ActionScript 3.0 :: Skipping Every Other Frame In A MovieClip
Jan 27, 2009
I am trying to implement a custom animated button. In normal/up state, a MovieClip containing a bitmap animation is played. When you mouse over the button, I want to double the speed of the animation by skipping a frame every frame. And when your mouse leaves the button, I want the speed to go back to normal. I am trying to do it inside the ENTER_FRAME event:
I want it the roll over of my button to play a ball bouncing. But the problem that I am having is when i rollover the button, and then roll back over the button quickly, it glitches the animation. Does anyone know how to fix this with an If/Then statement? Like make the rollover only activate when the Ball movieclip is only on Frame 1?
I am working on a project wherein a long (40-50min) flv plays inside a flash interface. I have a set of buttons that I would like to use to skip to different parts of the video as it plays, this works fine on my local machine using cue points but of course online I cannot jump to sections that have not yet been buffered, I'd like to be able to do this if possible. I'm looking at a couple of options at the moment...1, Use a content delivery network that offers a flash media server, as I believe this will sidestep this issue, however this will cost money that isn't really available for this project.2, Split the long movie file up into chunks and have my navigation buttons load a new flv onClick.If I go for option 2 is there any way of keeping a cumulative progress bar running as if it was all one video.
I'm currently streaming a video with AS2 using netstream.I have already found out how to pause my video on certain cue points, however I do not know how to skip to certain cue points.Basically I have buttons, which will each skip to a certain part of the video.All my cue points are embedded in the FLV.To pause my video I have the following code:[code]Any help on how I can use the buttons to skip to say "SecondCue" and "ThirdCue"?
I'm making a flash company profile in the style of a website, except it won't be uploaded online.and i made each button skip to a frame that i already named
some of the buttons are skipping to the wrong frames for some reason,the ones that are not working properly have some pretty big picture files on them,could this be the reason or is it just an action script mistake?
I want something to slide off the screen when I click on it. I (think I) have it set so that when you click, the button itself disappears, and a movie clip of the object sliding away becomes visible and plays.
Code:
mcslide._visible=false; slidebutton.addEventListener(MouseEvent.CLICK, Click); function Click(ev:MouseEvent):void
[code]....
The problem is that the movie clip will either skip right to the end and stop if I have a "stop();" put in at the last frame, or it will skip right to the end on the first play, but then loop correctly after that if there's no "stop();".
I am in the process of building a game with around 20 levels. Now, as I was thinking of trying to add a "skip" option to the game with the space bar key. I have a little trouble, since holding down the spacebar invokes the KeyboardEvent.KEY_DOWN event multiple times.
The above scenario (Keydown and keyup) works just fine when I'm trying to move my player character on screen. The one main concern that is lingering in my mind is "Is this going wrong because the KeyboardEvent listeners do get removed and added when changing levels?"
P.S: Adding the skip option as a button works just fine, but I'd really like to use Spacebar for the ease of use.
I am deploying a jwplayer (url...) to a website and I am not 100% satisfied with the way the player behaves when you skip to a new position, you press the timeline at one spot, but it skips to a different location. (the elapsed time indicator)
It seems this is a problem with flash video in general? Or can this be solved by using for instance streaming video instead of progressive HTTP playback?
I have a movie with content sync'd with audio. A user can also use a scroll bar to go to specific time of the whole movie. Sometimes I have interactions in the middle of the movie that the actionscript does not load until it reaches the frame. Because of the scroll bar, a user may scroll past the beginning frame of where an interaction starts. Then the script gets skipped and the interaction won't work.How can I do to allow user navigation while preventing a user from skipping the script?
im having a problem that seems to me that its skipping lines of action script
for (a=1; a<=8; a++) { for (b=1; b<=18; b++) { var A:String = let(a); var B:String = b.toString();
[code]....
but when this is run, it wouldnt go into some of those if statements. So i debugged it to see what happened. and at some points, it just wouldnt go into the statement even though its conditions were true.
I would like some assistance. I created an xml slideshow which works fine when viewed in a browser, but when I view it in Flash Player, it skips some of the pictures, leaving a white screen instead. Is there a way of overcoming this?
how I access variables in a frame on the stage with code from a frame within a movieclip?(basically passing variables from a stage frame to a movieclip frame)
now how do i make the movie clip to first go from frame 1 to 10( last frame in teh movieclip) with the text time and then when the movie clip starts again it should say place and so on and so forth.. depending on how many textline variables i define in the text file?
I'd like my Flash site to be bi-lingual. What I have currently is a Flash movie with an empty Movie Clip which then allows users to go from movie to movie. The movies are all small movieClips that are loaded into the empty movieclip on demand. There is some video and text in each of the 30 movieClips. Here is sample of code that i'm using to call up next MovieClip.
[Code]...
My solution for the bilingual version is to create a separate frame with the French version + video and then when user presses the French button they are directed to that frame. This way I could easily create the French text within the one movie. however i don't know the Actionscript code to call up a movieClip to play from frame 10, and not frame 1.
Basically the problem is that the flash player skips my frames for some reason!Problem: calling gotoAndPlay("label"), and once flash gets to that label, it does play, but it does not reach the trace action at the end of the timeline, although it reaches the end of the timeline and loops to the beginning as far as the visible artwork is concerned. There is no stop actions involved in between the gotoAndPlay and the trace action.If I reproduce this in a simpler environment I do not get the error. In the file I am using a few of my own simple external classes, and the as2 EventDispatcher, and caurina Tweener.
using scenes I had the problem of the published movie skipping scenes, and I was hoping that it would fix itself once I compiled all my scenes onto one time line. The problem still persists, and at one "scene" (now a movie clip on the time line), it just goes into an endless loop.Right now the movie is broken into two scenes to get around the 16000 frame limit. When I test the two scenes individually, they run fine. Only when I test the entire movie does it screw up.So my question is: Is there a way I can use action script to force the movie to play a range of frames so it doesn't skip over them? Having two .fla files and a call function isn't an option since I need to upload it online to various websites, and I can't host separate .fla's elsewhere to be called upon.
Unfortunately, it is giving me some problems. At first, it seems to work fine, it will go forward a frame if UP key is pressed. However, if I press the down key, then the up key again, it will skip a frame. For example:
I am on frame 1- I press UP key, flash goes to frame 2 On frame 2, I press DOWN key, flash goes to frame 1 On frame 1 again, if I press UP key, flash will jump to frame 3 It will continue to do this until I am left with just my first and last frame and can't go thorugh the other ones.
I'm using senocular's tutorial for loading external swf's with a preloader.It seems that the preloader always shows up for a brief second, even after the content has been loaded.Is there a way to bypass the preloader if the content has already been loaded?
i'd like to control MovieClip timeline witch contain several DisplayObject (like Sprite, Button, ...) these DisplayObject have Motion (AnimatorFactory). How can i do seek frame-by-frame the MovieClip Timeline and use the currentFrame to control all Motion child.
This is an if stament on a frame on the root. I want to loop Carrera(a lenghthy movieclip) from frame 2 back to frame 1. (For testing purposes) This is the code:
I was having trouble even knowing quite what to search for so I figured asking a question in a forum would be the best way to go. Currently I am making an application where I have multiple movieclips of equal duration on multiple frames. For example, movieclip_1 is on frame 1 and is 40 frames long. There is currently a scrub bar that scrubs through the 40 frames of movieclip_1. On frame 1 of the Scene there are also buttons with the actions to gotoAndStop on frame 2, frame 3, and frame 4. Frame 2 contains movieclip_2, frame 3 contains movieclip_3, and so on. The functionality of this is that it shows medical conditions progressing from different angles and when a button is clicked the display shows a close up of just that one angle. As expected, without any actions on the movieclips navigating from one frame to the next brings up the proper new movieclip but they always begin at frame 1. What I would like to be able to do is somehow have my movieclips know what frame they are on so when a button is clicked the application would go to that frame and open that movie clip to the same frame as the previous one that was just navigated from.
I got a MovieClip filled with a lot of others clips... When I change de X or Y value of this first MovieClip the frame rate slows down for during 1 frame. For exemple... I created a counter that returns around 30 mseconds every frame, but when I do this X or Y change the return is around 400 mseconds... When I try to fill the first MovieClip with less information it goes faster, about 100+-200 mseconds...
1. I make a simple movie (call it movieClip) first frame has stop(); action, second frame has label playMovie, last frame has action gotoAndPlay(2); (so that movie not stop anymore2. Now I place movieClip on stage3. Question... what is code to make movieClip play frame label playMovie?
I already try to put many different type action in frame one of stage this.movieClip.gotoAndPlay("2"); //NOT WORK this.movieClip.gotoAndPlay(2); //NOT WORK
I am creating a custom video class and was wondering is anyone knows how to turn cue points embedded in an flv into a time in an array.
I have tried the following but, although it doesn't give me any errors, it simply rewinds 1 second rather than skipping back to the correct cuePoint. I can't figure out why? :
Code: public var _durationArray:Array = new Array(); public function makeArray(info:Object):void { for (var i:Number = 0; i < info.cuePoints.length; i++) {
[Code].....
This previous code is amongst other code, which makes does things. Then in a new class I call it inside a function (which triggers fine):
i've got a simple demo for a spot the difference game,you click, find the differences, if you find all 5, the find count goes down to 0 and you get a win screen.. that's fine if you don't find them all within 30 seconds, it goes to a loose screen, that's also fine the problem comes when you click to replay and then seemingly for no good reason, the timer skips more than 1 number a second.. this is the code i'm using on the timer