I'm trying to make the animation change on a key press then loop to simulate running. But it sticks on the gotoAndPlay(9)
trigger, regardless of what frame the animation is on.
onClipEvent(keyDown)
{
if (Key.isDown(Key.RIGHT))
{
this._x += 5;
if (this.currentFrame <= 9)
{
if (this.currentFrame <= 8)
{
gotoAndPlay(9);
}
else
{
//nothing
}
}
}
If it's AS2 it should be:
_currentframe
instead of
currentFrame
But it could be something else, perhaps a stop() on frame 9?