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Home/ Questions/Q 8458589
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T13:07:15+00:00 2026-06-10T13:07:15+00:00

I want to ask about this problem. I have a movieclip (instance name :

  • 0

I want to ask about this problem. I have a movieclip (instance name : char). Inside it I have 2 frames. The first frame contains a movieclip (it does nothing I forgot why I even bother to make it into movieclip). This first frame has frame label “still”.

The second frame also contains a movieclip, inside it contains 12 frame. This second first frame has frame label “run”
This is my code

char.gotoAndStop(char.still);

stage.addEventListener(KeyboardEvent.KEY_DOWN, keysDown);
stage.addEventListener(KeyboardEvent.KEY_UP,keysUp);


function keysDown(e:KeyboardEvent):void{
    if(e.keyCode == Keyboard.RIGHT)
    {       
        char.gotoAndStop("run");
        this. char.scaleX = 1;
    }   
}

function keysUp(e:KeyboardEvent):void{
    if(e.keyCode == Keyboard.RIGHT)
    {
        char.gotoAndStop("still");
    }
}

The problem is, when I press RIGHT ARROW button, It moves, but the movieclip (with frame name “run”) can’t loop or even play complete from frame 1-12, it only plays from frame 1-9 then stop (not go to frame 10 or even loop)
is there something wrong with my code?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-10T13:07:17+00:00Added an answer on June 10, 2026 at 1:07 pm

    Have a look at how often the KEY_DOWN-Event is actually fired. For example by just tracing.

    function keysDown(e:KeyboardEvent):void{
        if(e.keyCode == Keyboard.RIGHT)
        {       
            trace("pressed");
            char.gotoAndStop("run");
            this. char.scaleX = 1;
        }   
    }
    

    You will realize that the event is thrown WHILE the Key is pressed, not only once. You actually call the gotoAndStop(“run”) repeatedly, which makes your animation mc restart all the time.

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