Play next succesive 10 frames

I need to specify this:
from the current playhead position which might for example be
on frame 25,
and which it is resting on a stop frame
upon the release of a button on stage
tell the swf movie which might happen to be on frame 25,
(although I could be on any frame)
to play the next 10 frames (for example frames 26-35) then
stop, (there will be no stop frame here (for example frame 35)
and then go to a specific specified frame in the movie and
play until it happens upon another stop frame.
instead of a simple go to and play frame command, I need to
begin playing from current position and play the next 10 frames,
stop and or redirect to a different specifed frame
another way to describe__ play next 10 successive frames from
current stop position and stop.
At which point I can redirect to a new frame

_gary_,
> also got this recommendation
Let's step through it.
> stop();
First, a stop(). Good. The timeline stops.
> button_btn.onRelease = function() {
Next, a function assigned to the Button.onRelease event of a
Button
instance.
> var startFrame = _root._currentframe
Scoped to this function, a variable that points to the
MovieClip._currentframe property of the main timeline.
> gotoAndPlay(_root._currentframe+1)
An invocation of the gotoAndPlay() function with the main
timeline's
current frame plus one. MovieClip.nextFrame() might do just
as well, here.
> _root.onEnterFrame = function() {
Now, a function assignment to the MovieClip.onEnterFrame
event of the
main timeline.
> if(_root._currentframe == startFrame+10) {
This should make sense. We're checking if the main
timeline's current
frame is whatever it was, plus 10. If so ...
> stop();
... stop. Which is fine, but the onEnterFrame loop keeps
going. I
recommend setting _root.onEnterFrame to null at this point.
> }
> }
> }
> what i need to happen is for the original image at frame
> 10 (100%alpha), to disolve to black and then to 0%
alpha,
It's certainly possible to accomplish what you're after by
using
timelines (that is, tweens), but if you're reaching this far
into
ActionScript territory, why not take a few steps farther and
manipulate the
MovieClip._alpha property of these movie clips themselves?
I don't know what your comfort level is with ActionScript,
or with
progamming in general, so forgive me if I go into too much
detail. It helps
if you get yourself squared with objects and what they mean
in this
environment. Just about everything in ActionScript can be
referred to as an
object, and objects are defined by their namesake classes.
Arguably the
most important object to really "get" is defined by the
MovieClip class.
See this article for something of a primer.
http://www.quip.net/blog/2006/flash/actionscript-20/ojects-building-blocks
Basically, you just have to break down your goals into
smaller and
smaller parts, until you're left with easily digestible
sub-goals. If there
is no gotoAndPlayUntil() function -- which there isn't, as
you've seen --
then you have to think, "Okay, what am I really asking Flash
to do?" In
this case, you need to ascertain when a certain frame is the
current frame,
then invoke the stop() function (or the MovieClip.stop()
method) at that
time. You'll need to check for the current frame repeatedly
-- in fact,
once every frame would be a good approach -- hence, the
multiple suggestions
toward the MovieClip.onEnterFrame event.
David
stiller (at) quip (dot) net
Dev essays:
http://www.quip.net/blog/
"Luck is the residue of good design."

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