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Thread: some weird code errors i've been having

  1. #1
    Registered User
    Join Date
    Oct 2024
    Posts
    1

    Question some weird code errors i've been having

    so uhhhh i'm trying to make a Riddle School esque flash game and my code won't work for some reason, i have no idea what went wrong because flash says there's no compiler errors. any help?

    on(release){
    if (_root.cursor.currentFrame == 1){
    _root.dialogue.gotoAndStop(9)
    }
    if (_root.cursor.currentFrame == 2){
    _root.dialogue.gotoAndStop(12)
    _root.cursor.gotoAndStop(1)
    _root.inventory.inv1.gotoAndStop(1)
    }
    }

  2. #2
    Member
    Join Date
    Feb 2022
    Posts
    30
    first, it's not a good way to write code directly on buttons/movieclips.
    it should be written on a main Timeline and reformatted like this:

    Code:
    button1.onRelease = function() {
    ////your code....
    }
    same goes for "_root" addressing (called absolute), it's better to be substituted with (relative addressing) like "this", "_parent", "this._parent", etc...

    second, you need to make sure the condition you're looking for in your "if" construction is correct.
    have you tried tracing your "currentFrame" property?
    add trace statement before "ifs":

    Code:
    trace(currentFrame);
    if it's undefined, you'll know that something's wrong.

    And finally.
    What's "currentFrame"?
    If you're looking for the frame number of certain movieclip or main timeline, it's spelled _currentframe.

    You're simply spelled the property name wrong.


    _currentframe (MovieClip._currentframe property)
    public _currentframe : Number [read-only]

    Returns the number of the frame in which the playhead is located in the movie clip's timeline.

    Availability: ActionScript 1.0; Flash Player 4

    Example
    The following example uses the _currentframe property to direct the playhead of the actionClip_mc movie clip to advance five frames ahead of its current location:

    actionClip_mc.gotoAndStop(actionClip_mc._currentfr ame + 5);
    so it's better to do like this.
    place your new code on the frame where you have your button.
    and don't forget to specify instance name for the button.

    Code:
    this.button_name_goes_here.onRelease = function() {
    if (this.cursor._currentframe == 1){
    this.dialogue.gotoAndStop(9);
    }
    if (this.cursor._currentframe == 2){
    this.dialogue.gotoAndStop(12);
    this.cursor.gotoAndStop(1);
    this.inventory.inv1.gotoAndStop(1);
    }
    }

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