ActionScript 2.0 :: GotoAndPlay After 5 Secs - Stalling Timer?
May 8, 2004
I'm using a timer which triggers a gotoAndPlay after 5 secs. It works fine but I am now trying to work out if it is possible that if I press a button I would be able to stall the timer. i.e the goToAndPlay only happens after 5 sec otherwise the it is prevented and the the timer goes back to zero. I know its a bit difficult to describe but I have attached the .fla.
In terms of the code I'm using: I have the function:
stop();
function pause(){
//play();
gotoAndStop(21);
clearInterval(timer);
};
This function is called when the playhead hits a certain frame: i.e.
stop();
timer = setInterval(pause, 3000);
I'm trying to show a question from a list of 10 question at random that also has a timer set for 2 secs. After the 2 secs are up, another question is selected from an array. Below is my code. Is there sometime I'm missing or forgot to add? I keep getting the error 1120: Access of undefined property changword.
PHP Code:
//Randominzes Arrayvar randomizedwords: Array = new Array;var num:int = new int;var i:int = new int;for (i=0; i<10; i++) {while (words[num]== ""){num = Math.ceil(Math.random()*10);}randomizedwords.push(words[num]);
I'm using flash cs4 Pro. I added an FLV_Playback component - (I then downloaded the newer FLV_Playback 2.5 component and got that installed properly) - and I attached a 3 1/2 minute music video that I have on my server.The video starts ok but then stalls after about 30-60 seconds; after a while it starts back up but then stalls again after a while.Do I need to do some specific buffering that isn't automatically handled by the flash IDE's FLV_Playback 2.5 component?
I've worked out a great way to create a pixelized wipe effect, with movie clips of pixels nested in rows. I've created a loop that goes through each row, and then another loop inside that loop for the pixels in each row. I then use a random number between 1-0 for for the delay before it alpha-ups the pixel. I used Greensock for the tween and it works great. One problem, I can't stall the for loop for the rows, and every row comes up at once. Still, the pixels are staggered, and this is a nice effect, but I want it to move from left to right. So my code looks like this: (BTW, yes, AS3 does have setTimeout and it works fine)
function stripeWipeUp(stripe:MovieClip):void { var total = stripe.numChildren; for (var i:int = 0; i<total; i++) { // the rows trace(i); setTimeout(function() { [Code] .....
What happens, with the setTimeout in there, is that the "i" for loop hits every row (there are 27) before one setTimeout gets finished. So, it doesn't work as it should - the next loop should not execute until the setTimeout is finished. How to accomplish this so each row gets stalled by about 500 ms?
the following actionscript is for a simple preloader for a movie i'm working on. It works fine in Firefox but the movie stops on the first frame of the preloader when opened with Internet Explorer. Has anyone had this problem before?
stop(); addEventListener(Event.ENTER_FRAME,checkLoad); function checkLoad(e:Event):void {
I'll just go ahead and C/P the entire function to ensure you guys see everything going on:
public function directorsPrepsToShow():void { var tempDPrepsAC:ArrayCollection = new ArrayCollection; var dprepSD:Date = new Date; var dprepED:Date = new Date;
I am trying to run a JSFL script from within a C# project, where the JSFL script opens up a .fla file, modifies it n times, and exports n .swf files before closing. From the C# project, I am starting up the JSFL script through the Process class. I try to wait for the JSFL process to finish through the myProcess.WaitForExit() command, but it doesn't work. The remainder of my code C# executes before the JSFL process finishes exporting its .swf files. Is there any way I can throw something that the C# project can catch from the JSFL file or some other solution?
I have created fla file in cs4 which is 1 minute long.
However when I try to export it as an avi only the last fifteen seconds of the video actually play. The avi is still 1 minute long but the first 45 seconds is just a white screen.
I'm only converting it to an avi so that i can subsequently convert it to an flv and put it into a player on my site.
I'm trying to do something specific when like 5 secs of my video has played, however I can't seem to trace anything out when ns.time == 5 secs.I tried with the following:
For some reason i'm having problems swapping scenes in my flash movie. At first i put the action in a "actions" named layer and a link to a button. So basicly when scene1 loads the frame 1 action is "stop ();". The viewer clicks on button1 which has a code of;
I have a player set up to stream live tv channels. It works fine except when paused for more than 10 secs or so, it continues to stream but very jumpy, as if we press on advance/rewind button.
I've created a player for a client in the past using their LimeLight server to stream videos and not had an issue before, however for a new client using different LimeLight server, the videos seem to be ending 3-4 secs too early.
In the video players I check for NetStream.Play.Stop then put a 'reset' type function in there. This function however triggers too early due to this strange bug. Has anyone have seen this before?
private function netStatusHandler(event:NetStatusEvent):void { trace("connected is: " + nc.connected );
[Code].....
The only work-around I see for this is saving the initial number I get from the metadata duration, and running a timer to constantly check for when the current ns.time matches metadata and then run my reset function.
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip { private static var _stage:Stage; private static var _timer:Timer;
This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
I am currently creating a project in flash. Basically I have nearly a hundred frames. I want my next button to play scene 90 to 100 and then play 60-80 after the previous one has finished. I have already put action script in the top layer to make sure it will stop at 100 and stop at 80 but i cant get them to play after each other. I haven't a clue of what function to use only go to and play but then they would play at the same time right?
How can I get a movie clip to play when pressing the right arrow key? The movie clip is called helicopter and it has stop(); on its first frame (with an animation following).
Here is the loop that tells the arrow keys what to do when pressed:
public function loop(e:Event) : void { vy += gravity; y += vy;
hen you click on a button within my swf it loads an external swf into an MC that sits on top of the 1st swf, which continues to play underneath.Within swf2 I have lots of pages that you can navigate to, which works fine on its own, but not when I try to play it through swf1.When I click on any of the navigation buttons they don't work.I've tried making an MC within swf2, putting all the pages in there and on the navigation buttons doing:
I am trying to perform a simple jump on a button with this basic code,
on(release) { gotoAndPlay("ToMain"); }
This works most of the time. Other times it simply skips the jump and continues on. This jump is aimed to skip over an intro (so heavy image transitions with music and commentaries added). I am guessing the intense cpu processing is the cause of the skip. Is there a sure way of performing this jump?
On the same frame, I have two buttons - one with alpha transparency above an image, and one regular one. Both have the " on (release) { gotoAndPlay (2) ; }" code. The transparent one doesn't work, but the other one does.