View Full Version : Remove gotoAndPlay from MC
ryrocks
April 2nd, 2009, 03:43 PM
Hey,
Is it possible to remove a gotoAndPlay from a movieclip?
for example:
start an animation.
When the animation reaches frame 50, gotoAndPlay(1)
This will make frames 1-50 play on loop.
is it possible to run this loop twice and then let the movie carry on playing past frame 50?
Thanks in advance.
jwerre
April 2nd, 2009, 04:10 PM
you could use an enter frame event to track the current frame like this:
stop();
var count:int;
addEventListener(Event.ENTER_FRAME, _enterframeHandler);
function _enterframeHandler(event:Event):void {
nextFrame();
if(currentFrame >= 50){
count++
if(count > 2){
removeEventListener(Event.ENTER_FRAME, _enterframeHandler);
stop();
}
}
}
Hey,
Is it possible to remove a gotoAndPlay from a movieclip?
for example:
start an animation.
When the animation reaches frame 50, gotoAndPlay(1)
This will make frames 1-50 play on loop.
is it possible to run this loop twice and then let the movie carry on playing past frame 50?
Thanks in advance.
cessnajumpin
April 2nd, 2009, 04:16 PM
A quick "down and dirty" way of doing this would be to add this to frame one:
var loopAmt:Number = 0;
And then on frame 50:
loopAmt++;
if(loopAmt <= 2)
{
gotoAndPlay(2);
}
A quick note: you'll have to start the gotoAndPlay at frame 2 or else the loopAmt would keep resetting to 0 everytime it played through. If it's that big of an issue just have frame 1 and 2 the exact same thing and put the rest of the code on frame 51.
ryrocks
April 2nd, 2009, 09:16 PM
Thanks guys, much appreciated. I'll give the down and dirty option ago, it looks good!
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