Video clip nested

If I have a nested clip, how can I do the parent timeline switch to the chronology of the child?

I created an interaction of training where the parent timeline contains a set of math problems and the chronology of the child contains a clock. When the student has finished with math problems in the timeline relative, a button will appear, named stop_btn. I want this stop_btn, when it is selected, to activate the actionscript code in the timeline of the child.

Thank you
budd101

Well, I got it. I put the function in the timer_mc clip from child movie using this actionscript:

_root.stop_btn.onRelease = function () {}
_root.gotoAndPlay (171).
};

Because the stop_btn only appears when the student ended up with ten problems, I put this code in all the images of the child clip. This is why when the stop_btn appears in the parent movie clip, there are new actionscript in the child clip to activate.

Thanks for your help, when you mentioned the creation of a function in the child clip, it made me realize I was on the right track and had to correct the code accordingly.

budd101

Tags: Adobe Animate

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    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
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    Exactly.

    > Your _currentframe in becomes the controller
    > currentFrame. That's all. The rest of what I have
    > saw will fly as is.

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    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.

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    http://www.quip.net/blog/2006/Flash/museum-pieces-on-and-onClipEvent

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    animation.buttonMode = true;
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    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.fla

    David Stiller
    Co-author, ActionScript 3.0 quick reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

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