ActionScript 2.0 :: Pause Before Function Is Performed?
Sep 26, 2006
I have a movieclip that when pressed does stuff. I want the mc to finish playing before the function is executed. Below is the code that I've worked with do far.
var spinningLogo:Button;
var aboutUs_mc:MovieClip;
var capabilites_mc:MovieClip;
It's me back with my fighting game questions. Basically, in the frames of the animations, events are dispatched. When one is being dispatched, I dont want the other one's function to be performed...I'm probably making this alot more confusing than it is supposes to be... If you can just picture it, in a fighting game I dont want the enemy to take damage, while both he and the player are colliding and attacking (whichever one was attacking first). geez that was a ramble.[code]
Is there anyway that I can override a rollOut function if an action is performed?
I have three mouse events: a ROLL_OVER a ROLL_OUT a CLICK
Once the CLICK has taken place I want the movie clip to stop on the last frame. But because I have a ROLL_OUT Event it wants to continue to go back to that event when I roll out of the movie clip.
do I need an "if" statement here to override the rollOut function when I click?
Sometimes flash seems to execute two loops faster that one loop which contains all of the actions that the first two loops contain. Does flash cash processes so that repetitive processes are performed faster if they are performed back-to-back?
i m adding flash animation on my windows desktop icon .well i want some action to be performed when someone clicks on that icon.lets say open winamp in program files.i added flash file thru Html page on desktop.what about URL on Fscommand.is it possible to use it.? is it possible to make flash open some executables from computer e.g.winamp.---by the way if macromedia creates vb.flash then our operating system will fly in air ----
I often have an function / action that is performed on a mouse event (say, MouseEvent.CLICK) that has to be moved to:
happen inside of an animation (at a given frame label) happen at an event (say, Event.COMPLETE)happen when another item is added to the stage or removed from the stage What is the best OOP way to encapsulate such activities so that I am not constantly rewriting my code?
By the way, I should also mention that this function also being moved from one display object to another, not the just event that it is listening for...
When I double click to close the selection, the marquee vanishes instead of closing the selection. Yes, I double click on the starting point.Here's what the manual proclaims (step 4): Draw a straight-edged selection area1 Select the Lasso tools Polygon Mode modifier in the options area of the Tools panel.2 Click to set the starting point.3 Position the pointer where you want the first line to end, and click. Continue setting end points for additional line segments.4 To close the selection area, double-click.
I'd like to have a filter applied to one movie clip and then after an eight second delay, I'd like to have a filter applied to another movie clip, and then after a 5-second delay, I'd like to have a filter applied to a third movie clip.[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 am using a stop(); gotoAndPlay with setInterval on a series of swf files that are loaded into a container movie. There is a bug in doing this, in which when one of the swfs is loaded into the container and you click on a link to load a different swf before the current swf has gotten to the frame in which you reach this function, its stops the function and nothing pauses/plays anymore. [code]...
I have a movieClip that is basically a slide show.It is controlled by AS that is on its own timeline. It moves forward on its timeline, then a few frames later, I have it pause for 8 seconds with:
It then resumes playing and,a few more frames later,I have it jump to a different random slide. This all works fine. There are other frames on the MAIN timeline that do not contain this moveiClip. The problem is, if I go to one of those other frames in the main timeline, the above movieClip function is somehow still active, and after the 8 seconds it sends the play command. In this case, it causes the MAIN timeline to start playing.
Here's what I want to do in code. Animate an MC of a car for a duration of x seconds. After the car is done, move an MC of a dog for y seconds. And so on...
With this code, all animations execute simultaneously. car.slideTo(200,100,1); dog.slideTo(200,100,5); blimp.slideTo(200,100,2); ... Is it possible to write a pause function to put in between those lines? I've tried using getTimeout, but I want to avoid having to define each animation as a separate function.
I'm implementing a pause function in a game, it stops the main game timer and then dispatches an event ("Game_Paused") to stop a second timer. Both timers stop (and start) correctly but the second one throws a null object reference error.
Here's the ActionScript Code: private function onAddedToStage(e:Event):void{ _timerD = new Timer(100); _timerD.start(); _timerD.addEventListener(TimerEvent.TIMER, onUpdateTime); stage.addEventListener("Game_Paused", onPauseGame); [Code] .....
And this is the output: Code: Paused Timer=null TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.rtr.game.UI::timer_display/onPauseGame() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.display::Stage/dispatchEvent() at com.rtr.game::Game_Timer/onKeyDown() Paused Timer=[object Timer]
What's really confusing me is that the timer is still getting paused correctly, and the trace is showing up in the output before and after the error with two different objects.
I'm trying to run a function for each item in an array but I don't want it to happen all at once. The end result is to fadein an item in an array then fade it out, then move on to the next item in the array and do the same thing.
i guess in simple form I could demonstrate this with just using text:
I am just learing ActionScript. I have following code. when I click play button, I want to completeHandler function to wait 5 seconds before executing. Another word, I want movie clip (playstop_mc) to play first. Once it is done playing the movie then I want completeHandler function to run once. How do I do this? or point me to the right direction
playstop_mc.stop(); // Register the function as a listener with the button. play_button.addEventListener(MouseEvent.CLICK, playAnimation);
I have this fla file... 40 frames to be exact, each frame is a movie clip with AS3 code for a fade transition. I implemented to auto play with delay of 10 seconds on each frame, then next frame and so on. I also have implemented the next and prev button (next frame, prev Frame) and the arrow keys on keyboard function.
Now I need help on sorting out the play/pause function on the button (play>pause button) I did a code, it pause on the the frame when i click pause, but the as code on the mc clip on the frame proceeds and when i press the play button, it plays at current frame, but plays fast straight to the last frame.
I am trying to control a external swf file with a pause function. The main idea is loading an external file and when I want, pause it and its childs. The loader object is "introStage"
I'm using this function function wait(mc, n) { mc.stop(); var myInterval = setInterval(function () { mc.play(); clearInterval(myInterval); }, 3 * 1000); } _root.wait(this, n)
To delay events along my timeline. That code works fine. My problem is that is that I also want the user to be able to pause the movie at any time. However, if the pause button I'm using is pressed by the user while the timeline is delayed using this function it starts playing again after the interval even if the pause button is still pressed. How can I override this wait function with a pause button?
I just want to have my code wait a couple seconds to let some scripted animation finish then load a movie into a holder but I can't seem to find a pause/wait/delay function is there one and how would I use it or can someone tell me how to do it somehow thats not too processor intense if at all possible.
I have a pause function that fires when the first frame of my swf loads.[code]However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.[code]Just one additional note, all my functions live on frame one of my main timeline.
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.
I have a pause function that fires when the first frame of my swf loads. PHP Code: Welcome transition function pauseMC(sec) { var i = sec - 1; var MyPause = setInterval(function () { if (i == 0) { clearInterval(MyPause); [Code] .....
However, if the user navigates away from this "Welcome" section, the actions following the "pause" still fire. I need to find a way to stop the pause function prior to the actions executing. Below is the function used to trigger the navigation events and where I should be executing the action to stop by pauseMC.
PHP Code: function moveLeft () { var t = this; this.opened = true; //this._x = _root.navWidth * this.index; [Code] .....
So your playing a flash game that's fast paced and mouse-based (hey that rhymes somewhat)... And then you accidentally move your mouse outside of the area of the swf... And then it pauses automatically with a "Continue" button, instead of you just dying or whatever. I've thought you could have a huge button the size of the stage and make it do something when the frame isn't 'mouseover' or whatever, but there's gotta be a better way. Also setting limits on the _xmouse and _ymouse wouldn't work cos sometimes the mouse moves too fast for them to accurately get the last mouseposition...
I use NetStream to play media file. It includes pause, resume functions. When running in the flash player, there isn't any problem. However, when embedding this swf file in web page, there is following problem. - If clicking [pause] button and then (in short period) clicking [resume] button to continue playing, no problem. But, if clicking [resume] button after longer period (bigger than playing file's time), the swf file will start playing at the next media file in the list, NOT at the time that was paused.
I would like to send the source code link: [URL]
i can't test this article [URL] when I pause netstream. it clear buffer. when I resume it rebuffer
I have a Flash file that has two music tracks. The player I built works well so far except for this, I am trying to make a Pause/Play button the works on either track. Right now it only works on one. With my limited knowledge of AS3 I tried different solutions but none worked.
Here is the SWF file; [URL]
You will see that the Pause/Play button only works on �Kiss My Dogg� which is track 1.
Here is the FLA file; [URL]
Below is some of the Script I wrote. The pause/play is the part I can�t figure out.
//function to load different tracks function loadMusic(evt:MouseEvent):void{ //stop whatever is playing SoundMixer.stopAll();
I am trying to create a pause button that will pause everything on the screen including movieclips/audio. Right now I can't figure out how to pause the movieclips.