His cheek until the object is to stop turning

I object of film clip with the name "ratas.

And I have the script to run. Then I press the button of the mouse, and I simply hold down the mouse button "ratas" begins to turn with increase in speed, then I release the "ratas" mouse button stops spinning with the decrease in speed.

I want that "ratas" begins to turn and the music from the library starts to play... then "ratas" stops the sound stops too. But for this script, I have a few errors and I undertand where I make a mistake.

The symbol "ratas", layer "layer 2", frame 1, line 58 1120: access of undefined property Channel. "

Symbol "ratas", layer "layer 2", frame 1, line 58 1061: call to a method maybe not defined play through a reference with static type class. "

The symbol "ratas", layer "layer 2", frame 1, line 64 1120: access of undefined property Channel. "

var speed: Number = 0;

var minSpeed:Number = 0;

var maxSpeed:Number = 5;

var increaseNum:Number = 0.05;

var decreaseNum:Number = 0.02;

var click: Boolean;

var clickarea:Sprite = new Sprite();

clickarea.graphics.beginFill (0 x 000000, 0);

clickarea.graphics.drawRect (-500,0,stage.stageWidth, stage.stageHeight);

clickarea.graphics.endFill ();

clickarea.buttonMode = true;

clickarea.addEventListener (MouseEvent.MOUSE_DOWN, downHandler);

clickarea.addEventListener (MouseEvent.MOUSE_UP, upHandler);

addChild (clickarea);

function downHandler(e:MouseEvent):void {}

clicked = true;

}

function upHandler(e:MouseEvent):void {}

clicked = false;

}

stage.addEventListener (Event.ENTER_FRAME, enterHandler);

function enterHandler(e:Event):void {}

Ratas.rotation += speed;

{if (clicked)}

increaseSpeed();

playSound();

} else {}

decreaseSpeed();

stopSound();

}

}

function increaseSpeed (): void {}

Speed = speed + increaseNum;

If (speed > maxSpeed) speed = maxSpeed;

}

function decreaseSpeed (): void {}

Speed = speed - decreaseNum;

If (speed < minSpeed) speed = minSpeed;

}

var myMusic:Sound = new tiktak();

channel: var SoundChannel = new SoundChannel();

function playSound (): void {}

If (speed > 0) {}

Channel = tiktak.play ();

}

}

function stopSound (): void {}

If (speed < 0) {}

Channel.stop ();

}

}

You have two totally different things you are trying to control. 1. you want the object to rotate and change its speed control such as a button is held down. 2. you want a sound to play as long as the object is rotating.

You can start the sound and the rotation of the same event, the mouse down. The mouse upward you want the speed of rotation of the object to start slow, but you want the sound to continue until the object is not. If the ending sound is controlled by the rotation of the object, not the button press or release.

To have the sound play only once, you must call for the sound to play only once. For the sound judgment to test to see if the object is still running or not.

Here is how I changed your original code:

The var speed: number = 0;

var minSpeed: number = 0;

var maxSpeed: number = 5;

var increaseNum: number = 0.05;

var decreaseNum: number = 0.02;

var click: Boolean = false;

var myMusic: Sound = new tiktak();

Var channel: SoundChannel;

var clickarea: Sprite = new Sprite();

clickarea.graphics.beginFill (0 x 000000, 1);

clickarea.graphics.drawRect (-500, 0, stage.stageWidth, stage.stageHeight);

clickarea.graphics.endFill ();

clickarea.buttonMode = true;

clickarea.addEventListener (MouseEvent.MOUSE_DOWN, downHandler);

clickarea.addEventListener (MouseEvent.MOUSE_UP, upHandler);

addChild (clickarea);

downHandler function (e: MouseEvent): void {}

clicked = true;

playSound();

}

upHandler function (e: MouseEvent): void {}

clicked = false;

}

stage.addEventListener (Event.ENTER_FRAME, enterHandler);

function enterHandler (e: Event): void {}

Ratas.rotation += speed;

If {(clicked)

increaseSpeed();

} else {}

decreaseSpeed();

}

}

function increaseSpeed(): void {}

Speed = speed + increaseNum;

If (speed > maxSpeed) speed = maxSpeed;

}

function decreaseSpeed(): void {}

Speed = speed - decreaseNum;

If (speed< minspeed)="" speed="">

If (Channel & speed == minSpeed) {}

Channel.Stop ();

}

}

function playSound(): void {}

Channel = myMusic.play ();

}

Tags: Adobe Animate

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