Create cartoon using AS2 code only. WOW but...
Hi guys.
Some lovely code I picked up to create cartoons. My character is sunny. We create multiple empty mcs as holders for a) Sounds and b) Attached or loaded mcs.
BUT the damn sound object doesn't work.
sound_1.start(); diesn't work - however it works it I move it right up under the attachsound code.
Then the next sound_2.start definately work.
I DID get to work in other code I had even though it was even inside a function. I will paste it under this code.
numOfSounds = 5;
numOfObjects = 5;
objectPath = "images";
_root.createEmptyMovieClip("soundLib", 1);
for (var i:Number = 1; i<=numOfSounds; i++) {
soundLib.createEmptyMovieClip("holder_"+i, i);
_root["sound_"+i] = new Sound(soundLib["holder_"+i]);
sound_1.attachSound("1");
sound_2.attachSound("2");
sound_3.attachSound("3");
sound_4.attachSound("4");
sound_5.attachSound("5");
//sound_1.start(0, 999);// only for bg music
_root.createEmptyMovieClip("objectLib", 1);
for (var i:Number = 1; i<=numOfObjects; i++) {
objectLib.createEmptyMovieClip("holder_"+i, i);
_root["object_"+i] = (objectLib["holder_"+i]);
object_1.attachMovie("sunny", "sunny", 1);// object1 is the empty mc and sunny is the linkage name and sunny is the instance name - usually called something different.
loadMovie(objectPath+"/cat_a.swf", object_2);
loadMovie(objectPath+"/cow_a.swf", object_3);
loadMovie(objectPath+"/bird_a.swf", object_4);
loadMovie(objectPath+"/pig_a.swf", object_5);
object_1._x=500// Sunny
object_1._width=50
object_1._height=50
object_2._x=200
object_3._x=300
object_4._x=400
object_5._x=500
object_1._y=100// loop and use spacing
object_2._y=200
object_3._y=300
object_4._y=400
object_5._y=500
sound_1.start();
object_1.sunny.gotoAndPlay("speak
sound_1.onSoundComplete = function() {
_root.object_1.sunny.gotoAndPlay("static");
sound_2.start();
sound_2.onSoundComplete = function() {
sound_3.start();
_root.sunny.gotoAndPlay("speak");
The sound code on its own DID work - I paste it here
numOfSounds = 5;
_root.createEmptyMovieClip("soundLib", 1);
for (var i:Number = 1; i<=numOfSounds; i++) {
soundLib.createEmptyMovieClip("holder_"+i, i);
_root["sound_"+i] = new Sound(soundLib["holder_"+i]);
// use sound_1.loadSound to load externally.
//For my dialogues only need one movie clip and load into as you need - remember to unload sound as welll
sound_1.attachSound("1");
sound_2.attachSound("2");
sound_3.attachSound("3");
sound_4.attachSound("4");
sound_5.attachSound("5");
//sound_1.start(0, 999);
sound_1.start();
_root.sunny.gotoAndPlay("speak");
sound_1.onSoundComplete = function() {
_root.sunny.gotoAndPlay("static");
sound_2.start();
_root.r.nextFrame();
sound_2.onSoundComplete = function() {
_root.r.gotoAndStop(2);
sound_3.start();
_root.sunny.gotoAndPlay("speak");
sound_2.onSoundComplete = function() {
//sound_3.start();
_root.object_1.sunny.gotoAndPlay("happy");
var my_timedProcess:Number = setTimeout(my_delayedFunction, 2000);
function my_delayedFunction() {
_root.object_1.sunny.gotoAndPlay("laugh");
Good - after 2 seconds it calls the next behavour ie: she's happy the she laughs.
BUT - This means that everytime I change from one behaviour to another I MYSELF have to tell flash when to change. This is no event triggered at the end of a nested animation I take it (like the onSoundCompleted for sounds)
So I will have to calculate via frames per second example a 48 frames behaviour with frame rate of 24ps would be 2 seconds ie: 2000. BUT I have been told there can be a lag in flash movies on the internet therefore I didn't want to rely on his method. If there is a lag I could possibly call the next function too early cutting off for example the walk cycle.
By the way if I do use this method I would not need to use the clearTimeout would I?
XHEERS for all your wonderful help - I really do appreciate it.
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