play in reverse order
Hi all
is it possible to play a clip (or simply, main timeline) in reverse order (Please suggest any option or action script)
for example
Suppose that there is a clip, some executives in that, of course he will play from the first image to the end frame,
and also, I want to play the chassis of the end of the first image.
(was it you like first pre. flash pro 8 if not possible then flash CS4 pro.)
Thank you
You should google for a tutorial on the topic. And here's one: http://tutorial.templates247.com/tutorial1/
Tags: Adobe Animate
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Hey all. I change all my files in AS 3.0 because of a few new elements, I would like to use in flash CS4.
Here: http://www.iaw-atlanta.com/IvyLeague1-13-09.html I have the bottom navigation menu with 4 buttons. When the buttons are speckled on they go up and when they are mottled the film plays in reverse so they go down. Essentially in the clip, I stopped him, and the next frame gotoAndStop when the button is wriggle on and then have a script of saying things reverse when wriggle on. I know how to do this in AS 2.0, but how can I translate the script to 3.0?DjPhantasy5,
> Ok thanks, I'll see what he also has to say as well.
In fact, NedWebs pretty much nailed. :) The approach you have taken
is an interesting question, because it evolves all the way back to Flash Player 5.
has not yet supported the MovieClip.onEnterFrame event. Without
event, you need something like your "controller" - a separate symbol
a loop of timeline - to run the code that depends on the loops of the frame.Available from Flash Player 6, this event allows you to
consolidate your code a bit by putting everything in a unique setting and avoiding
the additional movie clip symbol. This does not mean that your approach is wrong, by
any stretching. In fact, it's good to know your options, because if you always
need to publish for Flash Player 5, you had probably better to use the installation program
you took.I'll demonstrate onEnterFrame in just a bit, in case you want to take a
Watch this.> There is no mention of _root in AS3, but you can use a
> MovieClip (this.parent) (which replaces what _parent)
(> used to do) to find something outside the immediate
> movieclip.The term "parent" in this context, is technically a property of the
The class MovieClip, which means all the clips in AS3 have access to the
feature 'parent', which points to the timeline that contains the video
in question. Buttons have also a property 'parent '. In AS2,
property has done exactly the same thing, only it was preceded by an underscore.In fact, the proposed codification of the NedWebs works the same in your existin file.
Instead:Your existing code...
If {(_root.animation._currentframe>1)}
_root. Animation.prevFrame ();
this.gotoAndPlay (2)
}If (_root.animation._currentframe<=1)>=1)>
this.gotoAndStop (1);
}... you can use this:
Alternative code...
If {(_parent.animation._currentframe>1)}
_parent. Animation.prevFrame ();
gotoAndPlay (2)
}If (_parent.animation._currentframe<=1)>=1)>
gotoAndStop (1);
}... because this range - in other words, from this point of view - this
MovieClip._parent property points to the same scenario as _root done.
That changes, of course, based on how deeply nested the current scope are.
The word 'this' in the code above is optional, because Flash understand
What place you are in. From the point of view of the present code, _parent is
interpreted as referring to chronology parent of the current, just as scope
gotoAndPlay() is interpreted to the timeline of the current scope.
You might precede either of those of 'this' or not.Many people will say that _root is probably best to avoid, only because
It's a slippery slope. It does not always refer to the main timeline you
think he does, according to whether or not your file SWF is loaded in another
SWF when running. Meanwhile, _parent * always * refers to the immediately
relative chronology.Then, when you look at this way, this perfectly valid AS2:
If {(_parent.animation._currentframe>1)}
... is not very different at all from its counterpart of the AS3:
If (MovieClip (parent).animation.currentFrame > 1) {}
It would be nicer if you need convert the parent as a reference
Movie clip here, but if you haven't, AS3 do not realize that the scope in
This is a clip.> You can string them along like...
> MovieClip (this.parent.parent)Exactly.
> Your _currentframe in becomes the controller
> currentFrame. That's all. The rest of what I have
> saw will fly as is.Not quite. AS3 does not support on() or onClipEvent(), functions
you will not be able to reach your management code for the button. Instead,.
you will have to put in a keyframe - you can also do with AS2. There
a good idea, anyway, because it allows to put all your code in a
place, making it easier to find.Here's a quick word on the direct attachment:
http://www.quip.net/blog/2006/Flash/museum-pieces-on-and-onClipEvent
To convert your existing AS3 FLA structure, you could, for example.
follow these steps:animation.buttonMode = true;
animation.addEventListener (MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener (MouseEvent.ROLL_OVER, overHandler);function outHandler(evt:MouseEvent):void {}
controller.gotoAndPlay (2);
};
function overHandler(evt:MouseEvent):void {}
controller.gotoAndPlay (4);
};That supports the code on (rollout) and executed in your current
Version. The first line (buttonMode) is necessary because I got rid of
the symbol button and, instead, handlers directly associated with
your movie clip. (Video clips manage events of type button, too, if you)
do not need the button.) In AS3, event handling is very simple:
you are referencing the object (here, animation), invoke its hereditary
addEventListener() method, then passes two parameters: a) the event to
Listening and (b) the function to execute when the event occurs.You can see that noted above. In AS2, there are several ways
to handle events, including one () /onClipEvent (), so it is harder to know when
to use what approach. For the buttons and video clips, the principle works the
same I just showed, but the syntax is different.Let's take a look to reduce all this code using the
onEnterFrame event. First of all, check out this AS2 version:animation.onRollOut = outHandler;
animation.onRollOver = overHandler;function outHandler (): Void {}
this.onEnterFrame = reversePlay;
};
function overHandler (): Void {}
this.onEnterFrame = null;
This.Play ();
};
function reversePlay (): Void {}
this.prevFrame ();
};This code would appear in box 1. You don't need the controller
video clip. The movie clip contains more an orb button, because
We use the animation itself as the 'button '. (You can still see what)
a feature that any object is looking toward the top of its class. If you are dealing
with a clip, see the MovieClip class. See the position properties
to find out what features of the object, see methods to know
what the object can do and see events to find out what the object can respond
(to).In the code above, it is prepared quite easily. It is AS2,
don't forget. We have two events, we are listening to: MovieClip.onRollOut and
MovieClip.onRollOver. these events are set up for the animated film
clip using the name of the instance and associated to custom match
functions. The outHandler() function associates a different function to the
MovieClip.onEnterFrame event of the animation clip. Very simply, it
load of animation to make the custom function reversePlay() whenever
He meets an onEnterFrame event. The overHandler() function that kills the
Association of suppression outside and saying animation to play, via the
MovieClip.play () method. Finally, the reversePlay() function simply calls
MovieClip.prevFrame () on the movie clip.Here's the AS3 version:
animation.buttonMode = true;
animation.addEventListener (MouseEvent.ROLL_OUT, outHandler);
animation.addEventListener (MouseEvent.ROLL_OVER, overHandler);function outHandler(evt:MouseEvent):void {}
animation.addEventListener (Event.ENTER_FRAME, reversePlay);
};
function overHandler(evt:MouseEvent):void {}
animation.removeEventListener (Event.ENTER_FRAME, reversePlay);
Animation.Play ();
};
function reversePlay(evt:Event):void {}
evt.target.prevFrame ();
};It seems wordier, but if you look closely, you will see that there
essentially the same thing. The main difference is the scope of operation in
AS3. In AS2, there are many references to "it", because the event
Manager operating in the same scope as the object to which the
Association is formed. In AS3, the references are not to "that", but rather to
the same movie clip by his * name *, because in AS3, the scope
works in the same scenario in which the code is displayed (IE, in this)
case, the main timeline).In the function reversePlay(), in order to emulate a 'this' kind of
the installer, I refer to the parameter that is passed to the event handler all the
functions in AS3. I happened to name "TTE" (for the event), but you can call
it what you like. In the case of reversePlay(), the evt parameter refers to
an instance of the event class, which has a property to target. The target
property refers to the object that sent the event - is be
animation, in this case. Then evt.target, in this context, refers to
animation, that's what I call the MovieClip.prevFrame () method on.I downloaded some FLA files to my server. I keep them
it for always... maybe a few weeks, from this post:http://www.quip.NET/RewindTestAS3.fla
http://www.quip.NET/RewindTestAS3_new.fla
http://www.quip.NET/RewindTestAS2_new.flaDavid Stiller
Co-author, ActionScript 3.0 quick reference Guide
http://tinyurl.com/2s28a5
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