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Timeline and Clip Event Loops
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Note that step 12 isn’t mandatory, but it gives us more control over our loop. By giv-
ing our process instance a name, we can stop and start our loop by starting and stop-
ping the playback of the instance, like this:
processMoveBall_mc.play( );
processMoveBall_mc.stop( );
Note that in this example, processMoveBall_mc and ball_mc must both exist on the
main timeline for as long as the loop is supposed to work. If we want to make the
code more portable, we can use a relative reference to our
ball_mc clip in the process
symbol:
_parent.ball_mc._x += 10;
Timeline loops can’t loop on a single frame. That is, if we place a
gotoAndPlay(5) function on frame 5 of a movie, the function will be
ignored. The Flash Player realizes that the playhead is already on
frame 5, and it simply does nothing.
You’ll find the sample timeline loop and empty-clip loop .fla files in the online Code
Depot.
Movie Clip onEnterFrame( ) Loops
Timeline loops are effective but not necessarily elegant. We can use an event handler
on a movie clip to achieve the same results as a timeline loop but with more flexibil-
ity (just try to follow along with this example, or see Chapter 10 for details on movie
clip event handlers).
When placed on a movie clip, an onEnterFrame( ) event handler causes ...