ActionScript 2.0 :: Keyframe Animation Control Class?

Oct 11, 2007

i'm looking for some class that does something similar to what mcTween2's method "frameTo" but with looping on the end of the movieClip.what i need is to control a 3d animation (frame by frame) with the mouse, - drag to rotate.

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I have created some functions to manage timed pause/play in an animation and I am trying to make a class from them, but it does not work, the play() and stop() functions I use have no effect. The functions work as intended when not in the class.

Here is my code:
package anim {
import flash.utils.Timer;
import flash.events.TimerEvent;

[Code]...

I checked that the functions are executed with the trace() and it is the case, so the problem really comes from the play() and stop() functions, and I do not receive any error at compilation or runtime.

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I have a simple flash that has 2 layers 2 images. one image is on the first frame and the other image is on the second keyframe. Actionscript starts on 1st keyframe. What I have it doing is loading frame one stop() reads the actionscript checks the date if the date is met it goes and stops on frame 2 and plays other image:

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stop();
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[Code].....

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1.Code:
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2.Code:
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I have a compiled flash animation (swf) embeded into a HTML document using the object tag.

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<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="570" height="220" id="FlashID" title="Empresas">
<param name="movie" value="assets/flash/scroll.swf" />
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[Code]....

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I'm developing an AS 3.0 wrapper to add some extra stuff that has to load some old and plain frame to frame SwishMax 3 animations and then be able to stop them,

[Code]...

The animation load works as expected but the movie.stop() doesn't. What is wrong?

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ActionScript 3.0 :: Using TimerEvent To Control Banner Animation?

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Very new to AS3 and wasn't a strong coder to begin with - I've been asked to build a large banner revealing multiple ads (4 to be precise). My thought is to use a TimerEvent (if, then type statement) to control how long each "billboard" will be on the stage, then have the next one slide onto the stage...etc, etc... I'm finding conflicting codes out there, and don't know which to pull from. This seems easy in my head, but the AS3 code appears very complex to pull this off.

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Jun 18, 2009

I want to control my animation with a play and stop button .

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I have two MovieClips, and both are controlled by keyboard events. One is a globe that I want to rotate in one direction or the other. The second is a walking animation that should change direction or stand still depending on which key is pressed or if none are.

Here is the AS Code:
/*var rightDown:Boolean = false;
var leftDown:Boolean = false;
var upDown:Boolean = false;
var downDown:Boolean = false;*/
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
[Code] .....

You can see that I've tried a few different methods, but neither has worked correctly. Using the timer came close, but then the globe kept speeding up, and I couldn't get the walking animation to default back to the standing animation. Here is the .fla [URL].

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I have few .swf files (presentation with narration) with timeline animation. Now, what i need is to load them into a player control with play/pause, seek bar, audo control and next / prev slide buttons. Is there any free players (components) are available?

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ActionScript 2.0 :: GotoAndPlay Won't Control Externally Loaded Swf Animation?

Apr 5, 2005

I have my main movie that has a container movieclip called vulture_container_mc. That container MC loads "vulture_mc.swf" into it. There is a button on the main movie that loads that swf into the container MC. I did the if statement in the beginning so the person couldn't keep reloading the animation when you click on the button over and over. It works so they can't do that, but now they can only press the button once, after that one time the button doesn't work.

Here is the main movie I'm talking about:

>>Main Movie<<

The vulture animation when you click the email button is the external swf file. I would like to make it where they can't keep reloading the animation (which works with the if statement, but I also need it so you can press the email button again after the animation is done to cause the vulture animation and email link to work again.

Here's the code in the email button:

Code:
on (release) {
if (vultureClicked == 0) {
loadMovie("vulture_mc.swf", "_root.vulture_container_mc");

[Code]....

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