ActionScript 2.0 :: Using SetInterval Within A Class?
Apr 9, 2006function onLoad(){
trace("Calling SetInterval");
setInterval(this,"resizeImage",1000);
[code].....
function onLoad(){
trace("Calling SetInterval");
setInterval(this,"resizeImage",1000);
[code].....
I was wondering why my current code for calling a setInterval on a function doesn't work inside my class.I have this code inside one function, calling a second function.
intID = setInterval(selfReferential, dupe, 30, 0x000000);
The selfReferential keyword refers to the current class,but was defined previously (selfReferential = this; ).I get no errors, but the dupe() function is never called.and I had the selfReferential variable replaced with the this keyword at one point as well.
public function showImageAt(num:Number):Void
{
var interval:Number = setInterval(
function():Void {
[Code]......
so the test function never gets called...
I have a custom class called SpeedCheck, in this class I have a function called Activate(), I am trying to call this function using setInterval from another class but I am not sure how to format it.
This is how I would normally call the function:
ActionScript Code:
SpeedCheck.Activate()
I tried this:
ActionScript Code:
setInterval(SpeedCheck ,"Activate",100);
but it doesn't work, what am I doing wrong?
I try to use setInterval and Tween Class // Flash 8.One time I move the circle on certain position and second time (what I dont know how to do it) I need to move the circle back on original position.
View 1 RepliesHow do I fix this? With this code in my class:
function moveDelay():Void {
myInterval = setInterval(this.movePoints, delay);
}
I lose scope when it calls the function. "this" becomes undefined.
class actionscript.Time extends MovieClip
{
private var dateTimer:Number;
[code]....
I am trying to write a class that will take a string (provided by a different class) and display it gradually, character by character, as if it were being written by a typewriter. To do this I am making use of the setInterval method in flash.utils, but I'm having difficulties... whenever I test the movie there is no text displayed, but flash isn't reporting any errors.
Here is the code:
package {
import flash.display.MovieClip;
import flash.text.TextField;
import flash.utils.*;
public class TypeWriter extends MovieClip {
[Code] .....
I have this issue where I have a function that when it gets called via a setInterval (or setTimeout as I have tried both), it somehow makes my class vars undefined. I have traced it right before I call the timer, right after and then inside the following function that gets called. See below:
Code:
private function onFrontTireSuccess (evt:Object):Void {
_allowTorqueChange = false;
[code].....
I have this issue where I have a function that when it gets called via a setInterval (or setTimeout as I have tried both), it somehow makes my class vars undefined. I have traced it right before I call the timer, right after and then inside the following function that gets called. See below:
Code:
private function onRearTireSuccess (evt:Object):Void {
allowRandomCars = true;
_scoreboardTimer.reset();
[Code].....
I would like to focus my question on the setInterval and clearInterval use inside a class.
isn't bellow the right way to use it ?
[Code]...
im looking for how to remove a setInterval. i searched but the answer which was supposed to work dident for me.
[Code]...
i use as2 and i want to know how to use setInterval
Code:
var pistolshottime:Number = 1
var counter:Number = 0;
var interval:Number = setInterval(pistolshottimer(),1000);
var pistolshottimer : function(Void){
counter += 1;
[Code]...
pistolshottimer is the period between shots and i just want to know why this doesnt work it says "an identifier is expected after the ':'" and it says after pistolshottimer
how to use setInterval. I think this is what I need to use to do what I want to do, as shown in the ActionScript (2.0) I've pasted here:
bhold.buttonBlue.onPress = function() {
if (ohpNameRed._y == 0) {
MoveNameDn(ohpNameRed, 60, .3);
//i want a second or so delay before the following code is executed MoveNameUp(ohpNameBlue, 0, .4);
[code]....
Wondering if there's anyway this can be done? Or is there anyway you can return the time elapsed since the last function call?
Reason being that I'm using it in a project that really requires the option to pause the game. So I'd need to "pause" an interval when the game is paused and then resume it from where it was stopped when the game is resumed.
I'm in a project where I have to use setInterval to go to a certain frame after a period of time when hovering to some thing in my stage.
The code used is :
setInterval( function() { goToAndPlay(34); }, 100000;
stop();
The problem is that the counter is always engaged will not always go to the frame after exactly 10seconds, it will be random because it never stops counting.
Is there any way to clear the counter after each time I hover to the thing??
Flash CS3 ACS1,2.
I am working in an image scroller. Now i need to add a new feature. ie, To pause the scrolling for a specified time after each image scrolled out from the stage. But I have implemented this using a setInterval and clearInterval. But there is an issue occuring in this case. When the image pauses, a gap is occuring between the last image and first image of the scroller. Also when the scrolling continues this gap is also increasing. When the first image scrolled out, it will be again appending with the images scroller. That means it's appending after the last image of the scroller. Thus first and last images comes next to each other. When the scroller pauses, the gap is occuring between the first and last images. Anybody have idea about this.
View 4 RepliesI have a flash 9 app that calls a php script that in turn pulls in some variables from txt files. The function within the flash file that calls the php script operates via a setInterval() function. For some reason, this works fine in Firefox and Safari, but in IE the swf fails to update the fugures unless i clear the cache and reload the page..rather than the setInterval() function doing so every 60sec...
View 0 Repliesseems that my clearInterval is not working i want to make the setInterval only call the function once and stops
here's my code
Code:
createPortfolio = function (portSource, portLength) {
// clearInterval(_root.intervalID);
this.created = false;
[Code].....
is it possible to create a progress bar which shows the progress of a setInterval?so if ive used setInterval(foo, 4000); it will "load" up to each function call...
View 7 RepliesIs it based on framerate or something odd instead? To get a two second delay I have to set it to 1000.
View 2 RepliesI am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached.
Basiclly it's a slide show feature.I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached.Basiclly it's a slide show feature.
Code:
count = 1;
maxCount = _parent.imgCount;
function loadimg (imgNorm) {[code]....
I think it my coding. I am not to familiar with setInterval.
I have an MC (my_mc) with a button inside (mybtn_btn). Now I make something like this:
ActionScript Code:
my_mc.mybtn_btn.onRollOver = function(){
_root.showBubble();
[code]....
This doesn't work, of course. The bubble is removed, but not the interval. How the heck do I remove that interval?
i am trying to trigger a function after a certain delay, which is why i used setInterval. i can get the function to happen after a certain time, but clearInterval doesnt seem to work it always worked before, when i was not writing it in oop, is there something special with this function when it's used in oop?[code]
View 5 Repliesok what i have is an array that I want to display each image once when the page loads.so I tried the following, in in the init I called the function
[code]...
where the function setIcon tweens to the appropriate i in my array.When i go to publish this it doesn't ever activate the function playSlideShow, i tried activating it directly and it works, but i cant get a delay to it.What I want is for the swf to load, wait two seconds then activate setIcon(2).
I can't see why this setInterval isn't working ..basically I want it so a new instance of the same image from the library gets placed on stage at various time intervals at a different alpha level each time ... >
Code:
var myInterval:Number;
var number:Number = 1000;[code]............
What I'm trying to achieve is that I'm planning to fetch data from an XML file in certain time sequences. For this I would need a simple function that has a growing variable. I tried to test this as a text field that would show my variable go from 0 to 2 with one second between each change - but I can't get it to work.
[Code]...
gotoHell = setInterval(gotoAndDie, 1000);
So how i can addEvent for that interval to show it on progress bar? users can know the internal progress..
I have some trouble about a setInterval not being cleared.I made an index-intro.swf file that is being loaded into _root.mccontent.This index-intro.swf has got the following code with a setInterval in function firstimage:
Code:
function loadXML(loaded) {
if (loaded) {
[code]....
I have four photo's witch I want to change with a fade transsition. Idon't want to do so with tweens but with AS. I think it has something to do with setInterval, but I don't know how to realize this.
View 14 Replies