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gotoandStop within a movie clip

Explorer ,
Feb 21, 2017 Feb 21, 2017

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I have a movie clip name shoes_mc, within this movie clip, there are 10 layers with increasing number of pair of shoes (1 pair in the 1st layer, 2 pairs in the 2nd, and so on). I also have a button name plus_btn, I apply the code below, so every time I click the button, it would gotoandstop to next layer within shoes_mc. I used trace("works") to se if the code works or not.

Then I tested the movie and the trace showed "works" but the layer didn't go to the next layer. It stayed in the 1st layer.

In addition, actually I'm looking for a way to make a plus minus button, every time I click plus, 1 pair of shoes appear, and every time I click minus, 1 pair of shoes disappear. But I don't get logic about this, and I thought the gotoanstop within movie clip will works. Please help me.

plus_btn.onRelease=function()

{

shoes_mc.nextFrame();

trace("works");

}

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correct answers 1 Correct answer

LEGEND , Feb 21, 2017 Feb 21, 2017

You used the word 'layer' a few times when I hope you meant 'frame'. shoes_mc should have 10 frames, with 1 pair of shoes in frame 1, 2 pairs in frame 2, and so on.

If that is how you have it, then your script will work, other than the fact the movieclip will play in a loop until the first time you click the button.

Here's a script that stops the shoes_mc at the beginning, and also has the code for a minus_btn that you will need to make:

shoes_mc.stop();

plus_btn.onRelease = function()

{

  shoes_mc.ne

...

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LEGEND ,
Feb 21, 2017 Feb 21, 2017

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You used the word 'layer' a few times when I hope you meant 'frame'. shoes_mc should have 10 frames, with 1 pair of shoes in frame 1, 2 pairs in frame 2, and so on.

If that is how you have it, then your script will work, other than the fact the movieclip will play in a loop until the first time you click the button.

Here's a script that stops the shoes_mc at the beginning, and also has the code for a minus_btn that you will need to make:

shoes_mc.stop();

plus_btn.onRelease = function()

{

  shoes_mc.nextFrame();

  trace("works");

};

minus_btn.onRelease = function()

{

  shoes_mc.prevFrame();

  trace("works");

};

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Explorer ,
Feb 21, 2017 Feb 21, 2017

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oh yeah, I meant frame not layer. Thanks for your correction and so much thanks for your help. The code works really well

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LEGEND ,
Feb 21, 2017 Feb 21, 2017

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Glad to hear it!

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Explorer ,
Feb 22, 2017 Feb 22, 2017

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Hello I'm back, is it okay to ask here or I should post a new thread?

I have a button, check_btn, I want to check if the number of shoes has reached a certain number. So I think to use this:

shoes_mc.stop();

plus_btn.onPress = function()

{

  shoes_mc.nextFrame();

  trace("works1");

}

minus_btn.onRelease = function()

{

  shoes_mc.prevFrame();

  trace("works2");

}

check_btn.onPress = function()

{

if (shoes_mc.currentFrame == 11)

{

  trace("OK FULL");

}

else

trace("NOT YET");

}

The problem is, eventhough I have reached the 11th rame, the trace of check_btn still show NOT YET. I'm thinking about using a var, so I changed the code like this:

shoes_mc.stop();

var fullshoes:Boolean = false;

plus_btn.onPress = function()

{

  shoes_mc.nextFrame();

  trace("works1");

     if(currentFrame == 11)

     {

          fullshoes = true:

     }

}

minus_btn.onRelease = function()

{

  shoes_mc.prevFrame();

  trace("works2");

}

check_btn.onPress = function()

{

if (fullshoes == true)

{

  trace("OK FULL");

}

else

trace("NOT YET");

But, it's still not working. Which part am I doing wrong? and why? Thank you in advance.

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