问题
I am totally baffled at the moment.
I have a Flash CS5/AS3 project, a large Flash game, that uses a LOT of animations. I've divided these up into a MovieClip on a Scene, with corresponding actionscripts and events, for the "exploring screens", and another MovieClip on a Scene for one of the challenges, and another such set for another challenge.
This method allows me to put only the animations that section needs into the corresponding MovieClip, and link the events of the scene to its MovieClip.
However, I obviously have to link these. I use the following to do it:
stop();
thismovieclip.stop();
gotoAndPlay(1, "THAT_SCENE");
The next movieclip starts automatically when the next scene shows up.
This works well in theory. But, though the correct Scene shows up, that scene's movieclip is skipping erratically (as opposed to playing smoothly), and its audiocues are playing, along with the audiocues from another movieclip that I neither called nor have on this Scene. (Mind you, that movieclip hadn't even RUN yet.)
What is going on? How do I fix it? I KNOW it is possible, but how do I do it?
EDIT: I did find a workaround that eliminates the use of scenes altogether, however if anyone has any useful information or possible solutions, they are encouraged to answer!
回答1:
There appears to be a glitch in Scenes, such that playing a previous scene also plays all scenes between the current and the target scene. Hopefully this will be addressed in CS6.
Meanwhile, if anyone is needing to navigate between scenes, I recommend using MovieClips intead on ONE scene, and hiding and showing those to achieve the same thing.
来源:https://stackoverflow.com/questions/8767332/flash-animations-skipping-uncalled-audio-playing