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AS: _currentframe

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Response to AS: _currentframe 2007-12-22 01:23:00


wow thanks man!

im using this code now:D


cats

Response to AS: _currentframe 2008-04-13 10:55:59


This was useful, I really didn't know what _currentframe was before reading this, even if it is simple. I liked the way you wrote it too! Thanks


"just because idiots are great in number does not mean they're not idiots" - alicetheDroog

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Response to AS: _currentframe 2008-05-06 22:52:21


thanks I forgot how to write

_currentframe != w/e

TY

Response to AS: _currentframe 2008-06-05 18:16:51


At 2/26/06 07:32 PM, TrueDarkness wrote: AS: Main

AS: _currentframe

Now, before we go any further let me clarify one thing.
Many people do not know the difference between = and ==
Well here is the difference between the two:
= is used to define something (i.e score=2, health=100, n00bs=1000 etc.)
== is used in everything else, mainly if statements(i.e if(score==2), if(health==100), if(n00bs==1000))

So now that that's cleared up we can finally move on...

How can this help me to make a game?

Let's see. The _currentframe property can be used to tell something to do something. For example:

if(_root.enemy._currentframe==5){
_root.player.gotoAndStop("Pee_Pants")
}

That says that "if the Movie Clip 'enemy' is on frame 5, then the Movie Clip 'player' goes to the frame 'Pee_Pants' where in this case the player would be pissing his pants! har har har... anyway...

is there any way i could get an example fla. i keep trying stuff and nothing happens i think i am missunderstanding the whole thing and a little visual might help


Chea

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Response to AS: _currentframe 2008-06-05 18:20:03


At 6/5/08 06:18 PM, zrb wrote:
is there any way i could get an example fla. i keep trying stuff and nothing happens i think i am missunderstanding the whole thing and a little visual might help
Hmm, the topic is 4 years old. I don't think the poster is updating it anymore.

okay would you happen to be able to give an fla. to show a simple example of the _currentframe script?


Chea

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Response to AS: _currentframe 2008-06-05 18:37:48


_currentframe is just a property of any MovieClip.

It holds the current frame. It's no more complicated than that.

mc._currentframe

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Response to AS: _currentframe 2009-07-09 13:41:03


Thanks alot for this tutorial, it really helped me. I had no idea what _currentframe was but this really explained it and very well. I think we need detailed tutorials on basic AS because how else are noobs(like myself) mean to learn if all there is are advanced tutorials?


%u221A '09

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Response to AS: _currentframe 2009-07-22 00:23:30


At 2/26/06 07:32 PM, TrueDarkness wrote: AS: Main

AS: _currentframe

Hey man, i'm trying to build a side scrolling shooter game like alien hominid, megaman, metal slug, metroid, etc. and i keep running into the same frame count problem! My timeline is laid out like:

Main Timeline: mc with instance "guy"
Guy (all frames inside this mc have stop();) :
1) "stand" mc and frame
2) " run" mc and frame
3) "shoot" mc and frame
4) "roll" mc and frame

So far, i want the player:
- to move left and right and show the corresponding running animations while the left and right arrow keys are pressed.
- to roll when either one of the arrow keys AND the down arrow key are pressed
- to shoot (1 frame) when the shift key has been pressed
- to stay in an idle stance when no keys are being pressed

Here's my AS:

onClipEvent(enterFrame) {
xvel = 20;

if(Key.isDown(Key.RIGHT)) {
_root.guy._x += xvel;
stance == r;
this.gotoAndStop("run");
this._xscale= 100
}else if(Key.isDown(Key.LEFT) ) {
_root.guy._x -= xvel;
this._xscale = -100;
stance == l;
this.gotoAndStop("run");

}else{
this.gotoAndStop("stand");
}
if(Key.isDown(Key.SHIFT)) {
this.gotoAndStop("shoot");

}

if(Key.isDown(Key.RIGHT) && Key.isDown(Key.DOWN)) {
gotoAndStop("roll");
this._x +=30

}
if(Key.isDown(Key.LEFT) && Key.isDown(Key.DOWN)) {
gotoAndStop("roll");
this._x -= 30;

} if(runshoot._currentframe < 3) {
roll.play();

}}

As you can see, the last IF statement's purpose is to ensure that the clip is played through, however, only the first frame is displayed...
I don't understand why it wont play all the frames for this movieclip because it works for the running animation which is 3 frames! I've been tinkering around with this and still dont understand why it wont work. this sh*t is WACK!
Help would be very much appreciated!!
PS: lol if im gettin owned somewhere in my AS logic! :P

Response to AS: _currentframe 2009-07-22 00:25:53


Never used this function before, but it's something i will be sure to use in the future. Thanks!


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Response to AS: _currentframe 2009-07-22 09:49:54


Thanks. This tutorial will help me a lot in my upcoming game

Response to AS: _currentframe 2011-06-24 07:39:44


this helped me a lot, so it's not useless. thanks for making this good and funny tutorial ^^

Response to AS: _currentframe 2018-07-13 02:04:22


You are awsome