So, if mouse moves, tell target to play. If mouse doesn’t move tell target to stop. How?
Thanks.
So, if mouse moves, tell target to play. If mouse doesn’t move tell target to stop. How?
Thanks.
try this:
[AS]myMC.onMouseMove = function() {
i++;
this.gotoAndStop(i);
};[/AS]
or maybe…
var xm = this._xmouse, ym = this._ymouse;
this.onEnterFrame = function() {
if (xm != (xm=this._xmouse) || ym != (ym=this._ymouse)) {
this.play();
} else {
this.stop();
}
};
what’s the difference?
good question.
actually, there’s no real difference…
when the mouse moves, the movieclip plays at the fps of the movie instead of playing accordingly to the mouse movement.
oh, so it’s useful when loading external movies that have different frame rate then the main movie… interesting… but it wouldn’t make a difference when using MC’s that use the same frame rate as the main movie
just to add something to this thread…
i believe the correct usage of your script is:
myMovieClip.onMouseMove = function() {
i++;
this.gotoAndStop(i);
updateAfterEvent();
};
otherwise the animation will look choppy if you have a low frame rate.
and if you want to loop the animation:
myMovieClip.onMouseMove = function() {
this.gotoAndStop(1+(i++)%this._totalframes);
updateAfterEvent();
};
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