Button inside a clip controlling the main timeline

Hello-

I have a clip on the main stage - inside that movie clip is a button - I want that button to contol a function on the main timeline.

example: the Script button

closeAll_btn.addEventListener (MouseEvent.MOUSE_DOWN, goCloseAll);

function goCloseAll(e:MouseEvent):void {}


* do not know what to put here to activate "closeAllOpenMovieClips" on the main stage *


}

example: main stadium Timeline Script

function closeAllOpenMovieClips (): void {}
trek_mc.gotoAndStop (1);
lost_arts_mc.gotoAndStop (1);
rain_mc.gotoAndStop (1);
vintage_mc.gotoAndStop (1);
}


do not know if I need a script more on chronology of main stadium that comes "from function."

Thank you - Ben L

If the button is in part 2, then the event listener so that it must be well on frame 2... or you could make the button visible/invisible betrween frames 1 and 2).

But if you want to head back to your original approach...

closeAll_btn.addEventListener (MouseEvent.MOUSE_DOWN, goCloseAll);

function goCloseAll(e:MouseEvent):void {}

MovieClip (root) .closeAllOpenMovieClips ();

}

Tags: Adobe Animate

Similar Questions

  • Toolbox for CreateJS: how to control the main timeline from outside the canvas.

    Hey everybody,

    I'm currently doing something simple, but my animation film breaks whenever I try to change my code. I created a basic animation in Flash where an object moves from the left side of the canvas, to the right and then loops of the last frame of the first image. Nothing else. The animation is simply placed on the main timeline. I exported the animation with the Toolbox for CreateJS through the extension of the Flash and animation series as it should. I'm trying to start and stop (reboot of the first image) the animation with the mouse on and off mouse events. I want that the events to fire when wriggling over/stop a div outside the animation canvas tag. Is this possible with CreateJS? I'm trying to find a way to control the main timeline without being inside the canvas tag.

    HTML example:

    http://www.thephotoncore.com/testing/example_test.html

    Example Code:

    < id article 'container' = >

    < canvas id = "canvas" width = "550" height = "400" style = "background-color: #cccccc" > < / canvas >

    < section id = "animation_control" >

    < p > hover over to start and stop animation. < /p >

    < / section >

    < / section >

    Thanks again for the help!

    -DJ

    Hi DjPhantasy5,

    All the clips on the scene are children of the scene,

    So now the "mouseover" all clips on the stage could be stopped with stop and on the "mouseout/mouseouthandler()" all the children could be restarted with gotoAndPlay like this:

    function Stop()

    {

    If (stage & stage.children)

    {

    var t = stage.children.length;

    for (i = 0; i< l;="">

    {

    child var = stage.children [i];

    If ('stop' in child)

    Child.Stop ();

    }

    }

    }

    function Restart()

    {

    If (stage & stage.children)

    {

    var t = stage.children.length;

    for (i = 0; i< l;="">

    {

    child var = stage.children [i];

    If ("gotoAndPlay" children)

    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 the code for "ball1" as follows:

    / * js

    document.ball1 = this;

    */

    Then stop the animation would look like:

    function Stop()

    {

    If ('ball1' in the document)

    document.ball1.stop ();

    }

    etc.

    Have fun!

    Ronald

  • slider to control the main timeline

    What code should I take the slider and do control the main timeline? I created a presentation with audio integrated and images coming and to tell the person. I need a way to scrub back to the bottom of the timeline.

    Try the following, where sl is the instance of cursor...

    function moveAlong(evt:Event):void {}
    gotoAndStop (sl.value);
    }

    SL.minimum = 1;
    SL.maximum = this.totalFrames;
    sl.liveDragging = true;
    sl.addEventListener (Event.CHANGE, moveAlong);

  • Control the main timeline and chronology of built-in movie clip

    Good afternoon folks,

    I am trying to solve this problem.  I have a main scenario with an animation. (animation is not a clip).  I also have a clip film embedded in the main timeline. I want to control the actions of the main timeline AND the embedded animation at the same time.

    For example, when a user clicks on a button "pause", I want to stop the animation of the main timeline as well as the integrated clip. I figured out how to stop the main timeline using the stop(); command.  I also understood how to stop the film incorporated using the command _root.embeddedclipinstancename.stop ();  Problem is that I don't know the commands to stop the two things at the same time.

    I tried to find that an instance name for the main timeline, but there is no (I think). I know I could do the animation in the timeline in a clip, but I don't want to go that route.  Any ideas on how to control two things?
    Also, if possible, I would prefer not to use the _root command since I know that this can cause a conflict in Captivate.

    Thank you.

    Include the two commands that worked in your pause button code.  If your [ause button is on the main timeline, you don't need to use a reference of _root.  It is only really useful if you target some of child level object distance back to the main timeline.  You can _parent (and string them if necessary) instead of using _root.  As you will get in trouble unless you're on the _root timeline when using it.

  • Control the main timeline of a movie via a button in a movie on another level.

    Hello!
    I have two film is at two different levels.
    Level 5 is my base film and I load another movie on top of that in level 10.
    Once the user clicks on a button in the movie to level 10, I would like to animation to level 5 to stop (the animation runs on the chronology of the main root of level 5).

    Once the user clicks a different button in the movie to level 10, I would like the animation in the main timeline of the movie in level 5 again from the moment it was already stopped.
    Is this possible?

    It would be great if someone could help me with this.
    Thank you, midi_ie

    You can't delete this loop of onClipEvent (enterFrame) unless you remove the movieclip to which it is attached. However, you can add an else if statement in your code (in addition to checking the variable Boolean "drag") to check if your _level10 button has been activated.

    and you can delete a slider.onEnterFrame loop, but you probably don't want to do.

    p.s. make the loop enterFrame?

  • Movie Clip on the main timeline to control

    I have a button in a mc and I want that he plays on the main timeline, it does, however, when it gets to the last specified image I want to go to another frame.
    Here's my actionscript I was that day.
    on (release) {}
    _root.gotoAndPlay (75);
    }
    Basically I want all my buttons to play 75 weft, however after each button corresponds to a different image that I need to go to play. 75 frame is essentially a transition to other pages. Each page has the same transition. Any ideas on how to achieve this?

    Well, I have a layer called actionscript, which is for my codes. Where you found other ActionScript where I don't know. But thanks for all your help. Whatever it is, problem solved.

  • Use the MC button to perform function on the main timeline

    I was wondering how (or if it is possible) to use a button that I have in a clip to perform a function on the main timeline. Specifically, I want the button in the clip to stop on an image of the main timeline. Any suggestions?

    Hello
    _root is the main scenario.
    So if you have your button (say button1) the code would be

    Button1.onRelease = function() {}
    _root.gotoAndStop (20);
    }

    This would prevent the main timeline to frame 20.
    This is for actionscript 2 (flash 8).

    for cs3 (actionscript 3) this would be it

    Button1.addEventListener (MouseEvent.Click, clickHandler);
    function clickHandler(event:MouseEvent):void {}
    _root.gotoAndStop (20);
    }

    Hope this helps
    Alan

  • How to control the main timeline of buttons in a movieclip - jobs in peril!

    I'm doing something simple in theory. In my main script, I have a series of images with labels for each image. In a movieclip (with its own labels and script) under the images, I have two panels of butttons flop back and forth (to save space). The idea is to have the script simply main plays the frame specified by the corresponding button in the movieclip. I tried the parent.child thing, but im hurt, or is not the solution. If anyone can help me I will be saved from certain death. If you think that any other part of my project can be blamed, ill be happy to provide you with anything that can help. Thanks in advance.

    Here is my script:

    ActionScript code:
    function on1click(evt:MouseEvent):void {     gotoAndPlay("pic1"); } thumbPanel.pic1_btn.addEventListener(MouseEvent.CLICK, on1click);

    This is the error:

    TypeError: Error #1009: cannot access a property or method of a null object reference.
    at gallery_fla::MainTimeline/frame1()

    1009 error indicates that one of the objects targeted by your code are out of reach.  This may mean that the object...

    n ' is not in the display list
    n ' is not have an instance name (or the name of the instance is misspelled)
    n ' is not in the frame where this code tries to talk to her
    -is animated in place, but is not assigned the name of the instances of each keyframe for her
    -is one of the two or more consecutive keyframes of the same objects without a name assigned in the image previous (s).
     
    If you go to your section to publish the Flash settings and select permit debugging option, your error message should have a suite of line number the number of the frame that will help you to isolate the object that is involved.

  • Playing several clips video one after the other on the main timeline

    Excuse the probably simple question but I'm just starting with Flash.

    I imported a few trailers directly in flash and saved as video clips.

    I want to be able to insert these clips on the main timeline and play one after the other, by repeating once they all played.

    In the main timeline, I put one layer for each clip and a keyframe where the clip is inserted for each layer.

    When I go to play the flash file, is to show the first frame of each movie file and before the first frame of the next movie file.

    What should I do to make the entire movie file flash game in this specific context before moving on to the next section where is the following file in the sequence, then to play all this film?

    Sorry for what is probably a simple thing to ask.

    Thank you

    Create a new layer actions on the timeline stop() and the main square. commands on this layer in each frame where resides a movieclip.

    In each clip, at the end (last image) you mean the main timeline to play(); While it moves to the next section (where it stops because of the stop() commands you add).

    If at the end of each movieclip you put either:

    AS2: _parent.nextFrame ();

    for AS3: MovieClip (parent) .nextFrame ();

    For the last movieclip in programming, you will replace nextFrame() by gotoAndStop (1);

  • gotoAndPlay with a _mc on the main timeline

    Hello, this is my first post here. Thanks in advance for any help.

    I try to use a button on frame 1 to go to a clip that is located on chassis 1018 (I put the clip on the main timeline on chassis 1018)

    so hand (root) - > 1018-> shipattack_mc-> "endtest.

    I tried to use these commands and some variants of the same thing.

    _parent

    This.

    shipattack.gotoAndPlay('endtest")

    gotoAndPlay ("endtest")

    My main storyline ends at 1018 with a stop() and movieclip 'shipattack_mc' plays his frames 1000 or more.

    I test things towards the end of the shipattack, and a button to jump to the end thank you.

    Thanks for the quick reply, it works perfectly. Odd that my flash instructor could not understand however.

    Is this an official forum? It seems that you answer most of the questions... I was under the impression that it was members of the community at random who contributed. I'm a little reluctant to repost futher questions.

    skip_btn.onRelease = function()

    {

    stopAllSounds();

    _root.sevenclans1.start (60.0);

    trace("shipattack_mc").shipattack_mc;

    _root.gotoAndStop ("end");

    shipattack_mc.gotoAndPlay (800);

    };

  • Control the main storyline of the film loaded

    I loaded an external film on the main movie in a movie clip called "mainholder" - in the main storyline on the main sequence there is a command to 'stop' on frame 1. The film loaded, I want to control the main timeline and tell him to go to frame 2. Can someone tell me the actionscripting to do this, I have tried several commands and frustrated. ;-)

    Thank you

    OK... _ is necessary to _parent and _root... all other instance names are called by their name on the timeline then... in the case of this file, try this

    {We (Release)}
    unloadMovie (this._parent.loadsgPhotosMain);
    }

  • Coding of text within a symbol to invite "play to" on the main timeline

    Using a symbol to prepare my full menu (so it can maintain its own settings/independence, problem solved by your support :)).

    Is it possible for me to code, the text in the prompt symbol buttons to "play to" on the main timeline?

    Thanks for your time!

    Teo

    Hi Kratistoss,

    Thanks for posting. Here's what you need to do:

    (1) go to your Menu called symbol.

    (2) for any text that you want to have a link with a label on the main stage, add an action click by pressing the brackets to the left of the element.

    (3) this should pull up with a bunch of actions, a dialog box, press the click one.

    (4) in the white space, add the following code: () .getStage () sym.getComposition ("whatever_your_label_name_is") .play;

    (5) repeat for each item you want to link to the main timeline.

    It's her!

    Adam

  • Access a MovieClip in the main timeline of an external class

    Hello


    I've been struggling with the same question for a few days now, and I don't know it can be easily solved - I have just found a way that works for my case


    Basically I have a series of clips on the main timeline, the name "S1B1' to 'S5B8' as a result. I would like to add to a table in a separate category called "BeatArray".


    For the moment, I found no referencing the MovieClips from the separate class file that works, and I tried many different methods (including adding MovieClip (root). before each one and various other things).

    It's probably worth noting that the external class has already extends MovieClip.


    Any help is greatly appreciated!


    See you soon

    When you instantiate the outer class passes a reference to the main timeline and assign it within the class and use it in your targeting.

  • in actionscript 3.0 how do a nested movie clip button go to a section on the main timeline

    I do a site based in flash actionscript 3.0, I have a button nested in its own clip, because I have the button bigger to be able to read what I realized the only way to do it is by creating it as a film clipa nd inside the clip in a button

    I've added an event listener for the button of blog, saying:

    blog.addEventListener (MouseEvent.ROLL_OVER, gotoblog);

    function gotoblog(evtobj:MouseEvent) {}

    gotoAndStop (2)

    }

    This part of the code it goes to 2nd part of the scenario that it is and stop wich is a version of the origanal symbol breath

    I added a second order on structure 2

    blog.addEventListener (MouseEvent.CLICK.gotoblogpage);

    function gotoblogpage(evtobj:MouseEvent) {}

    gotoAndStop ("blogframe")

    trace ("the blog button has been clicked")

    }

    I have named the blog of symbol and use the name from where will the blog page to be "blogframe" this line of code at the bottom is where I run trouble the window output in Flash says "blog button has been clicked" I like it. no errors are accouring why that which is at the playhead does not attend the image "blogframe"? If the button does not work when I click on it the code is correct, I think the problem here is he does not want the read head go to the section I want it. So I gues, my question is, how can we make a button less, a clip interact with the main timeline?

    One way to do this is to target the root timeline...

    MovieClip (root) .gotoAndStop ("blogframe");

  • Button on the main timeline control movieclip

    Hello

    I have a stop in my main script. At the stop, I have a play of movieclip. In the movieclip, I'll have a video playback. After playing the video, I have a button for the user to continue playing until the end of the movieclip. Once the movieclip is done, I want back the return to a specific image in my main script.

    I can't figure out how to make this work. Anyone have any ideas?

    Thanks in advance,

    Paul

    How much of what you just described in currently working properly?

    If it's just the last step to have the game finished main scenario the movieclip, then you might have an event listener assigned to this movieclip in the main timeline.  When the movieclip ends it can send an event of this listener that can trigger an event handler function in the main timeline to tell the main scenario for continued as planned.

    Another less glamorous but more compact approach might be to have a drive inside / at the end of the movieclip to order the main scenario of an act using something like...

    MovieClip (parent) .gotoAndPlay (whatever);

Maybe you are looking for

  • Apple Watch and sound does not

    I think I resound hearing aids and using the latest app with more than IOhone 6s and Apple Watch. IT is located to imitate iPhone. However detect the updated iPhone software 9.3.1 I have to restart the phone and watch in order to make them work with

  • Windows Update stalls

    I'm trying to run Windows update on a Dell laptop.  Win7 Home Premium.  Traditionally is runing and update very well.  Now there is no stall to the updates downlaod.  Current message is "download 24 updates (0 total KB, 0% complete).  Downloads don't

  • Upgrading CPU for Pavilion dv6

    HP Pavilion dv6 3131-SO identical to XD560EA #UUW Win7 64-bit, SP1 I couldn't give a sense of the possible processors for this model. Currently running AMD Athlon II P340 bicoeur, but want to update that. Made of electronic soldering before so this i

  • delete the photos, how to regenerate?

    My computer is having a problem of partitioning that I am currently to solve, but to free up space I went to the program to disk cleanup noticed that I can free up space by deleting thumbnails. He said that they are capable of being regenerated as ne

  • How can I change the locations of Windows Update to the default settings of Windows?

    Windows backup does not complete successfully, and I get the message "the system cannot find the specified file (0 x 80070002). Windows error procedures have not found the answer.  Solving the problems of files MS Fixit found that where Windows Updat