Actionscript 2.0 clear all movie clips

I need to figure out how, when you roll over a movie clip, it clears all previous clips showing and then plays its clip

eh that may not be possible, but what the set up is each tooltip is its own layer with the clips pasted in.
In each clip theres about 5 layers that are involved with the animate. My code to activate it is
on(rollover){
          gotoAndPlay(2);}
that triggers the animation. then theres a simple "close" button that just plays everything in reverse.

Similar Messages

  • Load all movie clips

    Hi,
    I have a "map_mc" movie clip that has over 500 movie clips(counties). I also have the countynames in xml format.  I want to be able to
    1.  in a loop get a list of all movie clips
    2. and in a dynamic text box assign the county name to the movie clip (from xml).
    Is it possible to get the names of all movie clips and then assign the countynames?
    I have the xml part semi working and on mouseover can display the name but is stuck on the movie clip part.
    I am trying to avoid typing all the county names  and in the future will be adding census and other data to the xml.
    can someone help?

    if you had an xmlList of 500 countynames, and if the 500 movieclips inside maps_mc each had names such as mc0, mc1, mc2, etc, you could loop thru them like this:
    for(var i = 0; i < xmlList.length(); i++){
         //get reference to county movieclip
         var mc = maps_mc.getChildByName("mc" + i);
         //then add listeners
         mc.addEventListener(MouseEvent.ROLL_OVER, overMe);
         mc.addEventListener(MouseEvent.ROLL_OUT, outMe);
    function overMe(e:MouseEvent){
         //the county you rolled over
         var mc = e.target;
         //extract the number from the name
         var n = Number(mc.name.substr(2));
         //use n to get countyname from xmlList
         var countyname = xmlList[n];
         trace(countyname);
         //now add countyname to a textField
         textField.text = countryname;
    function outMe(e:MouseEvent){
         //clear textField
         textField.text = "";

  • Remove ALL movie clip

    Hi,
    Is there a code to remove all movie clip when a button is
    press? Sorry. Im new to AS

    hey Scruffy - as I mentioned in your other post it will
    depend on how these clips were brought to the Stage to a certain
    degree. to be safe one should go ahead and use swapDepths first and
    then iterate through all MCs within the swf, as in the following:

  • Is there a way to clear ALL event listeners, stop all movie clips, etc?

    Is there a syntax for this?
    I have a movie that has 15 frames. Each frame has embedded movie clips within movie clips, tons of animations and event listeners. None is needed except when they are on the stage, on the frame. However, the animations continue even when the frame is left.
    For instance, I have a frame that has a dynamically rendered animation of leaves falling from a tree. When the frame is left, the leaves continue to fall.
    There are many instances of this type of thing happening.
    Ideally, I would love to just be able to clear everything when a new frame is loaded, since none of the animations or event listeners need to carry over from one frame to another.
    Is there a way to do this without the thousands of lines of code it would take to manually remove every single animation and event listener and sound, etc, from the stage?
    Thanks so much!!
    Amber

    you have to manually do that.
    or, you could convert each frame to a swf.  load each swf when needed and, if you're publishing for fp 10+, you can apply unloadAndStop() to kill all streams in the loaded swf and ready those assets for gc.

  • Disabling all movie clips that are on lower levels

    Hello
    I have a movie clip that pops up over all other movie clips.
    But it is still possible to interact with these movie clips that
    are beneath the mc that has popped up. Is there any way to disable
    all of the movie clips that are beneath the one that popped up?
    thanks

    Typically the way to do this is simply create a large
    invisible MovieClip which covers everything, and give it a an
    interactive event. I often use:
    on(rollOver){
    useHandCursor = false;
    This way not only does it steal interaction from anything
    below it, it makes it so the cursor doesn't turn into a hand making
    the user think there's something clickable.
    You could also make a loop which checks getDepth() and if
    it's below a specified depth, set enabled = false, but there's
    really no reason in doing that.

  • Preload ALL movie clips?

    I am experiencing a delay or pause in the site when my first
    movie of content is played ... A frew frames before the initial
    animation is finished I add in :
    _root.conten.gotoAndPlay("start1");
    to start the home page (or the first page of my content
    movie, whatever you want to call it)....
    Is this a preloader problem? I just can't seem to iron it
    out.
    To See It:
    http://www.itamidesign.com/new.html
    The Code is also here:
    http://www.itamidesign.com/new.fla
    THANKS

    no no there's always a way, i was just pointing you in the
    direction of the easiest way.
    the first thing you need to do is check getBytesLoaded at
    regular intervals rather than in a loop on a frame. this can be
    achieved several ways - i've used setInterval in the example i
    prepared for you.
    the second thing you need to do is check that getBytesTotal
    has been received from the jpg okay - this can be checked by
    ensuring that getBytesTotal>4, which is the size of an empty
    movie clip.
    the code i have attached is independent of your xml code,
    which was really confusing things, as it is unrelated to your
    loader code (one problem at a time!). once you're happy with your
    loader code, then you can integrate it with your working xml code.
    good luck
    craig

  • TS4455 Why IMovie no longer shows all movie clips from movies from Kodak camera

    I am on an IMac 10.6.8   2.16 ghz intel core 2 duo with 3 gb memory
    I am using IMovie 11  (9.0.4)
    My camera is a Kodak Playsport shooting hd video
    On all of over 300 videos I have shot previously IMovie worked perfectly.
    On the last 3 movies imported from the camera, I movie loads the preview and I can drag it into the stage but instead of opening up and showing all of the clips, it remains a single image exactly as it displays in the playlist
    Nothing I click opens the frames.  Thus the only want to edit is to open the file into the fine editing frame
    But this is not as easy as it was before where I could see the clip and make the edits right there on the stage.
    What has changed?   What am I doing wrong?

    Hello awebstore,
    It may be that the view in your Project environment has been zoomed out.
    iMovie '11: Resize thumbnail images
    http://support.apple.com/kb/PH2121
    Hope this helps,
    Allen

  • GotoAndPlay - refresh all movie clips.

    I am trying to create a refresh button using the following code on a button.
    on (release) {
        gotoAndPlay(2);
    This works fine to return to the part of the timeline I want, however because I am using child movieclips with gotoAndPlay, only the main timeline returns to the start, the child movieclips stay as they were.
    Is there anyway of getting the whole movie to return to the start?
    Many thanks.

    you must explicitly return everything to the start state or you can reload your swf:
    on(release){
    loadMovieNum(_root._url,0);

  • Casting a 3d movie clip in actionscript

    Hello All,
    I'm new to flash and actionscripting (i come from the land of ansi c but have traveled extensively). I've created a great animated animated 3d movie clip and want to have them generated on the stage in relation to an xml file. I've gotten this to work with a 2d movie clip but am running into problems casting a 3d object.
    my object (a movie clip - boxContainer with an instance name of boxContainer_mc) is built out of all movie clips in the following way (shown in tree form):
    boxContainer
    -bottomBox
    ---boxFront
    ---boxLeft
    ---boxRight
    ---boxTop
    ---shadowFront
    ---shadowLeft
    ---shadowRight
    ---gradientLeft
    ---gradientRight
    ---gradientFront
    -topBox (this movie clip contains an animation that is controlled through a MouseEvent:Click)
    ---left
    ---right
    ---top
    ---back
    This animates smoothly through flash, but doesn't work when I try to cast the movie clip in actionscript 3 using the following code:
    var boxContainer_mc:boxContainer = new boxContainer();
    addChild(boxContainer_mc);
    When I try to test the swf file I recieve the following errors:
    1046: Type was not found or was not a compile-time constant:boxContainer
    1180: Call to a possibly undefined method boxContainer
    any ideas?

    If this is a library item that you named boxContainer in the library, you need to designate that name as the linkage ID for the movie.  Right click on it in the library, select Linkage from the menu that appears, and in the interface that appears select the Export for Actionscript option (another will be slected automatically).  Be sure your Class name appears as you have it coded and click ok.

  • Making movie clips play in reverse in AS 3.0

    Hey all. I'm changing all my files to AS 3.0 because of some
    new elements I'd like to use in flash CS4.
    Here:
    http://www.iaw-atlanta.com/IvyLeague1-13-09.html
    I have the menu navigation at the bottom with 4 buttons. When the
    buttons are moused over they ascend and when they are moused out
    the movie plays in reverse so that they descend. Basically in the
    movie clip, I have it stopped as well as gotoAndPlay the next frame
    when the button is moused over and then have a script telling it to
    reverse when moused out. I know how to do this in AS 2.0 but how
    can I translate the script to 3.0?

    DjPhantasy5,
    > Ok thanks, I'll see what he also has to say as well.
    Actually, NedWebs pretty much nailed it. :) The approach
    you've taken
    is an interesting one, because it scales all the way back to
    Flash Player 5,
    which didn't yet support the MovieClip.onEnterFrame event.
    Without that
    event, you need something like your "controller" symbol -- a
    separate
    looping timeline -- to perform code that depends on frame
    loops.
    Available as of Flash Player 6, that event would allow you
    to
    consolidate your code a bit by putting it all in a single
    frame and avoiding
    the extra movie clip symbol. That doesn't mean your approach
    is wrong, by
    any stretch. In fact, it's good to know your options, because
    if you ever
    need to publish to Flash Player 5, you'll probably do best to
    use the setup
    you've taken.
    I'll demonstrate onEnterFrame in just a bit, in case you
    want to take a
    look at that.
    >> there's no _root reference in AS3, but you can use a
    >> MovieClip(this.parent) (which replaces what _parent
    >> used to do) to locate something outside of the
    immediate
    >> movieclip.
    The term "parent," in this context, is technically a
    property of the
    MovieClip class, which means all movie clips in AS3 have
    access to the
    "parent" feature, which points to the timeline that contains
    the movie clip
    in question. Buttons also feature a "parent" property. In
    AS2, this
    property acted exactly the same, only it was preceeded by an
    underscore.
    In fact, NedWebs' suggested code works the same in your
    existin file.
    Instead of this:
    // Your existing code ...
    if (_root.animation._currentframe>1) {
    _root.animation.prevFrame();
    this.gotoAndPlay(2)
    if (_root.animation._currentframe<=1) {
    this.gotoAndStop(1);
    ... you could be using this:
    // Alternative code ...
    if (_parent.animation._currentframe>1) {
    _parent.animation.prevFrame();
    gotoAndPlay(2)
    if (_parent.animation._currentframe<=1) {
    gotoAndStop(1);
    ... because from this scope -- that is, from this point of
    view -- the
    MovieClip._parent property points to the same timeline that
    _root does.
    That changes, of course, based on how deeply nested the
    current scope is.
    The term "this" in the above code is optional, because Flash
    understands
    what scope you're in. From the point of view of this code,
    _parent is
    understood to refer to the current scope's parent timeline,
    just like
    gotoAndPlay() is understood to refer to the current scope's
    own timeline.
    You could precede either of those by "this" or not.
    Many people will argue that _root is probably best avoided,
    only because
    it's a slippery slope. It doesn't always refer to the main
    timeline you
    think it does, depending on whether or not your SWF is loaded
    into another
    SWF at runtime. Meanwhile, _parent *always* refers to the
    immediately
    parent timeline.
    So when you look at it that way, this perfectly valid AS2:
    if (_parent.animation._currentframe>1) {
    ... isn't much different at all from its AS3 counterpart:
    if (MovieClip(parent).animation.currentFrame>1) {
    It would be nicer if you didn't need to cast the parent
    reference as a
    movie clip here, but if you don't, AS3 doesn't realize that
    the scope in
    question is a movie clip.
    >> You can string them along as...
    >> MovieClip(this.parent.parent)
    Exactly.
    >> Your _currentframe in the the controller becomes
    >> currentFrame. That's about it. The rest of what I
    >> saw will fly as is.
    Not quite. AS3 doesn't support the on() or onClipEvent()
    functions, so
    you won't be able to attach your code direction to the
    button. Instead,
    you'll have to put it in a keyframe -- which you can also do
    with AS2. It's
    a good idea, in any case, because it allows you to put all
    your code in one
    place, making it easier to find.
    Here's a quick note on direct attachment:
    http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
    To convert your existing FLA structure to AS3, you might,
    for example,
    do this:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(2);
    function overHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(4);
    That takes care of the on(rollout) and on(rollover) code in
    your current
    version. The first line (buttonMode) is only necessary
    because I got rid of
    the button symbol and, instead, associated the event handlers
    directly with
    your animation clip. (Movie clips handle button-style events,
    too, so you
    don't need the button.) In AS3, event handling is very
    straightforward:
    you reference the object (here, animation), invoke its
    inherited
    addEventListener() method, then pass in two parameters: a)
    the event to
    listen for, and b) the function to perform when that event
    occurs.
    You can see that spelled out above. In AS2, there are quite
    a few ways
    to handle events, including on()/onClipEvent(), so it's
    harder to know when
    to use what approach. For buttons and movie clips, the
    princple works the
    same as I just showed, but the syntax is different.
    Let's take a quick look at reducing all this code by using
    the
    onEnterFrame event. First, check out this AS2 version:
    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

  • Targeting Multiple Movie Clips

    Hi everyone,
    I'm fairly new to ActionScript so I would really appreciate
    any help I can receive.
    Right, I have a Flash file which contains a movie clip with
    an instance called, 'contentHold_mc'. Inside this movie clip are 4
    individual movie clips with instances entitled, 'content1_mc',
    'content2_mc', 'content3_mc' and 'content4_mc'. I know these are
    not the best names for instances, but this is just for simplicty's
    sake. At present all movie clips run at the same time. I want them
    to run sequentially. On the last frame of the instance,
    'content1_mc', I want to stop the instance from playing and start
    playing the instance, 'content2_mc'. On the final frame on
    'content3_mc', I want to stop the instance from playing and start
    playing the instance, 'content3_mc', and so on until 'content4_mc'
    finishes playing. I have tried to use the tellTarget function
    without success and anyway, I believe this is now deprecated.
    Would anybody be able to provide me some guidance please as
    to how I can achieve the previous using the 'dot' notation?
    I have tried the using the code found at the bottom of this
    message in the final frame of the movie clip instance that I want
    to play first ('content1_mc'), however get a compiler error because
    of the preceding two full stops '..'
    Thank you in advance for any help I may receive with this
    query.

    Put a stop(); command at the first frame of each of the
    clips. On the last frame of the first clip put:
    stop();
    _parent.contentHold_mc.content2_mc.play();
    repeat as needed for each movie clip.
    Tell the first clip to play.

  • Dynamically adding multiple instances of a movie clip to the stage with one button

    hello,
    I was wondering if there was a way to add several instances
    of the same movie clip to the stage dynamically utilizing one
    button.
    I can do one with the following code placed on the button...
    on (release) {
    attachMovie ("filledCircle", "filled1", 5);
    filled1._x = 370;
    filled1._y = 225;
    But I want the user to be able to hit the button again and
    get yet another instance of "filledCircle" on the stage.
    I also want the user to be able to drag these instances
    around...
    Any help would be appreciated...
    Thanks,
    Muhl

    Muhl,
    > I was wondering if there was a way to add several
    > instances of the same movie clip to the stage
    > dynamically utilizing one button.
    Sure thing.
    > I can do one with the following code placed on the
    > button...
    >
    > on (release) {
    > attachMovie ("filledCircle", "filled1", 5);
    > filled1._x = 370;
    > filled1._y = 225;
    > }
    Gotcha.
    > But I want the user to be able to hit the button again
    > and get yet another instance of "filledCircle" on the
    > stage.
    You're in luck, because this isn't very hard to do. The main
    thing to
    keep in mind is that each instance must have A) its own
    unique instance name
    and B) its own unique depth. In your example, the instance
    name is filled1
    and the depth is 5. The next clip's instance name should be
    filled2 at a
    depth of 6. Then filled3, depth 7, and so on. You can use a
    single
    variable to handle the incrementation.
    // code in a frame
    var counter:Number = 1;
    // code on your button
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    With me so far? The variable counter contains the numeric
    value 1. The
    second parameter of attachMovie() is provided with a
    concatenation of
    "filled" + 1, which makes "filled1". The third parameter is
    provided with
    the sum of counter plus 4, which makes 5. Obviously, we need
    a bit more.
    The button must, in addition, increment the value of counter.
    The ++
    operator handles this perfectly.
    on (release) {
    attachMovie ("filledCircle", "filled" + counter, counter +
    4);
    counter++;
    Now, it seems you also want to position the attached movie
    clip to (370,
    225). Are they call supposed to go to the same place? If so,
    you may use a
    second variable to hold a reference to the newly attached
    clip. Look up
    MovieClip.attachMovie(), and you'll see that the method
    returns the exact
    reference you need.
    // code in a frame
    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
    on (release) {
    mc = attachMovie ("filledCircle", "filled" + counter,
    counter + 4);
    counter++;
    mc._x = 370;
    mc._y = 225;
    Make sense?
    > I also want the user to be able to drag these instances
    > around...
    Then you need to handle a few events. You're dealing with
    movie clips
    here, so your best bet is to study up on the MovieClip class,
    which defines
    all movie clips. (Note, also, that the TextField class
    defines all input
    and dynamic text fields; the Sound class defines all sounds,
    etc. This is a
    very handy arrangement of the ActionScript 2.0 Language
    Reference.)
    // code in a frame
    var counter:Number = 1;
    var mc:MovieClip;
    // code on your button
    on (release) {
    mc = attachMovie ("filledCircle", "filled" + counter,
    counter + 4);
    counter++;
    mc._x = 370;
    mc._y = 225;
    mc.onPress = function() {
    this.startDrag();
    mc.onRelease = function() {
    this.stopDrag();
    Easy as that. You're simply assigning a function literal to
    the event
    of each new MovieClip instance as you create it. Take a look
    and you'll see
    each of these class members available to you -- that is, to
    all movie clips.
    MovieClip.onPress, MovieClip.startDrag(), MovieClip._x, etc.
    Wherever it shows the term MovieClip in the Language
    Reference, just
    replace that with the instance name of your clip -- or a
    reference to that
    clip (which even includes the global "this" property).
    David
    stiller (at) quip (dot) net
    Dev essays:
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Movie Clips Simple Control

    Hello Folks,
    i want to learn how to use Actionsscript 3.
    As practice i tried to build the controls Play, Stop, Rewind,
    FF and Jump for a simple tween with no continous loop.
    But soon i got stuck with the rewind function. The
    ENTER_FRAME Event that is needed for an automatic rewind interfere
    with the rest of the functions. I think the problem is that the
    ENTER_FRAME EventListener is active from the beginning, but it
    should be only active if rewind is active.
    I got the Idea for the rewind from
    http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/js/html/wwhelp.htm
    Chapter: Programming ActionScript 3.0/Working with movie
    clips
    My Script so far:
    //Let not start the animation automaticly.
    box_mc.stop();
    //Eventlistener for the Buttons. Over!
    play_btn.addEventListener(MouseEvent.MOUSE_OVER,
    playAnimation);
    rewind_btn.addEventListener(MouseEvent.MOUSE_OVER,
    rewindAnimation);
    //EventListener for the Buttons. Out!
    play_btn.addEventListener(MouseEvent.MOUSE_OUT,
    playAnimation);
    rewind_btn.addEventListener(MouseEvent.MOUSE_OUT,
    rewindAnimation);
    //Eventlistener for a continious rewind
    box_mc.addEventListener(Event.ENTER_FRAME, rewindAnimation);
    // Function for the Play Button. Stops at the last frame.
    function playAnimation(event:MouseEvent):void {
    box_mc.play();
    if(box_mc.currentFrame == totalFrames){
    box_mc.stop();
    // Function for the Rewind Button. Stops at the first frame.
    function rewindAnimation(event:MouseEvent):void {
    box_mc.prevFrame();
    So all tips getting around this are welcome.
    Thank you.

    many thx
    that worked out! :)
    //Let not start the animation automaticly.
    box_mc.stop();
    //Eventlistener for the Buttons. Over!
    play_btn.addEventListener(MouseEvent.MOUSE_OVER,
    playAnimation);
    rewind_btn.addEventListener(MouseEvent.MOUSE_OVER,
    rewindAnimation);
    //EventListener for the Buttons. Out!
    play_btn.addEventListener(MouseEvent.MOUSE_OUT,
    stopAnimation);
    rewind_btn.addEventListener(MouseEvent.MOUSE_OUT,
    stopAnimation);
    // function for the Play Button. Mouse_Over
    function playAnimation(event:MouseEvent):void {
    if (box_mc.currentFrame != box_mc.totalFrames) {
    box_mc.play();
    box_mc.addEventListener(Event.ENTER_FRAME, stopAtLastFrame);
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    Incubusguy wrote:
    > My problem first appeared very simple, but I have spent
    a while on it and can't
    > think how to solve it. I must say that I am very much an
    amateur in designing
    > in Flash and ActionScript.
    >
    > I created a movie clip containing an embedded video and
    a sound clip. In the
    > main timeline I inserted the movie clip into a keyframe.
    When I found the movie
    > clip didn't play, I discovered that the only way of
    making it play was to place
    > a Stop action in the keyframe of the movie clip, and
    also set the whole movie
    > to loop. The Stop action stopped the whole movie from
    looping, but instead made
    > the movie clip loop. If the keyframe is on frame 456,
    how do I make it advance
    > onto frame 457 once the movie clip has finished running?
    >
    > I've tried various ways around the problem, including
    placing a button inside
    > the movie clip to Go to and Play frame 457, but instead
    it plays frame 457 in
    > the movie clip.
    >
    > Can anyone help me with this please?
    >
    >

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