ActionScript 2.0 :: Text Banner - SetInterval For Array Looping
Feb 7, 2009
Actually, I'm HTML-coder, so I've recently confronted by difficulties with Flash. Its making the text banner. Flash needs to get variables from the following 'vars.htm' file:
myVar01=the_first_textDDDsecond_textDDDand_surely_ the_third_text&myVar02=DDD&myVar03=3
Where 'myVar01' contains the text, 'myVar02' is the text delimiter's look and 'myVar03' is the showing delay of texts. In truth, I've never seen the ActionScript before.
So, what I've done regarding that all:
ActionScript Code:
var data_lv:LoadVars = new LoadVars ();
data_lv.load("vars.htm");
data_lv.onLoad = function() {
[Code] .....
The problem is, the 'trace' shows me correct array looping but in Flash I see there's only one passage through the 'texts' array. But I need the infinite looping in Flash movie, instead of one.
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I have a custom class(Ball) and a .FLA. Ignore the custom class, it works fine, having a problem within my main FLA.
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[as]var ballTimer:Timer = new Timer(200);
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ballTimer.addEventListener(TimerEvent.TIMER, throwBall, false, 0, true);
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var friction:Number = .85;
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//score variables
var YellowScore:int = 0;
var BlackScore:int = 0;
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tBall.addEventListener(Event.ENTER_FRAME, hitTest);
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addChild(tBall);
ballArray.push(tBall);
}
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return;
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color = 1;
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}
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trace(ballArray.length);
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ballArray.shift();
break;
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YellowScore -= 1;
}
else if ((ballArray[i].hitTestObject(BlackBucket1) && ballArray[i].currentFrame == 2)) {
BlackScore -= 1;
}
else if ((ballArray[i].hitTestObject(BlackBucket1) && ballArray[i].currentFrame == 1)) {
BlackScore += 1; trace("BlackScore");
}
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trace("cleanUp");
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ballArray.shift();
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}
updateScore();
}
function updateScore() {
BlackBucket_txt.text = String(BlackScore);
YellowBucket_txt.text = String(YellowScore);
}
[/as]
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ActionScript Code:
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