# Gotoandplay() - what did I miss?

**URL:** https://forum.kirupa.com/t/gotoandplay-what-did-i-miss/331739
**Category:** Uncategorized
**Created:** [October 10, 2013, 1:19am UTC](https://forum.kirupa.com/t/gotoandplay-what-did-i-miss/331739 "2013-10-10T01:19:11Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![Elaine\_Powell](https://avatars.discourse-cdn.com/v4/letter/e/f4b2a3/32.png) [@Elaine\_Powell](https://forum.kirupa.com/u/Elaine_Powell)
#### Post date: [October 10, 2013, 1:19am UTC](https://forum.kirupa.com/t/gotoandplay-what-did-i-miss/331739/1 "2013-10-10T01:19:11Z")

</div>

I have a simple game. I’ve created a collision animation, which starts at ‘twitch’. Otherwise I want the mc to stop at frame 1.  
But the gotoandplay is gotoandstop-ping. It’s just stopping on the specified frame and not playing through the frames to complete the animation.

What am I missing? I’ve tried adding stop() and play() inside the movieclip - no change. I’ve tried using the frame number instead of the label - nothing.

Here’s the snippet:

//Kitty collision detection  
stage.addEventListener(Event.ENTER\_FRAME, kittyCollision);  
function kittyCollision(evt:Event)  
{  
if (kitty1\_mc.hitTestPoint(mouseX, mouseY, true))  
{  
kitty1\_mc.gotoAndPlay(‘twitch’);  
trace ("currentFrame = " + kitty1\_mc.currentFrame);  
}  
else  
{  
kitty1\_mc.gotoAndStop(1);  
trace ("currentFrame = " + kitty1\_mc.currentFrame);  
}  
}

Please feel free to ridicule me for missing the obvious.

Thanks,  
Elaine
