create a site where buttons go to different pages, but those pages have animations in and out.so if someone is in one page, and clicks a button to go to another, that page plays the "out" animation while the other page plays the "in" animation.
I have a movie clip with 15 frames. Each frame has buttons on it (mc's)... I was going to put the actions on the main timeline/stage and navigate within the MC from the main timeline. Is that possible? I can get the buttons on the first frame of the MC to work, but I can't seem to figure out how to target/make the buttons on the other frames work? I was thinking I could identify the path of the MC with the frame labels, but that doesn't seem to work. like: _root.RMChanger.(frame label).buttonOnFrame = function
I have to move a text box in and out over the MC backgrounds on the main stage... which is why I was thinking to do it this way? I've been switching back and forth bwtween AS2.0 and 3.0
I have my main stage upon which I have 4 movieclips with buttons over the top of them. The movieclips are essentially boxes and are all on the left hand side of the stage. I am making a presentation of various projects I have been working on and the idea is that when I click on a button, the movieclip below moves slightly to the right (clear of the other buttons) and gets larger to fill the rest of the space on the stage. My project is then displayed in that box.
When I click on the button the movieclip underneath it is told to goto frame 2 and play. For this example lets call it MC1. Once the button is clicked it goes to frame 2 of MC1 and plays a shape tween (basically the box moves and gets larger). I disable all other buttons on the page. Once it has finished I have added a button in the top right to basically do the reverse (i.e move the box back to its orginal size and location. I then enable all of the buttons.
This works fine in principal because I can view all of the movieclips individually but just have to close them before I can look at the next one. The only reason I disable all of the buttons is because if I don't do that and happen to click on one of the other buttons they do the same thing as the first MC1, but MC1 stays in place and doesn't return to its original size. Is there actionscript to basically do the following:
1) I click on MC1 - it opens and shows my project.
2) I then happen to click on MC3 and it will close MC1 and then open MC3.
However, the order in which I press the buttons could be completely random so I could go from MC2 to MC4, MC 2 to MC1 etc. I know that I cant just add code that says on(release) of a button gotoAndPlay the frame that makes the Movieclip back to its original size, for all of the movieclips simply because not all of the movieclips are open it is just one of them. Is there some sort of script that remembers the last button or movieclip that was used? I am sure there must be some 'If' ''Then' statements involved but again I am stabbing in the dark.
How do I use gotoAndPlay comand with multiple buttons.
WORKS:
AA.addEventListener(MouseEvent.CLICK, release);function release(evt:MouseEvent):void {gotoAndPlay(5);}
DOESN'T WORK:
AA.addEventListener(MouseEvent.CLICK, release);function release(evt:MouseEvent):void {gotoAndPlay(5);}
BB.addEventListener(MouseEvent.CLICK, release);function release(evt:MouseEvent):void {gotoAndPlay(10);}
I have buttons that i've created to play a movie clip.My movie has labels for different parts of the movie.
on_btn.addEventListener(MouseEvent.CLICK, turnOnTv);
function turnOnTv(event:MouseEvent):void{ gotoAndPlay (20);}
Do I have to put the name of the movie clip that should play?
I'm making a simple web with 4 buttons. And I made the respective links, with gotoAndPlay in as3. Everything is working good, but when I click on the last button, the btn 4, and then want to go to the btn 3 it doesn't work. It only work, when I want to go from button 4 to 2, and 4 to 1. Why is happening this?
Here is the code:
stop();btn1.addEventListener(MouseEvent.CLICK,funcion1);
function funcion1(evt:MouseEvent):void { gotoAndPlay(10);};
btn2.addEventListener(MouseEvent.CLICK,funcion2);
function funcion2(evt:MouseEvent):void { gotoAndPlay(20);};
btn3.addEventListener(MouseEvent.CLICK,funcion3);
function funcion3(evt:MouseEvent):void { gotoAndPlay(30);};
btn4.addEventListener(MouseEvent.CLICK,funcion4);
function funcion4(evt:MouseEvent):void { gotoAndPlay(40);};
I'm sure all the buttons have the instance name in all frames (10;20;30;40)
The objective is when user clicks on any combination of 2 buttons you would then gotoAndPlay a new page based on the two specific buttons you have selected? Ideally user would be able to intermix the button combinations. I've attached a simple diagram that visually explains objective of actionscript.Code below only works for two specific buttons, but doesn't allow to intermix button clicks.[code]
View 0 RepliesThis makes absolutely no sense to me.I'm calling gotoAndPlay(1) every 8 frames:
public function advance():void {
walkDistance += 2;
if(walkDistance >= 16) {
[code]....
I have a .fla file that consists of four images that appear, pause a few seconds, and disappear in sequence. Each image has an associated button that links to a different url. There are also four navigation buttons, should someone want to jump to a particular one of the images. My problem is, the navigation buttons use a gotoAndStop action to take the user to a specific frame. After one of those buttons is clicked, the buttons that link to the urls no longer work. They all work fine until a gotoAndStop action is called. The navigation buttons continue to work.
View 0 RepliesI want the user to click two specific buttons (order doesn't matter), then gotoAndPlay a new frame. In other words, the user must click two buttons before going to the next frame. I've been trying different methods, but I am honestly not brilliant with conditional statements or booleans.
Button1 then Button2 = next Frame
This is what I've got so far...
about_btn.addEventListener(MouseEvent.CLICK, clickAbout);
home_btn.addEventListener(MouseEvent.CLICK, clickMain);
if (function clickMain(event) && function clickAbout(event)) {
trace ("holy cow!");
}
Im making an "intro" for a website.. first some picture come in and when you click one of them all picture goes to bottom of the flash.. My problem is: I need it to Frist. gotoAndPlay "the frames" THEN link.. the "movie" takes about 3 secounds.. Is there some sort of code i can use to "tell it to wait" and then link? this is what i got so far. (i know its wrong hehe)
knap.onPress = function()
{
gotoAndPlay(42);
}
if(knap._currentframe < 84) {
trace(lala);
} else {
getURL("/1_profil-.htm","_self");
I have created a flash website in cs4 using AS2. I have 2 layers in my time line, content and AS. I created scenes along the time line and labeled each scene "about" "contact" etc.Each scene is 10 frames long and has the stop action applied to it. The gotoAndPlay command is applied to each button within the scene and I have used the folowing action on the buttons to link the pages:on (release) {gotoAndPlay("scenename");}This does link the pages however if i hit any of the buttons twice, it directs me to the wrong page. For example if I hit the home button twice, it will direct me to the about page. Should I be targeting a frame within the scene also?
View 3 RepliesFor some reason i'm having problems swapping scenes in my flash movie. At first i put the action in a "actions" named layer and a link to a button. So basicly when scene1 loads the frame 1 action is "stop ();". The viewer clicks on button1 which has a code of;
[Code]...
I'm trying to make a button in each frame which directs to different URL in each frame, and buttons which navigate between the frames right.url... Here I uploaded the *.fla file (Couldnt attach to kirupa, cause of the very small size limit)Throws 1009 error for me. How can I make my idea happen?
View 1 RepliesI have 3 frames and 3 buttons. Each button takes you to their respected frame. However, I noticed that I cannot have 1 key frame of actionsript read the same on those 3 frames. Why? because if I jump from frame 1 to frame 2 or 3, then I cannot jump back. Instead, each frame has to have it's own actionscript. The only thing that would change is the method name. I find it tedious. Is that how it is? This almost felt seem like it would be less tedious but even for 3 frames, I have to change each method name as I build more frames to navigate to. Check my example below:
[Code]...
I'm using the code:[code]in order to direct button named "one" to open website.html in a frame named mainFrame. However, when I then use the same code on each button, opening different URLs it no longer works; whichever button you click on first will open in mainFrame, but any button you click after this will open in a new window.
View 2 RepliesI have a very simple Flash movie with multiple keyframes. Each keyframe has buttons which I'll be attaching event listeners.
I was hoping that I could add all event listeners to all buttons in all keyframes by using a document class. This works for buttons in frame #1, but anything else gets a null reference exception:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
I also tried adding a layer to the timeline that spans all keyframes and putting in the eventlisteners (and respective addEventListeners) there. Same thing - null reference exceptions for everything not in frame #1.