The reason why it isn't tracing is because you are not telling the function 
what mc to check if its current frame is at 10. I believe that is what the "e" 
was for. 

mcToCheck.addEventListener(Event.ENTER_FRAME, myLeftHand);

public function myLeftHand(e:Event):void
    {
 if (e.target.currentFrame == 10) { trace("yes") };
    var mcHandInstance2:mcHand = new mcHand();
    addChild(mcHandInstance2);
    mcHandInstance2.x = 800;
    mcHandInstance2.y = 200;
//    if (e.target.currentFrame == 40) TweenMax.to(mcHandInstance2, 2,
{x:200, startAt:{totalProgress:1}}).reverse();
  }

Now assuming no other errors, you should get a trace "yes" when the mcToCheck's 
current frame hits 10. 

Nathan Mynarcik
Interactive Web Developer
nat...@mynarcik.com
254.749.2525
www.mynarcik.com

-----Original Message-----
From: beno - <flashmeb...@gmail.com>
Date: Tue, 8 Dec 2009 15:46:07 
To: Flash Coders List<flashcoders@chattyfig.figleaf.com>
Subject: Re: [Flashcoders] Back On Course, Still Problems

On Tue, Dec 8, 2009 at 3:34 PM, Gregory Boudreaux <gjboudre...@fedex.com>wrote:

> Without knowing what else you have going on... remove all references to
> e in your current code to see if you get an error.
>

Well, that works, because it's a copy of what I have for mcRightHand except
for the trace:

  public function myLeftHand():void
    {
 if (currentFrame == 10) { trace("yes") };
    var mcHandInstance2:mcHand = new mcHand();
    addChild(mcHandInstance2);
    mcHandInstance2.x = 800;
    mcHandInstance2.y = 200;
//    if (e.target.currentFrame == 40) TweenMax.to(mcHandInstance2, 2,
{x:200, startAt:{totalProgress:1}}).reverse();
  }
The problems are that the trace doesn't trace, the mc plays at frame 1 when
I want it to play at another frame, and then eventually I want to use the
TweenMax stuff to reverse the movie. What do?
TIA,
beno

>
> public function myLeftHand():void
>    {
>    var mcHandInstance2A:mcHand = new mcHand();
>    addChild(mcHandInstance2A);
>    mcHandInstance2A.x = 800;
>    mcHandInstance2A.y = 200;
>  }
>
>
> Just a suggestion.  You should probably start writing empty functions,
> compile, and check for errors...  Then add ONE line at a time and
> compile after every change.  You might find your errors more easily that
> way.
>
> gregb
>
> -----Original Message-----
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of beno -
> Sent: Tuesday, December 08, 2009 1:18 PM
> To: Flash Coders List
> Subject: Re: [Flashcoders] Back On Course, Still Problems
>
>  On Tue, Dec 8, 2009 at 3:02 PM, Gregory Boudreaux
> <gjboudre...@fedex.com>wrote:
>
> > What is setting "e" in your code?
> >
>
> I have no idea. This is what was suggested to me on this list once upon
> a
> time. I presume that's the problem. The idea was to make the mc run when
> the
> code entered a certain frame, as you can see by the commented-out line
> and
> the trace:
>
>  public function myLeftHand(e:Event=null):void
>    {
>    if (e.target.currentFrame == 10) { trace("yes") };
>    var mcHandInstance2A:mcHand = new mcHand();
>    addChild(mcHandInstance2A);
>    mcHandInstance2A.x = 800;
>    mcHandInstance2A.y = 200;
> //    if (e.target.currentFrame == 40) TweenMax.to(mcHandInstance2, 2,
> {x:200, startAt:{totalProgress:1}}).reverse();
>  }
>
> What should it be? How do I tie it in to the rest of the code?
> TIA,
> beno
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