ActionScript 1/2 :: Banner Slider - Timer Needs To Pause
Oct 27, 2010
I'm making a bannerslider that's going every 7 seconds to the next Movieclip/Image. But I made a play and pause button in it so that the timer would pause. But my problem is that the Timer doesn't pause.
My AS is as follows:
slides = 5;
//<------- Hoeveel afbeeldingen er staanwait = 7;
// <------- Aantal seconde per afbeeldingplayclip._visible = false;
contentHold.content1.button.onPress = function() { getURL("[URL]", "_self");};
[Code] .....
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
I know I'm giving only one error. But this multiplies by 3 and they are al the same.So the swf works but the don't show up.
Here is my AS code: playclip._visible = false; menu.button_mc1.title_txt = title1; menu.button_mc2.title_txt = title2; menu.button_mc3.title_txt = title3; menu.button_mc4.title_txt = title4;
I am building a simple matching game that will allow a user to speed up. or slow down the delay between matching operations. I need to have the output of a slider place A parameter named "matchSpeed" into the "repeatCount" of a timer named "testMatchDelay:Timer". I have set a default value for "matchSpeed", but I can not get it into the "repeatCount" parameter of "testMatchDelay".
Is it possible to attach a timer to control a slider? Or alt remove the slider_mc and replace with a timer so that an image desaturated gradually after 60 seconds? Here is the file I am looking at [URL].
i want to create an xml banner, but every picture to have her own timer, defined in the xml. for example i want my first picture to disappear after 5 seconds, the 2nd after 3 sec, the 3rd after 2 sec etc. my xml looks like this one:
I'm trying to make a Flash banner for a website and I'm having trouble with the play/pause part. Right now I've got it set up as 100 frames with 10 keyframes and 10 pictures and at the end it goes back to the beginning. Here's my AS:
[Code]...
How do I make it so that it only reads the first part of hte code and then reads the next after the user clicks it the second time?
how to make a crappy game, and one of them was a pause button , i managed to add all the other things in, but im absolutely stumped on a pause button. I read one tutorial, which didn't really help. it was talking about a main game loop and all that crap that just baffled me. i did try it though, and i did not get any errors, just ALOT of laf, becaus what i did was put all my constructor code into the 'update' function, so it was running my spawn enemies every frame ect. but the i realised all i need to do is pause my timer, because thats the only thing that really needs to be done right?
here is my timer:
public function setCrates() { DropCrate = new Timer(10000+Math.random()*10000,1); DropCrate.addEventListener(TimerEvent.TIMER_COMPLETE, newCrate);
i am working on a 30 second timer for a game. I am wondering how can i pause the timer.Id like when i click something--the timer stops. then resumes when i close it. Do i create another function to do that?
displayTime = 30; countDown = function () { displayTime--; if (displayTime == 0) {
I recently just made a flash banner where you can click buttons to change frames. I also want to add the ability for it to automatically change frames after 7 seconds. I've put all of the pictures on the same frame and gave them frame labels. What would be the actionscript code I should use to make this work, along with making the buttons still functional? Also, how can I put buttons to go to the last frame from the first, and first to the last, while still making them stop at every frame? I keep trying and nothing's working.
If you'd like a more in-depth look, I've provided the .FLA file here:
The main timeline has a movie that consists of three frames that are supposed to hold while a sound clip plays. I was thinking of having a timer for each of the three frames instead of putting like 600 frames in the movie. I did it this way in those three frames, just changing the timer variables[code]...
I have a couple of buttons that start and stop sound, and I understand how to use a timer so that I can pause sound also. What I want to do, however, is have a sound play as it enters a particular frame and then stop upon entering another frame. As a means towards getting this to work, I experimented with a button that starts a sound on frame 1 and then a second button which stops it on frame 2. This works great as long as both buttons are present on the frame where the AS is introduced (which seems inconvenient as one has to be placed off screen, but whatever...).
When I switch around the name of the functions called upon by the eventListeners though, so stopSound is on frame 1 and startSound is on frame two, it plays when it gets to frame 2, but won't stop when it goes back to 1. I seem to not be getting the principle somehow, because if the functions are play on 1 and stop on 2, I can go back and forth endlessly. How can the order make such a difference? How can I get around this? How can I design an MC to have a sound associated with it so when the playback goes to the frame it is on, it will play, and then how to stop it later on?
Here's the very simple code I'm working with: stop(); var soundReq:URLRequest = new URLRequest("TheCattleCall.mp3"); var sound:Sound = new Sound(); var soundControl:SoundChannel = new SoundChannel(); sound.load(soundReq); [Code] .....
I have written a timer code but now i want to be able to pause the timer on the click of a button...i have searched all over but cannot find what i am looking for.
I know you can trigger a function by adding through a timer like this i ActionScript3: Code: myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerDone);
But what I'm trying to do is just have a timer create a delay in between a couple of statements within the same function. Is that possible? Something very simple would do, like
public function changeVar():void { myVar = "red" xxxTIMER CODE HERE myVar = "blue" }
How do I leave myVar equal to red for 5 seconds and then have it change to blue?
I recently just made a flash banner where you can click buttons to change frames. I also want to add the ability for it to automatically change frames after 7 seconds. I've put all of the pictures on the same frame and gave them frame labels. What would be the actionscript code I should use to make this work, along with making the buttons still functional? Also, how can I put buttons to go to the last frame from the first, and first to the last, while still making them stop at every frame? I keep trying and nothing's working. If you'd like a more in-depth look, I've provided the .FLA file here: [URL]
how I could go about pausing this timer on rollover of an object, stage... anything? I am just cycling images on the main timeline via this timer but would like the timer to pause if a user has mouse over one of the images.
I have been having trouble with the timer, knowing how to plug into the scripts/Functions the correct way. Below is the script (probably not written as efficently as it could be, but I'm trying) Anyway, the script is uses simple tweens for a movieclip. I would like to use the timer/setinterval function to pause the animation between tweens (Using the event listener after the tween stops to start the interval/pause) Is this the right concept or am I barking up the wrong tree.
at the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer; import flash.events.TimerEvent; var count:Number = 11;
Is there any way I can create a slider on my desktop to access some of the controls of the YouTube Video player like volume, pause, play, playback speed? I know it is a flash player, but would this involve accessing the YouTube API or something else? For example, I'd like to program something similar to what's provided by the Enounce MySpeed application (control over play back speed).
What I'm trying to do is have an image fade in, pause for 6 seconds and then fade out.My 6 seconds is doing something, but it's not what I want it to do and I'm not sure why. Here's my code:
What I have is a map that you can click on points and it will zoom in, you can also click on a "plus/minus" buttons to zoom in and out (I even have the mouse wheel zooming in and out). The client wanted me to add a "zoom slider bar" to it so you know you could move it up and down to scale it. Everything is working except the slider, I can't seem to get it to work with the position of the slider. All of the zoom functionality is there but the slider is killing me.
I am putting up the fla file since there is a lot of code in there and I didn't want to put it all in the forum. if you look in the fla in frame ten on line 726 you can find the function that is supposed to handle the zooming when you move the slider. Up on line 74 you can find the slider onPress and onRelease functions, but those I believe should be fine.