I have a mouse over event that triggers a setTimeout event. I'd like to clear that event from happening if the user rollOuts of the button. I basically need to figure out how to clear my setTimeout event.
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
what is the setTimeout function in Flex 4?I tried the old methods like setTimeout () or setInterval but not working, not found any web references as well, anyone know?
I am trying to open lotus notes application from Flash CS5 using navigateToURL.
When I click button, the application opens along with a blank window. So I used setTimeout to close the blank window. But the below script works fine with firefox but not with IE. The blank window not closing in IE.
the button action is: var js:URLRequest=new URLRequest(); js.url="javascript:newWindow=window.open('http: //servername/mroom.nsf/agtReserveRoom?OpenAgent&Location=roomname','poppe
I'm setting up a Timeout/Interval in a function but the called function gets invoked only once (so mc._alpha = 1 in the end)! I've tried setting the timer variable as toplevel but that didn't help either.
Here's the code:
Code:
function colortrans(mc, newcol) { _root.attachMovie("box", mcdup, 2); colorchange = new Color(mc);
I use the setTimeout() function through my application but when its time to garbage collect. the method still runs and calls on a function. How do I stop it from calling on a certain function. I tried setting it to null but it doesnt work
tried to prepare this source so that it is organized and clear enough to figure out what I (an idiot when it comes to scripting/programming) have done so farI have a slideshow with a function ("wait();"), which uses setTimeout to move the main timeline to the next frame (via nextFrame) after 4seconds(4000ms) have passed. The only exception to this, is on the last frame (Frame 7), where the timeline is to move back to frame 2. This is done using a simple conditional statement.. and all is well so far. Pretty simple.
The problem lies in that I have a set of 6 buttons across the bottom - each corresponding to one of the 6 'slides' that I'm sliding through. Right now, the code on these buttons uses gotoAndPlay, and jumping around from frame to frame in this way screws up the timer.As you click the buttons, the timer is still ticking.. and you start to see multiple advances, I assume each click of the buttons starts a new 'clock'.. each forcing a "nextFrame" as soon as their done, despite the other timers going on.What I need - is for the buttons to send the timeline to the appropriate frame, and turn ALL timers off. That is - if a user clicks a button, they have indicated which slide they want to see - and I want to stop the slideshow entirely. As soon as a user clicks any button, the only way they will see the other 5 slides if they also click those buttons.So the slideshow is built as follows:Frame 1: a basic preloader, followed by this code:
I am trying to get a handle on the setTimeout command and I can't seem to get it to function at all. As a test I set up a simple movie where two objects fade in, one after the other. But whatever I try, they both fade in together.
I have an old Macromedia program - Authorware, that doe not like the SWF file output from the new CS Flash. I am able to go back to the old Flash version to get output that works - only 4-5 versions back - MX2004 or maybe CS.
I need to create an equivalent using timeline controls?
I was thinking of using a onEnterFrame. Have it loop till frame cycles hit the time I need i.e. 24 fps x 2sec = 48 frame cycles. then I would advance the main play head.
I am trying to get a handle on the setTimeout command and I can't seem to get it to function at all. As a test I set up a simple movie where two objects fade in, one after the other. But whatever I try, they both fade in together.[code]
I'm trying to load a .swf into a containerMC with a button action. I want it to delay the loadMovie action for 1 second to allow an out animation to finish playing. The buttons (next and back) are in a MC on the main timeline of the swf.
I am trying to write a function that calculates the estimated time remaining for the movie to load. I have a function written that gets that information and I run it again with a setTimeout for 1 second then take the difference... blah blah blah. My issue gets me before i can get that calculating goodness off the ground. The first time i run the function without the setTimeout it works correctly. When i use the setTimeout, it returns the boolean value "1" signifying that it ran and didn't fail. Somewhere in there it loses the value returned by the called function. Any thoughts? I'm sure this may not be the most efficient method for doing what I want, but it bugs me nonetheless why this isn't working.Here's my code:
Code: function getDeltaBytesLoaded(target_mc) { var sample1:Number = new Number();[code]......
The Symptoms: pop ups intermittently blocked/let through from external interface and navigateToURL combinations.The Problem: Flash (or the browser..not sure) wont let pop ups be triggered outside of a time range and/or an event duration.The Environment: I have an app that needs to send data via zendAMF, do some processing and be sent back to the flash player. On the response, if certain conditions are met true - then trigger a pop open window. The same code that gets blocked on response, works directly from a mouse event trigger.So i set up a basic situation: 6 buttons, calling 3 methods. 3 buttons would call the method directly (all open the window perfectly) the other three would get the value of a numeric stepper, and use setTimeout(openWinMethod, NumericStepper.value) to simulate a delayed call from the zendAMF response.
UPDATE : if i select the 'navigateToURL, no delay' button first, close that window, then try any of the other delay calls - they work. its like the browser accepts that you have clicked to open a window at some point and therefore are allowed to call from a delay then on. (firefox only)All three using the delay would be blocked (firefox and chrome) whereas all three directly would open.afari - as well documented, would only work on the 2 methods using navigateToURLf interest: the js function in the html wrapper would be called be external interface to open a window. Without a delay this worked. With a delay, the js function would be called (as verified by some alert statements) but a new window was never spawned./popup/
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.
I have 2 movie clips, one names mc_frame01 and another mc_frame02. I've tried to set variables and arguments to make it easier when theres more mc_frameXX's. All I want the animation to do is first MC slides in from the right, pauses, then slides off to the left. Then repeat for each MC. With the code below, both MC's seem to slide in from the right at the same time and that's it.
What have I done wrong here? I need a movieClip to fade out, pause, then a new movieClip to fade in.
[Code]....
What I've tried to do is to set the target_MC alpha to 0 and fade out the current mc. Then when the fadeOut has completed to setTimeOut. After this the mcs will swapDepths and the target_MC should fade up to alpha = 0I've attached the flash and xml files. The images were too large.
I have editable grids which are 2-way binded to my model. What I want is to validate my data when user edits any cell before it get updated in model. I have applied my validation at ItemEditEnd handler, but, I want to apply validation in between itemEditBegin and itemEditEnd events.
I hava a custom component and it contains a child icon. If I add a mouse-click event listener to both component(click-listener1) and icon(click-listener2), the event dispatched sequence is click-listener2, then click-listener1. I can understand it. But if I add a custom event to component (listener1), and mouse-click event to icon(listener2), when icon is clicked, the component will dispatch the custom event. In my test, the event dispatched sequence is listener1, then listener2. It doesn't match with event-bubbles rule.
In my opinion The custom event is dispatched in listener2, which triggers listener1. Why event flow sequence is not listener2, listener1?
In component.
icon.addEventListener(MouseEvent.CLICK, iconClickHandler); private function iconClickHandler(event:MouseEvent):void {
I am trying to learn JavaScript and I am wondering whether JavaScript has a event listener just like ActionScript's ENTER_FRAME. Basically, I want this event listener to listen "all the time" not just wait for any particular instance (mouse click, keyboard event) of event.
I am creating a wizard-like form. At the end, I give the users an option to start over.At this point, I want to blank out all TextInput fields in the application.I wrote some code that does the trick, but I am wondering if there is a better way?
Code: private function clearText(obj:Object):void{ try{
I have a project I am working on in which I would like to teach how to cash a scratch off card. I have made the scratch and made it so it will "scratch", however my masking technique seems to not be working how it should...
The idea is that the user would "scratch" the card and then hit "Next" after that it would load a new frame (Progress Bar would move) and then do what they need to on that frame, and so on.
However it would seem that Flash is keeping the users "drawing" and still allows them to draw after the first frame, which is not what I want.[code]...
this might be a very simple thing to do, buuuut... I've got two UILoaders on my stage, when you click various buttons it makes various pics appear in them, I want to put a button on my main stage that would clear the images out of the UILoaders when it was clicked, and would just leave them blank. Is this possible?
I'm doing 3d gallery in AS3 and i have run in to huge problem. After ActionScript creates 3d sphere it doesnt go away no mater if i go forward or backwards in timeline.
At the moment I have Clock and if I start it a message appears just above the clock saying "Timer started" and if I press the stop or reset, another message appears saying "Timer stopped" or "Timer reset", the only problem with it is that the previous message(s) are still on the screen.
I have an example attached below. I am wondering is there any way to get the textfield to refresh/remove the previous message before showing the current one?