Issue with hitTestPoint and gotoAndPlay

Here’s the situation: Your character - an ameoba-like thing (called “avatar” in the code) - has to avoid a crab-like thing (called “pincher” in the code). If they make contact, the pincher goes into an animation where his claws snap shut, and the avatar goes into a quick recoil animation. It looks like this:

if (avatar_mc.hitTestPoint(pincher_a.x, pincher_a.y, false)==true) {
this.pincher_a.nextFrame();
this.avatar_mc.gotoAndPlay(“recoil”);
}

else {
this.pincher_a.nextFrame();
this.pincher_a.gotoAndStop(1);
}

There’s one problem: When the avatar makes contact with the pincher, the playback head seams to go to the correct place (the frame with the “recoil” label), but the avatar’s animation stops. As long as he’s in the collision zone with the pincher, he’s frozen stiff (the pincher’s animation works fine). Only after the avatar LEAVES the collision zone does his recoil animation play.

So here’s what I’m guessing is happening: As long as the avatar is in the collision zone, his movie clip is getting repeated commands to go to the “recoil” label, preventing the playback head from moving past it. Does that sound right? What can be done?