ActionScript 2.0 :: Stop Flow For Few Seconds Like Sleep Function In Other Programing Languages?
Jun 18, 2005How to stop Actionscript flow for few seconds like sleep function in other programing languages?[code]...
View 7 RepliesHow to stop Actionscript flow for few seconds like sleep function in other programing languages?[code]...
View 7 RepliesI want to sleep several seconds and then call a function.At first, i think i can use the function setInterval(), but the function will call a method at periodic intervals.I can not specify it to run once.
View 6 RepliesI'm new to ActionScript 3.0, some time ago I was developing some websites using ActionScript 2.0 - mainly timeline scripting. As I want to come back to developing websites, but I don't want to go back to AS2 I'm learning AS3. On that occasion I want to learn class based programming and to learn it I'm trying to build the image portfolio website. Before, my projects build was based on main.swf file which was loading external swf files for every 'module' of the website and now I'm not entirely sure how to organize my project using AS3. So for the example let's say the website I'm building will have:- Main stage- Menu- Links content displayer- Footer Links would look like the below:- Main image gallery- Another image gallery- Contact form- About me- News module Now the question is, what is the best practice for building this kind of project?Should I create Main swf file that will load all external content as swf files (image galleries engine, contact form, about me, news module) and place it on the stage? Or should I create separate class for each of the part of the website?
My concern is, that with separate swf files, I could update just one part of the website and upload it on the server and that part was loaded when needed. With project build based on classes, after updating one link's class I'll have to compile whole project - of course it's not a big problem, but then the website will be in one file, which can grow every time I'll update the links. The swf file will contain data that may never be used so this could be easily separate swf file loaded only on request.
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);
[code].....
I have code set up that calls a function whenever my player is over its last destination in the a* pathfinding array...
public function rakeSoil(e:Event):void {
var:Cell = Grid.getCellAt(player.x/50, player.y/50);
if (cell.isWalkable == false) {
[Code]....
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
View 4 RepliesIm creating a viewing menu using the kind if fish eye method used from this site: [URL] (sorry for posting the link like that but sending the site is a lot easier than attatching all the files and I wasn't allowed to send a link till I had 50 posts, while I'm only on 5 now haha) I need to be able to stop the animation in mid flow so the selected image stays large while I move the mouse around, without a different image inlarging instead, and then have it moving again when I want. I am a complete noob to AS3 so I dont know if there is a simple way of doing this or if it's complicated.
View 0 RepliesIn actionscript you can create objects wich are somewhat like classes in C++. I've been trying to recreate the Windows class in AS... the problem is that to my knowledge an object cant be reused so to say- create as many windows as i like, all with different attributes(some based on user input). am i wrong?
View 1 Replieshow can i stop my movie for 5, 6 or 7 seconds in actions scrip 2.0 or 3.0
View 3 RepliesThis is my AS code:
onClipEvent (enterFrame) {
this._x = Math.random()*2+90;
this._y = Math.random()*2+60;
this._alpha = Math.random()*30+50;
}
It is applied to the movie clip. I am having trouble figuring out how to STOP to action. I want it to stop after 10 seconds. How do I do this?
how can i stop my movie for 5, 6 or 7 seconds in actions scrip 2.0 or 3.0
View 2 RepliesI want to stop my timeline for few seconds, how I can ???
I try with setInterval, but i think i do mistake somewhere,
I come from game programing using c++ and glut (which is an external library to display sprites and stuff). in glut you do everything in the code there is no drag and drop, this is nice since all the control is at the code itself, this is also annoying because when you want to display something you need to guess the right coordinations, this requires a few tests until you get the right coordinations.
Now in flash you do have the drag and drop feature which is great but it doesn't go well with the OOP concepts, at least for me.my dilemma is: do you create your frames (symbol creation and placement) by code only (but miss the drag and drop freature of flash) or do you create pre-made frames by drag and dropping symbols from the library?
i wanted to make a flash document , that when i try to click my mouse 1 as fast as i can on a button, it will measure how many mouse1 cliks per second,and display the mouseclicks/second in the corner , i was wondering how to do this , i am the noobiest noob at flash programming ever.
View 6 RepliesSo i'm making this site where there are bottles floating in the ocean that are nested buttons so i can have them sway as well as have a mask on the bottoms.When u click a button all bottles should move to the left side and eventually the content will appear.I've added a trace for debugging purposes ... for some reason the buttons only work a few times.[code]
View 4 RepliesI have an online banner with a 15 second time limit. There is a looping movie clip within the banner, and I need a way to stop that movieclip after 15 seconds.
View 4 RepliesWith this [code]...
However, I need all the clips to either stop or fade out after 30 seconds.
It seems like I've tried quite a few methods of stopping all clips, due to the instances in the loop, but sigh, nothing works.
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code:
var timer:Timer = new Timer(1000, 1);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
[Code]......
I have a home page and five other pages. The five pages have a main menu at the top containing buttons that allow you to go to the other pages:
on(release){
gotoAndPlay("gallery");
}
I have an actions layer. Each section has the following action in the first frame: stop(); When I view the website the home page works correctly. However, any page with the main menu automatically switches to the next page after about six seconds. The code seems pretty straightforward so I have no idea what I'm missing.
how to run a function after 5 seconds.
All i'm trying to do is make some text dropdown after a set time.
Here's my code so far:
[Code].....
I'm trying to run a function for only three seconds, but cannot think of a solution. The timer seems to run after three second and not for three seconds.
View 1 RepliesI just wonder if I could make the object "car" to repeat doing this:
function start_car(){
_root.car.onEnterFrame = function(){
_root.car._y +=15;
};
};
setTimeout(start_car, 1000);
I want it to begin at y=0 and x=0 after like 7 seconds and then repeat going down the y axis as you can see in the code.
So the car movieclip starts moving slowly from the top going down then after like 7 seconds when it's out of the scene it begins at e.g x=0 y=0 and going down for 7 seconds then starts at x=0 y=0.... etc, so it keeps looping.
I've tried using setInterval() but I just can't get it right... This is the function I want to execute every 5 seconds:
function next_(event:MouseEvent):void{
var sliderPos = sliderMC.x;
if(sliderPos != -696){[code3]..........
I have 2 functions going in as3:
function blueDownBounce (e:MouseEvent):void {
var blueDownY:Tween = new Tween(blue, "y", Regular.easeOut, -49, -19, 1, true);
}
blue.addEventListener(MouseEvent.MOUSE_OVER, blueDownBounce);
[code]....
I am trying to make it so that these functions are active after 3 seconds and they stay active for the whole time it is stopped on that frame after those 3 seconds. I know you have to make a timer and make it dependent on that timer but it wasn't working out well.
I jst wonder if I could make the object "car" to repeat doing this:
ActionScript Code:
function start_car(){
_root.car.onEnterFrame = function(){
[code].....
In the game I am building I need every 5 seconds a function to be called. The function looks like the following:[code]How would I go about making a time that pretty much counts to 5 and then resets itself again?
View 5 RepliesIs there a way to make an event listener "sleep" for 5 seconds and then make it active again ? Im thinking about something like that:
// remove event listener;
// wait for 5 seconds;
// add evenlistener;
I stayed up all night building an application on cs5.5 that needs to keep running for up to an hour without the screeen dimming or the device going to sleep. After a lot of googling I could not find anything. Is there a way to emulate or trick the system and make it think that there is user interation ? Or is there an option I can change to make this work? I am testing on an ipod touch 4g
View 3 RepliesI trying to work out how to run a function after 5 seconds. All I'm trying to do is make some text dropdown after a set time.
Here's my code so far:
Code:
import fl.transitions.easing.*;
import fl.transitions.Tween;
var myText:TextField = new TextField();
var myFormat:TextFormat = new TextFormat();
var dropText:Tween;
var dropTextTimer:Timer = new Timer(5000, 2);
addChild(myText);
[Code] .....
At the moment the text drops down as soon as it loaded.
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:
Actionscript Code:
stop();setTimeout (function() {play();}, 8000);
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.