ActionScript 2.0 :: CS3 : Increase Speed At Which Consecutive _mc's Are Attached?
Jul 2, 2009
I have consecutive graphics being presented. I want them to start out slow then the speed at which they appear should increase steadily and quickly until they are flashing. So I am using this to time the animation:
setInterval(photoFlash,1000);
I guess what I am looking for is a way to do this:
setInterval(photoFlash,1000+100);
Where the interval is increased each time the function is run.
I'm creating a thermometer with the mercury animated as donations come in. I haven't touched flash in a long time, so be gentle.
How can I change the code below so the animation is faster without increasing the framerate?
var maxMercuryHeight = 192; // Mercury height at 100% var currentDonations = 80; // Percentage of donations taken var currentHeight = (currentDonations / 100) * maxMercuryHeight;
[Code]....
How can I make the animation ease out so it starts fast and slows down at the end?
I've been working on a flash animation that has been set to 12frames per second, but now my boss has told me it needs to be 25fps - but when i change the frame rate in 'modify>document' the whole thing just speeds up. Is there a way to increase the fps whilst retaining the original speed?
I'm creating an animation where I want to simulate the increased velocity of particles with increased temperature. I was planning to just gradually have fewer frames per distance travelled on the screen, but I thought I'd check here to see if there's a less tedious way of doing this.
I have an animation on the timeline and I would like to increase the speed of the animation. I have tried increasing the fps and when I test it in flash, it works. But then I upload it onto my server online and it is still slow...
Also, I don't want to shorten the number of frames the animation takes as this will result in a edgy animation, whereas I want a smooth fast animation.
I am currently using a timer to add animated squares to the stage. I would like to make it so that each time a square is added, the timer starts to go faster. This is what I have so far, but it doesn't update in the actual timer.[code]
I was wondering how to optimize my XML to increase it's load speed. I am using XML to load articles onto stage. Now they load, but one article in particular takes over 20 seconds when I test it on my machine which leads me to believe that is flash player that is choking.
I trying to learn and follow some tutorials about classes and stuff like that. If you look att my code I have posted a object called "FallingObject" falls every third second in the speed of "y += 10;" I want my falling object to increase the speed every 20 second. How do I do that?
PHP Code:
var TimerFallingObject:Timer = new Timer(3000);TimerFallingObject.addEventListener(TimerEvent.TIMER, OnStartFallingObject);TimerFallingObject.start(); function OnStartFallingObject(e:Event){ var af:Sprite = new FallingObject(); af.x= Math.random()*640; addChild(af);}[code].....
I want to add an animated .gif file to my movie. So I created a new symbol and then imported the .gif file to the stage. This created the symbol containing the animated .gif.I dragged the symbol onto the scene where I want it. However, the animation seems to play at a different speed (fps) than normal. So I changed the fps of the symbol (at bottom of Timeline where it says "fps"). But for some reason this changes the fps of the rest of the entire movie.
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I have a movie clip on my scene which has a speed applied to it making it move across the screen. This is duplicated when it reaches the other end of the screen.On my scene I have some action script which is acting as a timer. After a set time I want it to increase the speed of the movie clips, making the game become "harder". I seem to be able to manipulate the alpha of my movie clips but can't seem to trigger the speed increase.If i use a setInterval it seems to trigger the speed increase but it does it each time the movie clip is duplicated (so the delay resets, it does not change once and apply throughout)However, where I am changing the alpha I cannot seem to change the speed.
How can i detect mouse speed with AS 3.0, and then put speed limit? Also can i use speed var for anything else? *sorry for my bad English, i live in non-english-speaking country*
[URL]I'm designing my own photography site and am trying to produce something along the lines of contemporary photography websites (big images).The point being that I want the images/swf large enough to fill the ever growing trend for big monitors.This is where my problem begins - I want to have a slideshow of 5 images from each of the areas I cover.. simple enough sure. But, if I produce the slideshow within the main swf - the file size is something like 6 mb - which is jsut a bit too big and takes a bit too long to preload.
So I decided to make each image in the slideshow a seperate swf and import consecutively. The problem is that I need the external swf to trigger/import the next swf.I have had some success with importing to levels... but I need the swfs to import into a mc_holder because it needs to sit below my nav buttons and title.so I have this script to call in my slideshow to my holder.
"loadMovie("slideshow.swf" , "clipholder2");"
At the end of slideshow.swf is this "unloadMovie(this);" which unloads my movie. What I can't do is get slideshow.swf to import slideshow2.swf into my 'clipholder2'..
I'm new to Flash, In CS4, is it possible to add two consecutive tweens to the same object (symbol instance)? Say I want to have a shape move in from the left, wait a few seconds, and then move back out towards the left. Thus far, the only method I've found is to create a copy of the object (a new instance of the symbol), and animate it separately. But that creates extra objects, and getting the positioning right is very difficult. Isn't there a way to have one tween end and another begin (possibly after a delay) on the same object in the same layer? Or in different layers, which might be preferable?
I need a second or less in between 2 consecutive actions. I need a function.. like delayfor(seconds) which I have to insert between 2 actions. I tried something with getTimer.. but the computer then works slow because it checks the time very often.
This is my buttons code: on(release) { for (p=0;p<10;p++) { // I need here a second to stop/pause/delay/to do nothing but wait (*) line.lineTo(.......); }} So I need a second delay between every action in that "for".
I have 2 swf files that I would like to play back to back. What is the best approach for that? The first movie needs to finish playing and then be followed immediately by the second movie.
I have this button: <s:Button includeIn="MeniuPrincipal" label="Descarcare Date" click="downloadLmData(event)"/> And this click event handler: protected function downloadLmData(event:MouseEvent):void { downloadData('competenta', 'competente'); downloadData('localitate', 'localitati'); }
The downloadData function looks like this: private function downloadData(item:String, items:String):void { try { var colVar:String = 'col' + cappitalize(items); this.status = "Descarcare date in curs..."; this[colVar] = null; [Code].....
The problem is, all calls are ignored, except for the first one. Is there any "queuing" mechanism which would allow all calls to be made?
am developing an application which requires a consecutive searching side to it. Basically, I need a function or a class which takes an array as the parameter, and return the possible 3 consecutive numbers in a 2 dimensional array.For example, if I have this code:
ActionScript Code: //Global array var glob:Array=[0,1,2,3,4,5,6,7,8,9];
is it possible to add multiple children(twins) with same instance to add on different parents ?
Here we have an example showing that it fails to perform adding same child (photobg0) with instance on a new parent (page0 and page2).
My primary issue is: if i add too many objects on stage flash starts to lag especially if it is a movieClip from librarery, externaly loaded swf or image files
I am trying to duplicate child objects ,gussing this might prevent lagging?
ActionScript Code: var request:URLRequest = new URLRequest("images/photobg.swf"); var photobgx:Number = 19.80; var photobgy:Number = 90.55;
I have a long animated demo (approx. 5 minutes) that I want to shrink down to several small movie clips. This way if I have to go back and make changes I don't have to continue modifying a huge timeline. So what I want to have happen is to have a sequence1 loaded from the library on the stage. When sequence 1 is finished playing sequence 2 is loaded in it's place
with a "what should be fairly simple" problem I am having with the quiz template. I have a 5 frame quiz that I've developed from the template. All 5 interactions are Hot Object interaction types. The problem I am having is when I go from one frame to the next, the Hot Objects do not reset. Whatever the selection from the previous slide was, remains in a selected state.
I've tried renaming the Interactions in the Component Inspector, but that doesn't work. If I put some other interaction between two Hot Object Interactions, no problem. It's only when they are consecutive.
I have a movieclip in a game, performing different actions, all working beautifully now. I want to add one thing: If I click, say 5 times consecutively on that mc, I want an action to be triggered by that number of consecutive clicks, e.g. gotoAndPlay (2).The mc is moving around randomly on the stage and there are other clickable mcs moving around as well.
so it all starts with this brilliant and self explanatory piece of code [URL] i need to get it working in as3, as i am integrating the code into a flash project. and need it on that main timeline. i would ideally like to do this without using xml.
I have a long animated demo (approx. 5 minutes) that I want to shrink down to several small movie clips. This way if I have to go back and make changes I don't have to continue modifying a huge timeline.So what I want to have happen is to have a sequence1 loaded from the library on the stage. When sequence 1 is finished playing sequence 2 is loaded in it's place, etc.?
I just want to know that when loading three consecutive images in a row (via LOADER() and URLREQUEST()), if I only need to watch for the completion of the last image load. Or, will all three files load simultaneously (the smallest file completing first)?URL...