Splash Screen "Play" button Trouble

I have a splash screen at the beginning of my animation.  When I push the play button, I want it to go straight to the animated map and start playing, but it just goes to the map and the user has to push play again.  How do I make it so the play button on the splash screen makes the map automatically start moving in the animation?

How is all of this set up? Is the map animation on the main timeline or is this animation in its own movieClip? If the map animation is on the main timeline, how are navigating to that part of the movie? Are you using "gotoAndStop()" or "gotoAndPlay()" or something else?

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  • Removing Splash Screen using button in Movieclip

    Hi
    I have created a shooting game and I am struggling to create a splash screen at the beginning informing the user of
    the controls with a button to start the game, which removes the splash screen. I am trying to add the splash screen in the main timeline
    using addChild event. I can get the splash screen to appear on the game and remove it when the playgame button is pressed, but this
    prevents all the other event listeners so I am not able to fire or move the ship.
    In the splash screen I have the code :
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    Hi
    thanks for taking the time, I don't know how to upload the fla so here is my code.
    The code in the splashscreen MovieClip, which has a button called Play_btn is :
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    parent.removeChild(this);
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    and the code in the main timeline is :
    //import some important flash libraries.
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import flash.display.MovieClip;
    import flash.display.Sprite;
    import flash.sampler.Sample;
    var score:Number=0;
    var countCollisions:Number =0;
    var astArray:Array = new Array();
    var enemyshipArray = new Array();
    var enemybulletArray = new Array();
    var explosionArray = new Array()
    var speed:Number = 10;
    var key_left:Boolean = false;
    var key_right:Boolean = false;
    var key_up:Boolean = false;
    var key_down:Boolean = false;
    var key_space:Boolean = false;
    var shootLimiter:Number=0;
    var splashscreen:MovieClip = new Splash();
    //Play_btn.addEventListener(MouseEvent.CLICK,playgame);
    splashscreen.x = 0;
    splashscreen.y = 0;
    addChild(splashscreen);
    //removeChild(splashscreen);
    background.addEventListener(Event.ENTER_FRAME,backgroundmove);
    function backgroundmove(e:Event):void
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    if(background.x < -200)
    background.x = 749.95;
    this is how you can comment over a number
    of different lines
    var timer:Timer = new Timer(1000, 10);
    timer.addEventListener(TimerEvent.TIMER, AddAsteroid);
    timer.start();
    var timerenemyship:Timer = new Timer(2000, 10);
    timerenemyship.addEventListener(TimerEvent.TIMER, Addenemyship);
    timerenemyship.start();
    stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
    stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);
    var ship:MovieClip = new Ship()
    var enemyship:MovieClip = new EnemyShip()
    addChild(ship);
    function Addenemyship(e:TimerEvent):void
    var enemybullettimer:Timer = new Timer(2000, 10);
    enemybullettimer.addEventListener(TimerEvent.TIMER, Addenemybullet);
    var enemyship:MovieClip = new EnemyShip();   
    enemyship.x = 800;
    enemyship.y = Math.round(Math.random()*400);
    enemyshipArray.push(enemyship); 
    addChild(enemyship);
    enemybullettimer.start();
    function Addenemybullet(e:TimerEvent):void
    var enemybullet:MovieClip = new EnemyBullet();
    enemybullet.x = enemyship.x+50;
    enemybullet.y = enemyship.y+50;
    enemybulletArray.push(enemybullet);  
    addChild(enemybullet);
    enemybullet.addEventListener(Event.ENTER_FRAME,moveenemybullet);
    function moveenemybullet(e:Event):void
    enemybullet.x -=30;
        if(enemybullet.hitTestObject(ship))
       removeChild(ship);
    enemyship.addEventListener(Event.ENTER_FRAME,enemyshipmove);
    function enemyshipmove(e:Event):void
    enemyship.x -=10;
    for(var i=0; i<enemyshipArray.length; i++)
         if(enemyshipArray[i].hitTestObject(ship))
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    var explosion:MovieClip = new Explosion();
    addChild(explosion);
    explosion.x =ship.x;
    explosion.y = ship.y;
    explosionArray.push(explosion);
    for (var l:int=0; l<explosionArray.length; l++)
    if (explosionArray[l].currentFrame == 10)
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    explosionArray.splice(l,1);
    // END OF EXPLOSION  
            MovieClip(enemyshipArray[i]).removeEventListener(Event.ENTER_FRAME, enemyshipmove);
            removeChild(enemyshipArray[i]);
            enemyshipArray.splice(i, 1);
            countCollisions++;
             if(countCollisions >= 2)
             ship.gotoAndPlay(87);
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             ship.gotoAndPlay(6);
    function AddAsteroid(e:TimerEvent):void
    var asteroid:MovieClip = new Asteroid();   
    asteroid.x = 800;
    asteroid.y = Math.round(Math.random()*700);
    astArray.push(asteroid);  
    addChild(asteroid);
    asteroid.addEventListener(Event.ENTER_FRAME,asteroidmove);   
    function asteroidmove(e:Event):void
    asteroid.x--
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            removeChild(astArray[i]);
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    CheckKeys();
    function KeyDown(event:KeyboardEvent)
    if(event.keyCode == 37){  //checks if left arrowkey is pressed.
      key_left = true;
    if(event.keyCode == 39){  //checks if right arrowkey is pressed.
      key_right = true;
    if(event.keyCode == 38){  //checks if up arrowkey is pressed.
      key_up = true;
    if(event.keyCode == 40){  //checks if down arrowkey is pressed.
      key_down = true;
    if(event.keyCode == 32){  //checks if down arrowkey is pressed.
      key_space = true;
    function KeyUp(event:KeyboardEvent){
    if(event.keyCode == 37){  //checks if left arrowkey is released.
      key_left = false;
    if(event.keyCode == 39){  //checks if right arrowkey is released.
      key_right = false;
    if(event.keyCode == 38){  //checks if up arrowkey is released.
      key_up = false;
    if(event.keyCode == 40){  //checks if down arrowkey is released.
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      key_space = false;
    function CheckKeys()
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    if(key_right)
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      ship.y -= 5;
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      ship.y += 5;
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    var bulletsound:Sound=new SoundEnemyShot()
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    // END SOUND
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    b.y = ship.y + 3;
    addEventListener(Event.ENTER_FRAME,moveBullet);
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    b.x +=10;
      if(b.x > 600)
       if(contains(b))
       removeChild(b);
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       if(astArray[i].hitTestObject(b))
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    function setDirection(param) {
    if (param == 0) {
      ship.scaleX = 1;
    } else {
      ship.scaleX = -1;

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