I created an AS file and used it as a class, inside it I called buttons and slideshow images.
After that I decided to create an intro by moving the timeline. My problem is that all the objects are displayed from the very first frame, is there a way to make the entire class start after certain frame?
Code for reference:
package {
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.display.MovieClip;
public class play extends MovieClip {
private var loader:Loader = new Loader();
private var images:Array = ["img/Layer_1.jpg", "img/Layer_2.jpg", "img/Layer_3.jpg", "img/Layer_4.jpg", "img/Layer_5.jpg", "img/Layer_6.jpg", "img/Layer_7.jpg", "img/Layer_9.jpg", "img/Layer_10.jpg", "img/Layer_11.jpg", "img/Layer_12.jpg", "img/Layer_13.jpg", "img/Layer_14.jpg"];
private var triangleButton:triangle = new triangle;
private var squareButton:square = new square;
private var crossButton:cross = new cross;
private var circleButton:circle = new circle;
public function play() {
loadNextImage();
addChild(loader);
loader.x = 137;
loader.y = 65;
//Buttons
addChild(triangleButton);
triangleButton.width = 28;
triangleButton.scaleY = triangleButton.scaleX;
triangleButton.x = 804;
triangleButton.y = 107;
triangleButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(circleButton);
circleButton.width = 28;
circleButton.scaleY = circleButton.scaleX;
circleButton.x = 825;
circleButton.y = 130;
circleButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(crossButton);
crossButton.width = 28;
crossButton.scaleY = crossButton.scaleX;
crossButton.x = 804;
crossButton.y = 155;
crossButton.addEventListener(MouseEvent.CLICK, slideGames);
addChild(squareButton);
squareButton.width = 28;
squareButton.scaleY = squareButton.scaleX;
squareButton.x = 780;
squareButton.y = 130;
squareButton.addEventListener(MouseEvent.CLICK, slideGames);
}
public function slideGames(event:MouseEvent):void {
loadNextImage();
}
public function loadNextImage() : void {
// Increment the image
_imageIndex++;
// If we've reached the end of the array, start over
if (_imageIndex >= images.length) {
_imageIndex = 0;
}
// Now get the image source from the array and tell the loader to load it
var imageSource : String = images[_imageIndex] as String;
loader.load(new URLRequest(imageSource));
}
// Next image to display
protected var _imageIndex : int = -1;
}
}
Yes, instead of initializing everything in the constructor of your class (
play()), you can move it to another function, and call that from the timeline. I am assuming you are using theplayclass as the document class.So instead of
you would rename it to
Create an empty constructor named
play()at this point if you want to.In the flash IDE, select the frame where you want the items to appear, then create a keyframe there.
Select the keyframe and go to the Actions panel (F9) and enter the following code:
once the playhead is at the keyframe, your code should be executed.