AdobeFlash : Using Scenes To Switch 1 Scene To Another
Mar 19, 2009
i do not possess any knowledge in using of scenes and i got a proj which requires me do so and i been using the alpha-ing and tweens to do the button switching its really tiring and confusing
so can anyone enlighten me on how to use scene to do switching of 1 scene to other along by using a 'next button' and 'previous button'
I am working in CS4 and am trying to use AS3.0 to make buttons that go to different scenes. I am not using "Scene 2" in my AS; instead, I am labeling frame 1 of Scene 2 and am using that frame label in my coding.
Unfortunately I cannot get it to work properly. I am about 8 hours into trying to fix it and cannot seem to get it resolved.
I have attached the .fla file for your reference. I have also pasted my AS coding below in case it is a simple thing (probably not!). The movie needs to stop at a certain frame so the buttons are available for the users.
stop(); btn2_btn.addEventListener(MouseEvent.CLICK, showimage); function showimage(event:MouseEvent):void {
I am working with a project that has many scenes. Each scene has a movie clip attached to it. The first scene is simple...just a couple of buttons and that is it. My worry is that when I add all of the videos that correspond with each button and publish the SWF will be a huge file. THE QUESTION: Does flash load ALL scenes of a movie or does it load the first scene and then load the other scenes when the user needs to view them?
My ultimate goal is to just have the first scene load and then when the user clicks on the buttons contained within that scene that only upon release does the corresponding scene load. Maybe I am doing this completely wrong and should look at doing it another way.
I would like to make when I hit a button,It starts playing another scene and frame number. nIm useing gotoAndPlay(100); right now for my script. how do you change the scenes names?
I have 3 scenes in my flash, so when I run the movie it goes through all scenes, however I have a button which send you to the next scene.
When he is not pressed I want that just first scene( in my case Scene 1 ) is looping. I mean I have 30 frames in Scene 1 and when it is on frame 30 I want to go to frame 1 of Scene 1.
whenever I set my sound to stream and continue to make a movie with multiple scenes. The audio and video get disgustingly out of sync sometimes even off by 30 seconds. I just started an animation its only 10 seconds long with two scenes and the AV is already off by about 5 seconds. Ive worked around this by avoiding scenes altogether but i really don't want to have another 5000 frame scene. I discovered this problem in Flash MX and Im quite annoyed that it still has't been fixed 3 years later!
ive made a button in the scene 1 which i have managed to navigate to scene 2 but when i click the button it goes to scene 2 but displays everthing that is in scene 1 in scene 2, how can sort this out so upon the button click in scene 1 it goes to scene 2 and only display content in scene2.
everything here is fine. It opens finely. But... i want to pass parameters where if i click a button in html page My.swf should open a particular scene called 'Scene 2' rather than scene 1. i tried
I have an interactive story divided into scenes. At the end of each scene a button appears. This occurs on a frame on the timeline.
There are two different buttons that might appear based on whether a prior scene has been viewed or not.
For example, there are Scene_1 and Scene_2. At the end of Scene_2 one of two buttons will appear. The buttons will be either "Go see Scene_1" or "Return to Main Menu".
If the user has already seen Scene_1, Flash will know that and automatically go to the frame in Scene_2 that contains the button "Return to Main Menu".
Conversely, if the user has not seen Scene_1, Flash will know and automatically go to the frame in Scene_2 that contains the button "Go see Scene_1".
I imagine there would be an action frame at the end of Scene_2 that will contain the as2 code to enable this action.
Perhaps something like, but probably not at all like the following:
if ("Scene_1", last frame == true){gotoAndPlay("frame#");}else{gotoAndPlay("frame#");}
What I'm trying to do is create a program that, depending on 2 variables, multiplies another variable by a static number. Heres the code I have so far:
Im trying to create a program that, depending on 2 variables, multiplies another variable by a static number. A friend suggested I use case/switch instead of if/else statements,which is what I was using before.
so I have some buttons that, as of right now, simply trigger the scene to move on while at the same time killing some particle effect animations I have spawning when the animation is idle. What I now need to do is make these events move on to a specific scene AFTER the rest of the scene's animation has played out (about 400 more frames) I'm figuring that the gotoAndPlay command has to be tied to some sort of timer variable that I would have to figure out based on my fps. Or maybe there is a way to set up a timer directly tied to a certain amount of frames allowed to go by. I'm pretty noob at actionscript, so keep that in mind. Here is the script at the point where the animation pauses to await user input on the buttons:
No..not that type of parenting ;DOK,I have a main scene, then sitting in the root scene I have 2 movie clips.1)centro2)fotoIn the first movie "centro" there is a menu btnI want this menu btn to call up mclarge + its frame (1) thats housed 3 levels inside the foto mc in root.
Main scene - (1) centro (banner which houses menu btn) (2) foto_mc - Main_boy_mc (<---works if menu btn houses in here)
ArgumentError: Error #2109: Frame label null not found in scene Scene 1. at flash.display::MovieClip/gotoAndPlay() at intro_fla::MainTimeline/intro_fla::frame606()[intro_fla.MainTimeline: :frame606:3]
I'm trying break down a large Flash project into smaller swf's using a Loader :
stop(); var reqA:URLRequest = new URLRequest("New_Inro.swf");var loaderA:Loader = new Loader(); function imageLoadedA(event:Event):void { addChild(loaderA);} loaderA.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoadedA);loaderA.load(reqA);
Some of these swf files are animations which have code that states :
MovieClip(parent).gotoAndStop("frameThree");
The first loader works but I cannot get that swf to move on to the next frame(frameThree) to load the next swf file
Instead I get this message
ArgumentError: Error #2109: Frame label frameThree not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at New_Inro_fla::MainGuy_1/frame146()[New_Inro_fla.MainGuy_1::frame146:2 ]
I'm getting this error in the OUTPUT window, when I PREVIEW (COMMAND + RETURN) my SWF:
ArgumentError: Error #2109: Frame label nGallery_btn not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at BrookBrovazMusic004_fla::MainTimeline/pageSelect()
- The funny thing is that the SWF works the way I want it to. You can view it here: http://brookbrovaz.com
- I just don't like the idea that something's wrong, according to the OUTPUT window anyway.
ArgumentError: Error #2109: Frame label instance121 not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at Untitled_fla::MainTimeline/goLabel()
this is my code:
stop(); function goLabel(e:MouseEvent):void {
[code]....
i am using a movie clip button to open a swf with a loader. hope i m not missing any information/other coding....
I've created a class which simulates an action for example a ball bouncing about a screen thus I'd create it like so:
Code: var Ball1:ball = new ball(x,y);
How would I go about adding this to a loop, in a sense of every frame add another ball till you reach the maximum balls currently after looking in help, google and forums this is all I could find
I have created a new Flash file using A3.It has a menu system which all works, I have included trace code that outputs button pressed.So the next step is when the right button is clicked it takes them to the next scene. Please note I have coded it in AS3. When I compile it returns no error however at run time when I click on the buttomit returns the following error:
Menu 1, button 1 ArgumentError: Error #2109: Frame label contact not found in scene Scene 1. at flash.display::MovieClip/gotoAndStop() at menuformason_fla::MainTimeline/itemButtons()
The code below works fine in CS3. But I get the following code when I try to run it in CS4:
ArgumentError: Error #2108: Scene Scene 2 was not found. at flash.display::MovieClip/gotoAndStop() at introActionscriptWorkFile_Scene1_fla::MainTimeline/gotoScene2()
Here is the code: (Note: "scene2Frame1" is a frame label).
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference.atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0()atUntitled_fla::MainTimeline/frame1()
I have an eventListener on a particular movieClip that triggers the timeline to play when clicked. This should play through a short tween, then hit another piece of actionscript in the last frame of that scene, which should take you to the next scene. I also have an audio file loaded into a soundChannel, as well as a few timers that operate a click prompt over the movieClip already mentioned. My bug is that if you click on said movieClip before the soundChannel is finished playing, all functions properly. However, if you wait for the sound to finish, this initiates a few timers that cause a prompt to fade in, telling you to click on the movieClip. If you click on it, still, everything works fine. But once the timers complete their work, and the click prompt fades back out, the tweens do not operate properly. If you then click on the movieClip, the timeline seems to play doubletime until coming to a stop() action in the next scene.
jumping from from scene to scene once the play head reaches the end in AS3? Scenes do not play one after another like they used to. Below is some code I found that works with errors, however I'm not using a MC like the code displays "mc1". Not really sure on how the MC fits in? import flash.display.Scene; var scene:Scene = mc1.currentScene;trace(scene.name + ": " + scene.numFrames + " frames");
I believe I'm not alone in this problem but I don't see any answers in any of the forums.I have a movie clip that has a button that I wish to take me and play my first scene at frame 1.I labeled my the 1st frame "startLabel" and my scene is named "mainScene", and that's where I want to go from my "button" that is placed in my "movie clip symbol scene".
I made a scene with movement and everything, but when I convert it to a symbol I lose the movement frames. I want to be able to import it as an object so that the animation loops for as long as I need it to in the other project.