ActionScript 2.0 :: Changing SetInterval At Different Times?
Oct 13, 2006
I am making a flash game. The object of the flash game is to use the mouse and dodge the beer bubbles.to start with, the beer bubbles are released slowly, after 10 seconds i want the interval to decrease and the amount of beer bubbles to increase. my code is as follows:
if (cTime <= 10000){
setInterval (makeNewClipB, 1000);
}
i'm not reaching this... so imagine 3 clips on stage (ma0, ma1, ma2)every rollOut it sould delay the call of a function, where it should trace the caller clip, and then clear the interval...
don't know if i was clear, but it seams to me that i need some sort of way to create diferent "processes" for each clip... for example, if i create differet intervals for each clip and then clear each interval individually i can get this to work... but it's sure not code wise.
moveSlide(); myShowInt = setInterval(moveSlide, PLACE A TIME INSERTED FROM AN ARRAY HERE???);
I am trying to make a slideshow from an xml document. Each image has a time attribute, which I have in an array. What I want to do is advance to the next image based on the time associated with it.
i'm trying to create a simple "slide show" where i am able to control the speed using a simple setInterval function. where i am running into trouble is that on a few of the frames i have some content (flv's etc...) that needs to play through before moving on to the next frame. so i need to stop at these frames while they play through and then continue (using the same interval set at the beginning) once they complete. i need this to be as flexible as possible as there will be alot of changes etc... i basically have it set up so far like this:
//main "wait" var xInterval:Number; xInterval = setInterval(nxtFrame, 2000); function nxtFrame():Void
[Code].....
i'd also like to be able to have all of my script on the first frame.
I was wondering how you go about changing the looks of static text via the use of actionscript given the time in seconds when the filter is to be applied/adjusted/removed.so things like the filters and font colour
i am developing a piece for our home page that has three buttons below what's essentially a picture frame. the buttons work. it's the picture frame that doesn't.i have 4 ads that will rotate, each up for 250 frames. they fade out and in over each other. each has an instance name...ad1_link, ad2_link, etc. the idea is that as we have new products, etc, we'll swap in a new picture and remake the .swf.when i ran the code initially i got an 1120: access of undefined property error for pictures 2-4. no problems with the first one. after numerous attempts to find a solution, i decided to load all four movie clips at the same time, hiding them using the alpha property set to 0.i get no more errors, but now no matter which movie clip is visible, only the link to movie clip 4 (ad4_link) works. i need each clip to have it's own link, obviously, and for each to go away as the clip does.[code]
i'm new to AS3. how do i go about executing a custom function n number of times and then executing another function n number of times repeatedly?
eg.
function firstOne():void { }
function secondOne():void { }
i need firstOne() executed say 3 times and then secondOne() 3 times and then firstOne 3 times again and so on. i'm trying to move a movieclip 3 times to the left and then 3 times to the right continuously.
How do I change the corner radius of a Label component in Flex. Tried applying style name, and the setStyle('cornerRadius',9) methods, but doesn't work. How can I change the arrow image in the combo box control to a different image?
I want to create another button on the main menu of my flash site. I want to take one of the existing buttons (which are set as movie clips) and modify it to show a different menu name and page link. BUT when I go into my library and "duplicate" my movie clip, change the instance name, drag it to the stage and attempt to modify it, the original changes as well. I need to keep the original the same and create a new one with the same code, frames, etc but with different static text. I keep going in circles
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.