ActionScript 2.0 :: Slideshow With Independant Slide Timers?
Nov 23, 2010
I've got the code below running fine which loads and displays my slideshow images with a global timer. What I want to do is change it so I can control each slide's speed independantly, so it fits in better with some background music I want to add later.I've also added the XML file code below too, to show you what I have.[code]
In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.
I was wondering how would i go about making a simple application that can be run on a website that can: -show a opening page that will stay for 5 seconds (for advertisments)
-show random pictures (well they will only be text)
I currently have a slideshow working with prev and next buttons, but would like to add numbered buttons for each slide at bottom of images, with a static number for the active slide that has a colored circle around that number.
I can create static number with colored circle in Photoshop and add that to a layer, but it's labor intensive to do that for all numbers.
Is there a better way to create the highlighted numbers for active slide?
For numbered buttons that link to non-active slides, I can create numbers in Photoshop and import images into Flash, then convert to symbols and assign actions for them, But that too is labor intensive to do for all the numbers.
Is there a better way to create numbered buttons for non-active slides?
I'd also like to have a hover function on the numbered buttons, that changes from plain image of number to number with colored circle like I want to use for active slide.
How do I assign a hover function to button symbol, that will load another image or symbol?
I have a Flash slideshow presentation that I created for my company's website, which can be seen on our frontpage.The slideshow has NEXT and PREVIOUS buttons, as well as other buttons that are used to link to other parts of our online store. The problem that I am running into is that after the first cycle, the slideshow doesn't cycle through every slide anymore! And then eventually, after about 5 minutes, the flash plugins completely crash and my browser locks up. I think I found out that it has to do with the intervals that I put in the Actionscript 2.0 coding. I didn't put any "clear intervals" into it and that's why it's screwing up, but every tutorial that I used to integrate the clearInterval function didn't work.
stop(); timeInterval = setInterval(nextphoto, 7000); function nextphoto(){[code].....
I have downloaded an excellent slide show tutorial from Slideshow.as[URL] and being new to As3 I very basically attached and removed the downloaded slide show on and off the stage with a simple button which fired the following code: addChild(); to make the slides appear and a removeChild(); to remove them. This worked fine until I quickly realised that each time the slide show was re added it had doubled in speed until after a few re loads it was wizzing through
I'm fairly new to ActionScript 3.0 so forgive me if this question is easy, but I'm having issues with my portfolio slideshow. I have a few thumbnails and when you click on one the image slides in from the right. That part is fine. What I really want is for the user to click on a different random thumbnail and have the current image slide out as the new image slides in. My code so far:
how to use a CSS file in a flash project.Unfortunately every time I get to the end of the instructions.I'm making a simple flash slideshow for a web site.It has three buttons at the bottom, numbered 1 - 3. the web site I'm building this for is already up and running, and has a CSS file implemented.I want to apply that CSS to the three buttons at the bottom.The numbers are never going to change, but I want the font face to be congruent with the rest of the site.I'm assuming the best way to handle future compatibility is to link it up with that CSS file.So far I have the numbers, and the text is set to dynamic, each number has an instance name.Or a link if it has been covered in an introductory level and my searches failed me.
I like to organisate a lobby. There you should be able to creat a room and join one. Inside this room you should be nearly independent from the lobby and have your own SharedObject etc. I am searching for a good Idea to deal with that. Google wasn't very helpful for me in that point. I would be glad if you got some ideas or links of some way to solve that
I am using currentSlide.gotoNextSlide to change between slides, however I can't make it stop playback on load of each slide.I have a motion tween with I need to NOT play automatically when the slide loads... but no matter how many iterations of stop(), gotoAndStop(), etc I use, nothing will stop the clip from playing when it is loaded!
I am creating a flash slide presentation to use as part of an online portfolio. I have created a presentation that so far has three slides, each containing a flv that I imported and added a skin to.Is there any way to stop the movie on slide one (besides manually) when I move to slide two? I don't care if the mvie returns to the begining or not i just want to beable and view the video on slide two without hearing the sound from slide one.
1st slide: pre test (3 radio buttons) 2nd slide: video 3rd slide: post test (3 radio buttons) - this page has a submit button that calls a .php script The Pre Questions are setup like this:[code].....
wondering if this is a Global Variable problem? Is there any reason that the "variables" variable would stop populating after the first slide? Obviously, they are getting to the last slide since the submit button is passing them (or is the external file doing it?), but don't know why the post ones are not going.
It's relatively easy to find a solution to the problem of the eluding "onReleaseOutside" event in Actionscript 3.0. What is more difficult, is catching the original target object in the last event handler of a classic drag/drop event. A common implementation, provided by our beloved senoculor, is this:
Trying to do circle circle collisions via math which I'm really having trouble with. One circle (player) just moves from keyboard. The ball reacts to the player. All the code shown is in my players class and I passed in a reference to the ball.
On my enterframe I have:
Code: var xmov1 = xSpeed; var ymov1 = ySpeed; var xmov2 = ballRef.xSpeed; var ymov2 = ballRef.ySpeed;
[code]....
Perhaps I'll go with a box2d equivalent instead of trying out my own physics shenanigans.
I am trying to build a vertical slide scroller based on a tutorial for a horizontal slide scroller and am having difficulties undertanding what values I need to change in the code for the slider mc in order to make it work. The horizontal slider is quite smart and there is additonal functionality attached to it to affect it's movement which I'm not too worried about although it would be nice)
Code: // set up content_mc info contentRight = _root.content_mc._x;
I have created a pie preloader(preloader.zip) which is working fine. Same preloader I am trying to incorporate in a xml based slideshow(slideshow.zip) to show image loading process but some how I got stuck. I am new to flash. Suggestions are welcome.
1. How to solve the problem of preloader2. Is it possible to integrate everything in a movie clip (including AS). I mean no AS on main time line but inside the movie clip. It would be much easier then to to create multiple slideshows by duplicating mc and changing the xml file.
i have a question about text in a slideshow. i know how to make a basic photo slideshow with external images. but now what i want to do is add 4-5 paragraphs of text next to each photo (with possible scrolling). the text will be different on each photo.
I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.
My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?
I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.
PHP Code: private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed
Here is the code: import fl.transitions.Tween;import fl.transitions.easing.*; var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,
I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.
circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink) var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer); function onTimer(evt:TimerEvent):void{ alpha +=7;} function onBlink(evt:MouseEvent):void{ timer.start();} function unBlink(evt:MouseEvent):void{ timer.stop(); alpha = 100;}
I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?