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well hello guys
i have some problem
i want to include code
if(loop=null){loop= false;}
before this.initialize(mode,startPosition,loop,{});
but when i was using Animate CC to publish
the code like below the code
how to include the code ;;
plz somebody help me;;
(lib.quizSet = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
try{
var i = QzSet();
i.Init();
}catch(err){
console.log(err)
}
}
if(loop=null) will assign the variable loop to null. you probably want, if(loop==null) which tests if loop is null.
but it makes no sense to then assign it to false. what's the point of that?
if(loop) resolves the same way whether loop is false or null. the if-branch doesn't execute. if you had an else branch, it would execute when loop is false or loop is null.
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if(loop=null) will assign the variable loop to null. you probably want, if(loop==null) which tests if loop is null.
but it makes no sense to then assign it to false. what's the point of that?
if(loop) resolves the same way whether loop is false or null. the if-branch doesn't execute. if you had an else branch, it would execute when loop is false or loop is null.
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well..
i was thinking about moveclip run up
(lib.quizSet = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
try{
var i = QzSet();
i.Init();
}catch(err){
console.log(err)
}
}
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well..
below source is just only run up 1st root
when i play again the below
it is moveclip
(lib.quizSet = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// timeline functions:
this.frame_0 = function() {
try{
console.log('start');
var i = QzSet();
i.Init();
}catch(err){
console.log(err)
}
}
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It looks like you're wanting to modify the code generated when you publish. 99% of the time this means you're Doing it Wrong. Work with the framework, not against it.
What, exactly, are you actually trying to accomplish here?