Code I
CallSprite(@"myFlash ", #goToFrame, 10) – (Notice that 10 here is a number!)
If GetSpriteProperty(@"myFlash", #playing) = False then
CallSprite(@"myFlash ", #play)
end if
If GetSpriteProperty(@"myFlash ", #playing) = True then
CallSprite(@"myFlash ", #stop)
end if
Code II
--Check to see if the Flash Movie is onscreen. If DisplayWidth > 0 then it is being displayed.
If DisplayWidth@FlashID> 0 then
If getSpriteProperty(@FlashID, #playing) then--Check if movie is playing
CallSprite(@FlashID, #stop)-- if so, stop it
Else
CallSprite(@FlashID, #play) -- otherwise restart it.
End if
End if
Code III
myList := ["a", "b", "c", 6, 9090, #mySymbol, "Hello World From Authorware"]
repeat with i := 1 to ListCount(myList)
--_array[0] in Flash is _array.0 in the Flash Asset Xtra
CallSprite(@flash_id, #setVariable, "_level0._array."^String(i-1), String(myList[i]))
end repeat
Code IV
//Look for new information
eventFromAuthorware=_parent.authorwareEvent;
//Since this is a Movie Clip within a Movie Clip, you have to use _parent to get
the variable ‘authorwareEvent’ which is on the main timeline.
Code V
//Check to see if we need to respond to an event
if (eventFromAuthorware=="pause"){
_parent.stop();
_parent.subMovie1.stop();
_parent.subMovie2.stop();
//this is the easiest way I’ve found to pause and play complex Flash Movies
}else if (eventFromAuthorware=="play"){
_parent.play();
_parent.subMovie1.play();
_parent.subMovie2.play();
}else if (eventFromAuthorware=="scene3"){
_parent.gotoAndPlay("scene3")
}
eventFromAuthorware="";
_parent.authorwareEvent="";
//remember to clear both Variables to make sure you don’t repeat actions.
Code VI
var eventFromAuthorware;
this.watch("eventFromAuthorware",
function (prop, oldval, newval) {
if (newval == "pause"){
this.stop();
this.subMovie1.stop();
this.subMovie2.stop();
} else if (newval == "play"){
this.play();
this.subMovie1.play();
this.subMovie2.play();
} else if (newval == "scene3"){
this.gotoAndPlay("scene3");
}
newval = undefined;
});