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currentFrame ?? canvas html

Engaged ,
Dec 29, 2021 Dec 29, 2021

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I have a movie clip "Dice"
It has 5 frames 

Command not executed "currentFrame "

 

2021-12-30_09-25-14.png

 

 

fl_total(e);

function fl_total(e) {
if (this.Dice.currentFrame == 0) {
total = +1;
} else if (this.Dice.currentFrame == 1) {
total = +2;
} else if (this.Dice.currentFrame == 2) {
total = +2;
}

}

 

 

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correct answers 1 Correct answer

Community Expert , Jan 06, 2022 Jan 06, 2022

Hi.

 

Sorry for the delay and thanks for the file you sent to me.

 

I'm not sure if this is what you want, but here is a possible solution:

var root = this;
var total = 0;

function fl_d()
{
	this.Dice.play();
	this.but.visible = true;
	this.boy.gotoAndStop(0);
}

function fl_MouseClickHandler()
{
	this.Dice.stop();
	this.but.visible = false;
	total = this.Dice.currentFrame + 1;
		
	if (total == 1)
	{
		this.boy.targetFrame = 21;
		this.boy.play();
	}
	else if (total == 2)
	{
		this.boy.targetFr
...

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Community Expert ,
Dec 30, 2021 Dec 30, 2021

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Hi.

 

Is fl_total an event handler function?

 

Anyway, log the value of the this keyword to the console to check if it really refers to the current timeline as you may expect.

 

Regards,

JC

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Engaged ,
Jan 02, 2022 Jan 02, 2022

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@JoãoCésar 

 

this.stop();
var root = this;

var total = 0;
this.Dice.stop();
this.but.visible = false;
console.log(total);
this.boy.stop();

var frameNumber = this.currentFrame;

this.Dice.addEventListener("click", fl_d.bind(this));
function fl_d() {
this.Dice.play();
this.but.visible = true;
}

this.but.addEventListener("click", fl_MouseClickHandler.bind(this));
function fl_MouseClickHandler() {
this.Dice.stop();

this.but.visible = false;
total = total + this.Dice.currentFrame + 1;
console.log(total);

 

 


if (total == 1) {
this.boy.play();

if (this.boy.frameNumber == 21) { /////The stop (boy)is not executed ??
this.boy.stop();
console.log(this.boy.currentFrame);
}


} else if (total == 2) {
this.boy.play();

if (this.boy.frameNumber == 39) { ////The stop (boy)is not executed ??
this.boy.stop();
console.log(this.boy.currentFrame);
}
}
}

 

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Community Expert ,
Jan 02, 2022 Jan 02, 2022

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You're checking for a property called frameNumber on the boy instance, but as far as I can tell you didn't add this property to boy.

 

You should be checking for the currentFrame property instead.

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Engaged ,
Jan 05, 2022 Jan 05, 2022

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@JoãoCésar 

Even if we change it
The code is not working ???

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Community Expert ,
Jan 05, 2022 Jan 05, 2022

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How is your code now?

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Engaged ,
Jan 05, 2022 Jan 05, 2022

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Community Expert ,
Jan 06, 2022 Jan 06, 2022

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Hi.

 

Sorry for the delay and thanks for the file you sent to me.

 

I'm not sure if this is what you want, but here is a possible solution:

var root = this;
var total = 0;

function fl_d()
{
	this.Dice.play();
	this.but.visible = true;
	this.boy.gotoAndStop(0);
}

function fl_MouseClickHandler()
{
	this.Dice.stop();
	this.but.visible = false;
	total = this.Dice.currentFrame + 1;
		
	if (total == 1)
	{
		this.boy.targetFrame = 21;
		this.boy.play();
	}
	else if (total == 2)
	{
		this.boy.targetFrame = 39;
		this.boy.play();
	}
}

function fl_tickHandler()
{
	if (this.boy.currentFrame === this.boy.targetFrame)
		this.boy.stop();
}

this.stop();
this.Dice.stop();
this.but.visible = false;
this.boy.stop();
this.Dice.addEventListener("click", fl_d.bind(this));
this.but.addEventListener("click", fl_MouseClickHandler.bind(this));
createjs.Ticker.on("tick", fl_tickHandler, this);

 

One of the reasons your code didn't work is that you were checking the boy's current frame on click only and you should be checking for it constantly.

 

I hope this helps.

 

Regards,

JC

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Engaged ,
Jan 09, 2022 Jan 09, 2022

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@JoãoCésar 

Work done (^_^)

 

 

Thank-You-Animated-GIF-3.gif

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Community Expert ,
Jan 09, 2022 Jan 09, 2022

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You're welcome!

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