ActionScript 1/2 :: SetInterval Complications When Interacted By Buttons: Mac 10.4 - CS3
May 7, 2009
I have a slideshow I've built that uses setInterval to pause at each image. At each paused keyframe, a short animation plays (the animation is contained within an object which only exists at the single keyframe). The problem I used to have was that after the first time around (all images shown), the slideshow begins increasing in speed (not pausing for the full duration), and eventually begins sparadically skipping pauses all-together. I rearranged the code, and fixed the speed-up/skipping problem, but now my advance and goBack buttons don't work right, and they cause skipping.
I am building a quiz for a touch screen. What code would I use to detect when the Flash is not being interacted with? So basically it times out and goes back to the beginning of the movie after say 15 seconds.
I have a movie which I want to load some text and an image dynamically. I'm keeping it simple right now so I'm just shooting at external .txt doc and an image of a generic name.Anyway, in addition to the dynamic text, I'm using the greensock tween classes to do some nice code-based animation..nothing too fancy..just a text move. This works fine. What doesn't work is my dynamic text and I've narrowed it down to a mask layer.here's my code:
I love Flash CS5 and working with the AS3 package yet I have done everything and now I am stuck at the most frustrating part - I want to add contact forms to my site and its now allowing me to add another form, brings up errors as follows:
Scene 1, Layer 'Action Script', Frame 291, Line 3 1021: Duplicate function definition. 1st Code that works fine send_details.addEventListener(MouseEvent.CLICK, sendData); function sendData(evtObj:MouseEvent):void{ trace (fullnames_txt.text); trace (email_txt.text); trace (contact_numbers_txt.text); trace (postage_details_txt.text); trace (message_txt.text); var [code]....
Basically, I have a presentation movie with a few complexities to it.
1. The movie Plays, then waits an interval of time, then resumes (works alright)
2. The movie needs to have a pause button (that will pause the action) and a play button that will resume the action.
My problem: Once I pause and then hit play the play button ignores the "countdown" of setInterval and just "skips" ahead to the next part. I'm putting in a voice over and I really need that interval of time there or stuff will run into each other.
On the first frame (but indicative of the rest):
Code: stop(); /* Sound Stuff */ var mySound = new Sound(this); mySound.attachSound("soundIntroduction");
I'm trying to make buttons that involve a character pointing to indicate interaction.When a button is interacted with (mouse over or down) the character's arm points to that particular button. I separated his body, so that it remains constant on the main stage, no matter which button is being interacted with.The problem is, when the user is not mousing over or clicking down on any button, the character has no arms (since only his body remains constant)!How do I resolve this?The only thing I thought of so far is if there's any way to create an up button state that includes the arm (right now I have nothing for mouse up) THAT ENDS when the next button is interacted with. Is that possible? If I put the arm in the up state (in addition to mouse over and down) it stays when the interaction is over, which poses a problem when the user interacts with the next button (the character ends up with double the arms since each button introduces a different set of arms pointing towards that particular button).
i use as2 and i want to know how to use setInterval
Code: var pistolshottime:Number = 1 var counter:Number = 0; var interval:Number = setInterval(pistolshottimer(),1000); var pistolshottimer : function(Void){ counter += 1;
[Code]...
pistolshottimer is the period between shots and i just want to know why this doesnt work it says "an identifier is expected after the ':'" and it says after pistolshottimer
how to use setInterval. I think this is what I need to use to do what I want to do, as shown in the ActionScript (2.0) I've pasted here:
bhold.buttonBlue.onPress = function() { if (ohpNameRed._y == 0) { MoveNameDn(ohpNameRed, 60, .3); //i want a second or so delay before the following code is executed MoveNameUp(ohpNameBlue, 0, .4);
Wondering if there's anyway this can be done? Or is there anyway you can return the time elapsed since the last function call?
Reason being that I'm using it in a project that really requires the option to pause the game. So I'd need to "pause" an interval when the game is paused and then resume it from where it was stopped when the game is resumed.
I'm in a project where I have to use setInterval to go to a certain frame after a period of time when hovering to some thing in my stage.
The code used is : setInterval( function() { goToAndPlay(34); }, 100000; stop();
The problem is that the counter is always engaged will not always go to the frame after exactly 10seconds, it will be random because it never stops counting.
Is there any way to clear the counter after each time I hover to the thing??
I am working in an image scroller. Now i need to add a new feature. ie, To pause the scrolling for a specified time after each image scrolled out from the stage. But I have implemented this using a setInterval and clearInterval. But there is an issue occuring in this case. When the image pauses, a gap is occuring between the last image and first image of the scroller. Also when the scrolling continues this gap is also increasing. When the first image scrolled out, it will be again appending with the images scroller. That means it's appending after the last image of the scroller. Thus first and last images comes next to each other. When the scroller pauses, the gap is occuring between the first and last images. Anybody have idea about this.
I have a flash 9 app that calls a php script that in turn pulls in some variables from txt files. The function within the flash file that calls the php script operates via a setInterval() function. For some reason, this works fine in Firefox and Safari, but in IE the swf fails to update the fugures unless i clear the cache and reload the page..rather than the setInterval() function doing so every 60sec...
is it possible to create a progress bar which shows the progress of a setInterval?so if ive used setInterval(foo, 4000); it will "load" up to each function call...
I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached. Basiclly it's a slide show feature.I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached.Basiclly it's a slide show feature.
i am trying to trigger a function after a certain delay, which is why i used setInterval. i can get the function to happen after a certain time, but clearInterval doesnt seem to work it always worked before, when i was not writing it in oop, is there something special with this function when it's used in oop?[code]
ok what i have is an array that I want to display each image once when the page loads.so I tried the following, in in the init I called the function
[code]...
where the function setIcon tweens to the appropriate i in my array.When i go to publish this it doesn't ever activate the function playSlideShow, i tried activating it directly and it works, but i cant get a delay to it.What I want is for the swf to load, wait two seconds then activate setIcon(2).
I can't see why this setInterval isn't working ..basically I want it so a new instance of the same image from the library gets placed on stage at various time intervals at a different alpha level each time ... >
Code: var myInterval:Number; var number:Number = 1000;[code]............
What I'm trying to achieve is that I'm planning to fetch data from an XML file in certain time sequences. For this I would need a simple function that has a growing variable. I tried to test this as a text field that would show my variable go from 0 to 2 with one second between each change - but I can't get it to work.
I have some trouble about a setInterval not being cleared.I made an index-intro.swf file that is being loaded into _root.mccontent.This index-intro.swf has got the following code with a setInterval in function firstimage:
I have four photo's witch I want to change with a fade transsition. Idon't want to do so with tweens but with AS. I think it has something to do with setInterval, but I don't know how to realize this.
I'm setting up a Timeout/Interval in a function but the called function gets invoked only once (so mc._alpha = 1 in the end)! I've tried setting the timer variable as toplevel but that didn't help either.
Here's the code:
Code:
function colortrans(mc, newcol) { _root.attachMovie("box", mcdup, 2); colorchange = new Color(mc);
I'm trying to pass two movie clips into a set interval function, just for a simple fade effect. It's been a little while since I've used the setInterval so I may be missing something, but I thought it was possible to pass movie clips into a interval function.
I have an external swf that plays an intro in multiple frames of various actionscript fade ins and fade outs. I use a setInterval command on frames that I want to stay up for a period of time: