Simple loop on the main timeline

Hello,
I am very very new to actionscripting, so please bear with me.
I have a very simple banner that I would like to play 3 times and stop.
How can I do that in Actionscrip 3.0?
Thanks
babs

You're welcome babs.  For the first part of it, I am doing something to prevent you from having to add a frame that you don't visit again.  I declare the var count, but don't assign it a value unless it has none, which it will not have when the animation first starts. If I had started it out in frame 1 with..
var count:uint = 0;
then everytime it looped back to frame 1 it would reset count to 0... which would mean you'd have to loop back to frame 2 instead of frame 1.
So I have it test if count has no value assigned and assign it a zero in that case only.  That way, when it loops back to frame 1, the value of count is not reset because it has a value by that time.

Similar Messages

  • Toolkit for CreateJS: How to control the main timeline from outside the canvas.

    Hey Everyone,
    I'm currently trying to do something simple, but my animation breaks whenever I attempt to change my code. I have created a basic animation in Flash where an object moves from the left side of the canvas, to the right, and then loops from the last frame to the first frame. Nothing else. The animation is simply put on the main timeline. I exported the animation with Toolkit for CreateJS through Flash's extension and the animation runs as it should. I am trying to start and stop (restarting from the first frame) the animation with mouse over and mouse off events. I want the events to fire when moused over/off a div OUTSIDE the animation's canvas tag. Is this possible with CreateJS? I'm trying to figure out how to control the main timeline without being inside the canvas tag.
    Example HTML:
    http://www.thephotoncore.com/testing/example_test.html
    Example Code:
    <section id="container">
      <canvas id="canvas" width="550" height="400" style="background-color:#cccccc"></canvas>
      <section id="animation_control">
        <p>Roll over to start and stop animation.</p>
      </section>
    </section>
    Thanks again for the help!
    -DJ

    Hi DjPhantasy5,
    All movieclips on the stage are children of the stage,
    So on the "mouseover" all movieclips on the stage could be stopped with stop and on the "mouseout" all children could be restarted with gotoAndPlay like this:
    function Stop()
              if (stage && stage.children)
                        var i, l = stage.children.length;
                        for (i = 0; i < l; i++)
                                  var child = stage.children[i];
                                  if ("stop" in child)
                                            child.stop();
    function Restart()
              if (stage && stage.children)
                        var i, l = stage.children.length;
                        for (i = 0; i < l; i++)
                                  var child = stage.children[i];
                                  if ("gotoAndPlay" in child)
                                            child.gotoAndPlay(0);
    See http://www.liauw.nl/forums/adobe/djfantasy5/index.html
    But it is also possible to expose "ball1", for example, by adding it to the document.
    This can be done by adding code to "ball1" like so:
    /* js
    document.ball1 = this;
    Then the stopping of the animation would look like:
    function Stop()
         if ("ball1" in document)
              document.ball1.stop();
    etc.
    Have fun!
    Ronald

  • 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
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    experience in other areas though.
    I can't seem to create a class that can reference an instance
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    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.
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    object oriented environment, I wouldn't need to mix my code and
    interface together. Preferably I'd be using the Flash authoring
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    somewhere... give it an instance name. Roughly the equivilant of
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    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
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    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
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    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
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    seems... ugh! (::shudder::)
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    really willing to do my homework but I can't seem to locate the
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    channel or something maybe?
    Thanks,
    Cliff

    I 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
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    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
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    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
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  • In actionscript 3.0 how do i make a nested movie clip button go to a frame on the main timeline

    I am making a website based in flash actionscript 3.0 i have a button nested in its own movie clip, because I have the button expanding to be able to read it i have figured out the only way to do this is by creating it as a movie clipa nd inside the movie clip creating it as a button
    I added an event listener to the blog button by saying,
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    function gotoblog(evtobj:MouseEvent){
         gotoAndStop(2)
    this part of the code works it goes to the 2nd frame of the timeline it is in and stops wich is a blown up version of the origanal symbol
    i added on frame 2 a second command
    blog.addEventListener(MouseEvent.CLICK.gotoblogpage);
    function gotoblogpage(evtobj:MouseEvent){
    gotoAndStop("blogframe")
    trace("the blog button was clicked")
    i have named the symbol blog and have name the frame of where the blog page is going to be "blogframe" this line of code at the bottom is where i run into trouble the output window in Flash is saying "The blog button was clicked" just like i want it to. no errors are accouring why than is the playhead not going to frame "blogframe"? if the button is working when i click it the code is right i belive the problem here is it does not want the playhead to go to the frame i want it to. So i gues my question is, how can i make a button withing a movie clip interact with the main timeline?

    I have a similar problem if could please help me i'd really apreciate it!!
    So i have a looping animation of some thumbnails, the hierarchy goes like this
    Scene1(main timeline) -> imgBar(MC)->imgBarB(MC within the imgBar MC)
    My buttons symbols are in the last MC "imgBarB" where i have this code:
    ss1.addEventListener(MouseEvent.CLICK, OneButtonClicked);
      function OneButtonClicked(event:MouseEvent):void{
      MovieClip(root).gotoAndStop("ssbox1");
    I want to control the Btns in my "imgBarB" MC to play a labeled frame(named "ssbox1") on another MC on the main timeline,this other MC goes like this:
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  • Moving to a frame in Movieclip timeline from the main timeline

    I am in the learning process. Working with FlashCS5 and AS3.
    Please bear with me if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
    mcassessJohn.addEventListener(MouseEvent.CLICK, onJohnClick);
    function onJohnClick(evt:MouseEvent):void {
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    This works fine. However problem starts when I place a button "questionJohn" in the movieclip(mcassessJohn) time line at frame "johnFeedback" and try to move to another frame by clicking the button and using the following actionscript code;
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      gotoAnd Play("johnFeedback");
    Placed the above code in actions layer in the movieclip timeline at frame "johnFeedback". I had placed the button also in the movieclip timeline at Frame "johnFeedback in layer buttons. No compiler error.No runtime error. Just nothing happens when I click on the button "questionJohn".
    Would appreciate if you can let me know where I am going wrong.

    Thats because if u assign the listeners to a parent movieclip it will not pickup listener assigned to its child.
    A work around is put a invisible btn inside mcassessJohn movieclip on frame 1 and assign onJohnClick function to that.
    And one more thing, i think u r trying to perform same operation on both the btns
    http://www.darshanrane.com

  • Passing a variable from a movie clip to the main timeline

    Hi,
    I'm having trouble passing a variable from a movie clip in my
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    I have a movieclip with the instance name IntroNav which
    contains several buttons. Clicking a button sets the variable
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    However, outside of the movie clip, on the main timeline I am
    unable to call this variable, and "page" seems to have no value.
    Can anyone tell me why this is and how to solve it?
    Thanks

    Umm, yes ... declare your variables correctly.
    var page:String = new String(); //proper complete
    var page:String; //strict typing
    var page:String = "home"; //stirct typing with value
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    Do not declare the variable in your buttons, you would have
    to do so in every button and be constantly resetting the value.
    Declare it on the main timeline at the lowest level. You do not
    need to use it as a _global, you just need to resolve your path
    issues. You can 'set' the variable value from a button, without any
    problem, but you have to call to the variable correctly.
    You do not 'name' a variable as "_root.page" , the '_root'
    refers to the lowest level of the SWF or the main timeline, as does
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    the proper path of '_root.page'
    To set the variable from any of your button/MC instances
    call:
    _root.page = "value"; OR _level0.page = "value";
    But you must have the varibale declared on the main timeline,
    and only once and the playhead should be stopped or it will reset
    the value to the default upon looping.

  • Targeting the main timeline

    Trying to make the switch from AS2 to AS3 and like many
    before me, becoming confused.
    I've laid out three movieClips on my main timeline (named,
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    like to do. Each frame on the main timeline containing a movieClip
    has been given a unique frame label. My problem is, I want to have
    the movieClips jump to the next targeted movieClip on the main
    timeline after clicking a button, or upon entering the last frame
    of its predecessor, in some cases. In AS2 the was easy to do this
    was by using the gotoAndPlay function and targeting to the_root
    timeline. Now I can't figure out what to do. I can make any button
    inside a movieClip target a specific frame within that same mc, but
    cannot make a jump to the main timeline to play the next movieClip.
    What am I missing here? I'm a noobie at AS3 and fumbling my
    way forward. (should be obvious now) Is there a simple way to refer
    back to the main timeline, which is only one level up? What am I
    missing?
    Here's as far as I got with the AS3 code within the mcs:
    stop();
    cont5_mc.addEventListener(MouseEvent.CLICK, onClick2);
    function onClick2(event:MouseEvent):void
    trace("test");
    cont5_mc.buttonMode = true;
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    TIA for your help, all you flashy genius . . . Speak to me
    like I am a three year old. -grin-
    thokitts

    kglad:
    Thank you for your instant reply. I see you sent it out last
    night. Really appreciated. Got my button in movieClip1 to refer
    back to movieClip2 on the main timeline with your help but now am
    presented with the issue of having the last frame of movieClip2
    automatically taking the viewer back to the main timeline to begin
    playing movieClip3, located on frame label "gsm".
    Again, I know this should be easy, but conceptually I am
    having a problem with how to do this. I don't have a button to
    attach the AS3 to and this new syntax is confusing to me. Nor do I
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    Lynda.com tutorials are great but I'm struggling with this.
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  • How can I reference the main timeline on a swf once it was loaded into another?

    I have an swf with some custon animation functions using actionscript 3. I'm refering to the main timeline with Movieclip(root) and it works just fine.
    However, this swf is going to be loaded inside another (a custom player), and when that happends, everything stops working.
    I think it's because the Movieclip(root) is now referencing to the loader swf and not the loaded anymore, but I just can't find any information on how to fix that.

    This is basically what I´m doing here:
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              var posEnter:String = "-160"; // Animation start (relative)
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              TweenMax.from(objeto, 1, {x:posEnter, alpha:0, blurFilter:{blurX:40}, ease:Back.easeOut});
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    The swf works fine, but once it´s loaded into the player, nothing works anymore. Unfortunately, I don't have the code for the player, and can't change anything about it... :/

  • How to call a function in a class from the main timeline?

    Hey Guys
    I have a project in Flash with four external AS files, which are linked to items in the library using AS linkage.
    What I want to do is call a function in one of these files from the main timeline, how would I go about doing this? I'm not currently using a document class, most of the code is in Frame 1 of the main timeline.
    Thanks

    // change type to the class name from the instance
    ClassNameHere(this.getChildByName('instance_name')).SomeFunction();

  • 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.)
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    Hi Bill,
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    // code on Stage.compositionReady
    sym.myGlobalVar = 1;
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    sym.getComposition().getStage().myGlobalVar = 2;
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    // code on Stage.compositionReady
    sym.myGlobalFunction = function(){
              console.log('myGlobalFunction');
    Then, anywhere in your project, you can call that function like so:
    sym.getComposition().getStage().myGlobalFunction();

  • How to control the main timeline from within a symbol?

    I have a small world map as a symbol called "verden" and I want the user to click Europe, Asia, or Africa and jump to named labels in the main timeline.
    http://www.dagbladet.no/grafikk/neshorn/neshorn.html
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    // insert code for mouse click here
    sym.getComposition().getStage().getSymbol("europa").play("europa");
    The files are on Dropbox here
    Update, now it works:
    sym.getComposition().getStage().play("europa");

    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:
    sym.getComposition().getStage().myGlobalFunction();

  • 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.
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    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));
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    AS3 - Dispatch Event
    http://forums.adobe.com/thread/470135?tstart=120
    Example:
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    function loaderCompleteHandler(event:Event) {
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    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

  • How to remove a function on the main timeline within a movie clip

    How do you remove a function that is coded on a frame in the main timeline from within a movie clip?  I tried this, but no dice:
    infoGraphicDisparity.addEventListener(MouseEvent.CLICK, fl_ClickToGoToScene);
    function fl_ClickToGoToScene(event:MouseEvent):void
        parent.removeEventListener (Event.ENTER_FRAME, parent["enterFrameHandler"]);
        MovieClip(this.root).gotoAndPlay("disparity");
    this is the event I am trying to remove:
    stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
    any help would be appreciated as always.
    Thanks!

    from any frame (that executes after enterFrameHandler is defined) in any display object in the display list
    stage.removeEventListener(Event.ENTER_FRAME, MovieClip(root).enterFrameHandler);

  • Play a movieclip once, then go to the next frame on the main timeline

    Hello, I'm sorry for the long topic's title.
    I have an animation I'd like to use as an INTRO in my flash
    movie. I will joint it inside a movieclip, giving it the istance
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    movieclip) the player jumps to the second frame of the timeline,
    named by the istance "HOME".
    Is it possible?
    Thankyou very much for your help,
    and great things.
    Stebianchi

    on intro's first frame place:
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    this.stop();
    this.played=true;
    _level0.gotoAndStop(2);
    // or this.removeMovieClip(), if this is no longer ever used.
    and if you use this, you don't need the frame 1 code.

  • Using Flach CS4 and action script 2.0 how do I advance to a specific frame of the main timeline when a movie clip instance come to the end of its timeline?

    Using Flach CS4 and action script 2.0 how do I advance to a specific frame of the main timeline when a movie clip instance come to the end of its timeline?

    code on the last frame of your movieclip instance:
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