Returning to main timeline from movie clip
okay on my main timeline i have an intro, then a main menu. from that main menu it goes to a movie clip, i want to create a 'back to main menu' button inside the movieclip that will return to a certain frame in the main timeline.
can anybody help me in what coding to use?
cheers
ive put the code in my main timeline where on the same frame as the movieclip, but im coming up with an error which is:
Scene 1, Layer 'Actions', Frame 471, Line 3
1119: Access of possibly undefined property back_btn through a reference with static type flash.display:SimpleButton.
ive put in the instance name of the button which is inside the movieclip but doesnt seem to work
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Main timeline/separate movie clip timeline
I am trying to understand this by using example:
I have rectangle that i want to move from one corner of the stage to another. I will create tween for it. This will last 48 sec(stage is set as 24fps)
Now when this animation is done (main time line) I would want this rectangle to stay at that corner and I would want separate animation (inside my movie clip for this object) to start changing colors but not moving at all.
What is the frame that i should start this separate animation that should be independant of main timeline?
ThanksI played with it last night and I think I got it now. I wanted to understand amnimation within animation(i think they call it nesting as well). I implemented this file as a rectangle going over image and rectangle contains some text that has its own animation.
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Controlling a Movie Clip on the Main Timeline from a loaded SWF?
Is it possible to control a MovieClip on the main timelne from another loaded clip?
I see posts that control loaded clips, but most are all from the loader in the main timeline. I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
If I try to call the movieClip from the loaded SWF I get "error #1119. Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline.
The old AS2 way just used "_root". Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
Try using a trace to see what you are targeting when you you target the MovieClip(parent.parent)....
trace(MovieClip(parent.parent));
The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way. Here's a rough outline of it...
AS3 - Dispatch Event
http://forums.adobe.com/thread/470135?tstart=120
Example:
Add something to trigger the event in the child (your loaded swf):
dispatchEvent(new Event("eventTriggered")); (
if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo. In the complete event handler, add a listener for the event on the loaded swf.
// event handler triggered when external swf is loaded
function loaderCompleteHandler(event:Event) {
MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
function eventHandler(event:Event):void {
trace("event dispatched in loaded swf");
// this is where your main file can set the visible property of your movieclip -
I want my menu bar to be in a movie clip. How do I link back
to a frame in the main timeline from a movie clip?Hi velob54,
Interesting question...
This solution concerns actionscript 3.
I put an object on frame 10 of the main timeline, and on
frame 1 put this actionscript:
stop();
then I created a symbol with class name, MyMC and on it's
first frame added the following code:
var t:Timer = new Timer(1000);
var tFunc:Function;
var mt:MovieClip = this.parent as MovieClip; // [object
MainTimeline]
t.addEventListener( TimerEvent.TIMER, tFunc =
function(e:TimerEvent):void
t.removeEventListener(TimerEvent.TIMER, tFunc );
mt.gotoAndStop(10);
t.start();
I then added an instance of MyMC to frame 1 of the main
timeline after stop();
stop();
addChild(new MyMC());
When I run the movie, after 1 second, the playhead jumps to
frame 10.
Hope this helps. -
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snapshot from movie clip in iPhoto
no - the bet you can do without third party software is to pause and take a screen shot
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How do I set a variable on the main timeline from within a symbol?
Just getting started with Animate and coming to it from Flash, as may be apparent from my question. How do you set a variable to the main timeline from within a symbol?
I have 24 pairs of clickable elements, each in their own symbols, and all 24 of those symbols sit inside another symbol. I want all 24 to be able to set the same global variable when clicked. I can't find that this question is addressed anywhere, which makes me think I may be stuck in a Flash mindset and approaching the task in the wrong way. (There are however MANY discussions of how to address objects at different levels in the hierarchy. That's well covered.)
Relatedly, how do you access a function on the main timeline from within a symbol?
Adobe should consider putting together a support page (or pages) just for folks migrating form Flash. In the materials I've encountered so far there seems to be a studied effort to refrain from mentioning Flash in any way. I imagine there are a lot of people out there like me who have a deep background in Flash coding, but are just getting started with Animate. We don't need help with most of the basic concepts, but we may still have some pretty basic questions about how to accomplish some things in Animate because our Flash knowledge is getting in the way.Hi Bill,
There are plenty of threads on here about scope, but here's one way to create a global variable:
// code on Stage.compositionReady
sym.myGlobalVar = 1;
Then, anywhere in your project, you can check/set that var like so:
sym.getComposition().getStage().myGlobalVar = 2;
And here's one way to create a global function:
// code on Stage.compositionReady
sym.myGlobalFunction = function(){
console.log('myGlobalFunction');
Then, anywhere in your project, you can call that function like so:
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How do I recerence Movie Clips on the Main Timeline from inside a class?
Hey everyone, this might be a stupid question but I thought
I'd ask cause it's making me nuts. I'm all of 2 days into AS3
(coming from not using Flash at all in YEARS) so feel free to
consider me ignorant. I do have plenty of application development
experience in other areas though.
I can't seem to create a class that can reference an instance
of a movie clip on my main timeline. I'd post code of what I've
tried but I've gone through so many desperate edits & wild
guesses that it was just garbled junk before I deleted it all.
Basically here's how I figured Flash could work, though maybe
it doesn't work this way at all.
I'm assuming that with AS 3 being so big on being a true
object oriented environment, I wouldn't need to mix my code and
interface together. Preferably I'd be using the Flash authoring
tools just to design my interface. Create a button... place it
somewhere... give it an instance name. Roughly the equivilant of
Apple's InterfaceBuilder for those of you that might be familiar
with Cocoa development. I can see maybe having to put a few lines
of ActionScript onto frame 1 (though really I'm hoping Flash would
have a better method of kicking off the application at this point
that using code tied to frames) to load my classes & such, but
after that I'd like all of my code to be held in external class
files.
So maybe I've got:
Interface.fla - My interface
Button_1
Button_2
TextField_1
Main.as - My main controller class using to handle all of my
applications behavior
SomeClass.as - Some helper Class
SomeOtherClass.as - Some helper Class
Main.as would have instructions in its initialization method
to go ahead & attach events to buttons & initialize
anything else that needs to happen when the application starts.
From there on it would all be objects communicating back &
forth. Button_1 would get clicked with would fire
Main.someMethod(). Main.someMethod() would then do it's thing and
set the value of TextField_1. All very clean & code is very
separated from interface.
Unfortunately I can't for the life of me figure out how AS3
classes reference each other like that. There doesn't seem to be
any kind of a global 'root' or '_root' I can use to locate any
movie clips on the stage. I've searched the help & the web for
any kind of simple tutorial but to no avail. My job has tasked me
with building a flash app for a project but I'd really rather not
have a tone of ActionScript just shoved into frame 1. That just
seems... ugh! (::shudder::)
Can someone maybe point me in the right direction here? I'm
really willing to do my homework but I can't seem to locate the
info I need to get started. Also, is there an ActionScript IRC
channel or something maybe?
Thanks,
CliffI worked with the problem last night and the solution I
started coming to involved creating my own custom document class
based off which extends MovieClip. My thought is that way I have
access to the initialization routine of the timeline itself and
that all of the elements on the main timeline should be
"properties" of my custom class.
Is this correct? Is there a down side to doing this & if
so what is it & why?
Also, just for my reference, the last time I did anything
with ActionScript I think I was using '_root' to target the main
timeline. WHat are the global variable names in AS 3? Is it just
'root' & 'stage' or 'Root' & 'Stage' or what? -
Attempt to move main timeline from inside a movie clip breaks menu buttons.
I am attempting to have the main timeline move from a stopped position over a movie clip to frame 1, where my start menu is.
The code I'm using does move the timeline but in doing so it somehow breaks the 4 buttons I have in frame 1.
My code in the movie clip:
stop()
function replayMovie(event:MouseEvent):void
MovieClip(parent).gotoAndStop(1);
Menu.addEventListener(MouseEvent.CLICK, replayMovie);
My code in frame 1 of the main timeline:
stop();
function bo(event:MouseEvent):void
gotoAndPlay(21)
SoundMixer.stopAll()
espesp.addEventListener(MouseEvent.CLICK, bo);
function ho(event:MouseEvent):void
gotoAndPlay(31)
SoundMixer.stopAll()
espeng.addEventListener(MouseEvent.CLICK, ho);
function yo(event:MouseEvent):void
gotoAndPlay(41)
SoundMixer.stopAll()
engesp.addEventListener(MouseEvent.CLICK, yo);
function go(event:MouseEvent):void
gotoAndPlay(51)
SoundMixer.stopAll()
engeng.addEventListener(MouseEvent.CLICK, go);
The error output when I use my Menu button at the end of the movie clip.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at SSubjunctiveProjNewgrounds_fla::MainTimeline/frame1()
at flash.display::MovieClip/gotoAndStop()
at SSubjunctiveProjNewgrounds_fla::Esp_5/replayMovie()
Any help would be greatly appreciated.For the sake of space, I'll leave out all the package declarations and class declarations and just talk about the functions.
First, the Game class, it has two functions. The first one is the constructor function and it launches at the beginning of the game: First the Game function:
public function Game():void
//Game code goes here
}//Game
We want to listen for someone to click the mouse on the MenuPage, so lets create a new MenuPage and add a listener to the button contiained within it.
public function Game():void
menuPage = new MenuPage;
menuPage.startButton.addEventListener(MouseEvent.CLICK, startGame);
addChild(menuPage);
}//Game
You will notice that before I declared a variable var menuPage:MenuPage, but that's all I did was declare it. I didn't really make a new instance of it, I just set aside space for it. In the first line within the Game function, I'm actually turning that variable into a new instance of a MenuPage.
We don't have a picture of this imaginary menuPage instance, but lets' assume that in our MenuPage MovieClip in the library, we created a SimpleButton called startButton. Here, I'm adding an EventListener that patiently waits for someone to click that button. Once we receive that event, Flash is told to call the startGame function.
As you get better at this, you'll get into custom events, and the eventListener for the button will exist in the MenuPage class file, or even in another class file that you create just for the button. Something like StartButton.as But for now, we can do it as above.
Now the startGame function:
public function startGame(evt:MouseEvent):void
//Remove the start Page
//Add the zombie
//Add the gun
}//startGame
And we'll replace those comments with real code. It follows along with what we just did above.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
And we also want to clean up some by removing the menuPage, and throwing out the eventListener.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
menuPage.startButton.removeEventListener(MouseEvent.Click,startGame);
removeChild(menuPage);
}//startGame
Now our Game class is complete.
The Zombie Class
public function zombieWalk(evt:Event):void
this.addEventListener(Event.ENTER_FRAME,zombieWalk);
this.x = this.x + 10;
}//zombieWalk
Notice we've added a function to the Zombie Class.
The first function adds an EventListener to the zombie. We can use the word this and actionScript knows we're talking about the zombie that the class is written for. This listener fires off every frame. If our FLA file is set to 12fps, then 12 times every second it will call on the zombieWalk function.
The zombie walk function moves the zombie 10 pixels to the right every time the function is called.
On a more advanced level, you'll want to add animation in the MovieClip to move the zombie legs. You'll also want to use Timer events to space out how often the funtion fires and not ENTER_FRAME events. And you'll want to use a static constant to establish how far the zombie moves. We have it now set to 10 pixels, but that can get irritating if we want to change that value later. But again, baby steps.
And finally, the Gun class
public function Gun():void
this.addEventListener(MouseEvent.CLICK, fireGun);
}//function
public function fireGun(evt:MouseEvent):void
this.gotoAndPlay(2);
}//fireGun
First we add an EventListener for when someone clicks on the gun. Once this happens, the listener calls on the fireGun function.
The fireGun function takes advantage of the frames within the Gun MovieClip. Say we have three frames in the Gun MovieClip. The first is just a picture of the gun. The second is the gun with a flash coming out of the nozzle. And the third is the gun at rest again. The line this.gotoAndPlay(2) sends the gun to the second frame with the flash graphic.
For this to work, each frame in the Gun MovieClip has to have some stop and play commands.
But.. you said no code on our timeline!! Liar!
I know. This is the exception. You will need basic stop() commands and gotoAndPlay commands to loop animations. Any MovieClip that has more than one frame will need something to control it.
So our Gun MovieCLip has the following:
Frame 1: stop();
Frame 2: no actionScript... and I mean nothing, not even the words, "no actionScript"
Frame 3: gotoAndStop(1);
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Advanced features of the Gun class might include a Bullet.as sub-class that creates a bullet MovieClip to fly across the screen. Sound to play when the shooting takes place. Object collision detection to see if the bullet hits the target. And a means by which a custom event will tell the Game.as class that a zombie has been hit and it should be removed from the stage.
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I have a movie clip that loads and when it is done playing it has a close button that unloads the movie clip... I want to add code to this button that moves the play head to frame 20 of my main timline using actionScript 3.0
Tried that but dose not work think its because I am loading the movie this way...
Play button "playFinal"
function lastQuestion(event:MouseEvent):void{
var Info:final1 = new(final1);
this.stage.addChild(Info);
Info.x=511
Info.y=340; }
So I tried using the Name "Info"
//example...... MovieClip(Info.root).gotoAndStop(20);
And I tried the name of the clip in the library "final1"
//example...... MovieClip(final1.root).gotoAndStop(20);
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Controlling main timeline from loaded movie
I have loaded an external movie onto the main movie in a
movie clip called "mainholder" - In the main timeline on the main
movie there is a "stop" command on frame 1. From the loaded movie,
I want to control the main timeline and tell it to go to frame 2.
Can someone tell me the actionscripting to do this, I have tried
several commands and getting frustrated. ;-)
Thanksmovies are loaded into levels. The main movie is always
considered level0 a.k.a _root in the AS. When you load a movie into
another, the main movie is also considered the parent of that
loaded movie a.k.a. this._parent in AS where this refers to the
loaded movie. If you want something in the loaded movie to control
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but because of the parent/child relationship, it can also be
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Although the first method is less to remember, the second
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Say that you did something like this....
[MAIN MOVIE]
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{Loaded Movie with buttons to control LOADED MOVIE}
Your main movie loads a movie and when this loaded movie
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movie, it would cause the main movie (_root) to be called and not
the LOADED MOVIE as you had intended during its design prior to
trying to make this new main movie (and it would work as intended
if you opened the LOADED MOVIE's fla file and exported). If you use
this._parent in the button movie, it will always make it's calls to
the LOADED MOVIE's timeline and not the main clips timeline.
Sorry if this confuses you but it's important to
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Question about creating JPEG still from movie clip?
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Yes, you can do that, but it's a little difficult to advise
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Can you clarify:
Do you want to play the main clip while the thumbs continue
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This way is easy enough.
If you want them to continue to load and then do the tweening
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situation where the loading of the thumbs may not yet have
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Also consider whether you want anything to be hidden (i.e.
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As a starting point I suggest you would probably put the code
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I have about 15 frames on the main timeline. Each frame
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importantly they transition from frame to frame based on the
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Example: the last button that was clicked was button #4, the
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