ActionScript 2.0 :: Scripted Animation With SetInterval?
Apr 8, 2008
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop.
[AS] //In your main "action" timeline, frame 1 put the following code: ////////////////// Pause Function ///////////////////// this.createEmptyMovieClip("timer",50);
[code]....
I have the function written on my main time line but I want to call it from the middle of an animation on a movie clip. I'm not sure how to reference the function on the maintimeline. I've tried referencing the created MC "timer", I've tried referencing _root and other things but nothing seems to work. Basically I have a simple motion tween. I want it to get to a certain point then stop then continue. I have two tweens on one layer in my animated MC. Any suggestions?oh yeah, and I'd like to be able to call the same function from other MCs doing similar things. How can I reference the function?
I wanted to do a simple blinking-effect for my animations. Code: var timeDelay = 2000; setFrameTimer = function(){ if ( (Math.random(1)*100) > 90 ) { blink(); }} setInterval (setFrameTimer, timeDelay);
Nice and easy, right, giving the eyes a 10 percent chance of blinking every two seconds. Well, it works nicely in the beginning. But then, after a while, the blinking increases until finally the animations are blinking constantly.
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.
it'd then goto Frame 3, but, the problem is even after clearing, the frame animation still loops every 2 seconds, regardless whether i'm using setTimeout or setInterval. Do you might know of any other way where what I need is, after 2 seconds in Frame 2, it'd then move to Frame 3, which I don't want it to go anywhere yet.
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop. Also, note that every time the user clicks a button, if the movieclip is right in the middle of animating across the stage, I wish it to stop and pause, not complete the animation and then pause.
Code: mc1.addEventListener(MouseEvent.CLICK,Click); mc1.buttonMode = true; function Click(e:Event):void{ trace("btn clicked"); }
mc2.gotoAndStop(5); If i have an mc(mc2)that is scripted and is overlapping or on top of a btn(mc1) i have on stage, the portion of the btn that is covered by the mc on top cannot be detected by any event listener.It is "blocked" by the mc on top.
But mc2 doesnt have a MouseEvent added to it, so it is not a btn which is y i dont get it as i'm transiting frm AS2 to AS3. How shuld i script for the above scenario so that the area "overlapped" can still receive the MouseEvent added to it?
Pls do not tell me to shift the mc forward....there r cases in web development where u happen to have translucent graphics or a movieclip wif image sequences playing in front of a set of btns.
I have a client who is IN LOVE with this site: http:[url]...I was just getting ready to start tweening and wondered if there's a way to script masks to do the same thing easily...NOT on mouse drag, but on the click of the button. I found a nice tutorial which will make a similar thing happen when you drag the mouse. But when I tried to target x and y the whole thing fell apart.
I'd like to find out if Javascript can be used instead of Action Script to run a Flash-based casino style online slot machine.This would involve random number generators, arrays, varialbles, etc. I'm a designer, not a heavy duty scripter, and I'm trying to find out about this for a client.
so i have a MC called "pala" and a button called "nappi" .. i have the following script in the first frame of the movie and everything works how it should, but how do i get the "pala" stop moving when it reaches the property -307 ?[code]
I have say 5 mc's. They are all different colors and currently at 0 alpha. I'd like them to fade into view (ie 100 alpha) this parts easy, and alas I've already done it. What I'm trying to do now is make them fade in sequence...so when mc1 is at 80% then mc2 starts fading in. When mc2 is at 80% then mc3 starts fading...so on and so forth. I remember seeing something similiar to this here in the forums using a for loop of some kind, but am unable to replicate the effect...
Ive created a project that creates random movies clips with text in them, everything works fine except that movie clips will overlap each other due to the random nature of the project.I've looked everywhere tips on hitTest methods but I cant seem to get it right, the major problem is that the clips have similiar names, if I try a hit test the movie clip will just detect itself and not look for the other clips.
i want to load a completely scripted movie into a container clip but when i test it none of the script is executed... when i load a movie that is just a tween it works... what should i do to make the script work??? i have a feeling it has something to do with _root it the loaded movie.
I'm making a banner ad for work and have a part where I want to basically rain our logo for like 15 frames or so. I've started doing this manually but as you can imagine, it's a bit tedious and time consuming. I looked at Kirupa's tutorials on snow and continual motion but I'm wondering how I would go about scripting it so it does the following within mc_logorain (which is sitting on the root) on enter:
1. duplicates mc_logo many times, randomizing size.
2. Rains for a set amount of time or frames and unloads.
I think I understand the logic of what's supposed to happen, just not sure of the syntax. Would there be two loops? One for the duplicate/random size and one to say basically "while i < 100, keep duplicating and raining"?
I don't want to use the standard "3 frame" preloader for my main movie. Is there a way to make a preloader for the main movieclip in a single frame without having to use an onEnterFrame?I've tried using MovieClipLoader, but that will only work for externally loaded clips and images, not for the main movie itself?
first frame of my movie i have a stop frame with a simple clip which i tween (tween class) in that same frame. just a white line that comes in and slides down the stage. i'm not preloading this movie itself because it only contains that initial tween and some light actionscript.My tween ends, triggers .onMotionFinished and I load a 1000px x 620px jpeg into a 2nd movie clip and advance to the next frame in the main timeline where I have a 3rd movie clip with a basic preloader bar movie clip inside it.on that 2nd frame i assign an .onEnterFrame function to that 3rd clip like this:
i usually use .onEnterFrame in this manner to preload stuff into clips with no problems.. for some reason, now my loadBar inside the preload clip gets moved over to the left end of the stage and doesn't appear to register any change in the ._width if i test movie and simulate download.
Create a scripted movie with seven keyframes and seven thumbnails below main image, each thumbnail being a jumpto button.I've set the file up with each frame displaying a different image, but with all images in thumbnail size as buttons below the displayed image.I would like to have it move to the next keyframe after a 10 second time lapse and take the viewer to the next frame, which would display the new image.[code]However, when I click on one of the thumbnails to skip the 10 second wait and move directly to the specified frame it doesn't reset the 10 second count, which results in the timer getting all out of whack.This is the actionscript on each of my thumbnails at the bottom of the slide show..[code]Can somebody please help me by either helping me code the thumbnail buttons to reset the timer when entering the new keyframe or by editing my actionscript and have it advance a different way? I have tried everything... AS2 and AS3.... At the point of pulling my hair out. Ideally, I'd like to have the script on each new keyframe so I can set different time intervals for each keyframe.
i am using MCloader to load my swf in my main swf and i keep running in the same issue around the site.using all the same button script and style in labels.... sometimes they work like they should and sometimes they just don't got to the over or out state?!
here's an exemple::
Code: //---------------Buttons intro---------------\ btnintromc.onRollOver = function () { btnintromc.gotoAndPlay("over");
[code]....
the "btnintromc" when clicked load the right swf in the mcloader on the main swf (so the onRelease work fine)but the animation just don't work, that's really bugging me because it's the same button and same script as in the main swf but for some reason it just wont work?
Does any1 know how to change a movieclip's colour value using AS? Thing is I need it to fade from 1 to another, not just flick like in all the tutorials I've found so far.
How would you go about coding something like the waves in the header on this page? [URL] I'm hoping to write something that will look a bit like eels swimming upstream but wasn't quite sure where to start
I'm new to Flash and AS3, but with the help of many examples I have managed to created a scripted movie using some time lapse photography. I load the images from an XML file and use an event listener to add each image as a child of a movie clip. As the number of children grew, it caused the frame rate to slow, so I figured out that I could remove them after they were viewed and just keep looping through the array.
This works great on the local machine and when served up from the web server behind the firewall. However, if I try to access the file from outside the firewall, it loads the first image or two very slowly (if at all) then hangs. I've performed a net stat from the server and noticed that it is opening an inordinate number of connections to the remote client on various client ports (from 6 to 60+).
I currently require my flash animation to be exported into format that is compatible for television broadcast. HD would be ideal. I'm getting pretty choppy animations when exporting into H.246 from flash so I've decided to export it into a PNG sequence instead - which I will then import into after effects and take things from there.My flash document comprises of only scripted animations but they are not reflected when I export into a PNG sequence.