can any of you point out if this code is wrong or do I have a bug in my Flash? It's sopposed to be a simple move function, called by an interval, and after reaching the border of the film, it's sopposed to stop. pretty simple, right? right, but theHere's the code I've used: (mcBall = 1 framed movieClip)
_root.onEnterFrame = function()
{
function fMoveIt():Void
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.
I'm having an issue with setInterval/clearInterval when it comes to dealing with objects. Take this example:
[Code]...
Why does clearInterval not stop the interval? Does clearInterval not work when called inside a setInterval? Am I doing something wrong? How do I get it to delete the interval when it reaches a certain count?
i have used the setinterval in a module. i clear the inetrval each time i make it using a function in other class. on long time run the clear interval stops functioning.
I have just started working with classes and am having trouble using setInterval/clearInterval in the class. I am sure my scoping is incorrect but I am not sure how to fix it. My problem (simplified) is below:[code]Bascially, how do I set up my interval so that when "myFunc2" is called, loopImage is not undefined and it is able to clear the interval.
I use an interval to verify when someone scales the browser when tweening, afterwards it shows correctly.The problem is that sometimes the clearInterval doesn't work It always happens after a while when I click next or prev too fast Also bothering is just before the bug, the image scales to very small (sometimes)
I just created an image gallery that displays 3 images at a time. For some reason, it works (for the most part) in Opera, but it doesn't display the images properly in IE.
img1, img2,and img3 are blank movie clips that hold each of the photos. The links to the photos are retrieved from XML, and are displayed in a random order. The first picture shows how it looks in IE, and the 2nd is in Opera. It also seems that the clearInterval() function isn't working like it should. Once the pictures are loaded, they are resized using the resizeMe() function (called by setInterval) to fit in the rectangle.
I cannot get the clearInterval command to work. I have a panel that is tweening down into the stage about 4 seconds after the movie loads and then I do not want it to happen again. Right now the panel continues to tween in everytime I close it. Right now, the clearInterval is not working.
var down:Boolean; var currentInterval:Number; down=false;
I have a project that requires around 20 external swfs. All of these swfs get called into a _root via XML. Each swf (contains a video swf and some graphics/text) has a progress bar and a playhead that is monitored by using a setInterval(). Once the progress bar is complete, the interval gets cleared.
However, if a user wants to watch a new video before the progress bar gets cleared, the video swf won't load, although all the text and static graphics that are in the swf file will. I think it may be an issue of the interval not clearing, because if the progress bar is completely downloaded and then a new swf is chosen, the video swf loads fine. Can I use clearInterval() from the _root of my movie to clear the setInterval from my external swf?
PS -- I tried to solve this issue by using removeMovieClip() in my _root, and that worked really well on everything but IE 5.2 for Mac?
I am using setInterval to call a function which itself creates intervals to call a second function..My issue is with the second interval in function1 'var b'. I am trying to use clearInterval(b) under certain conditions to stop each interval. This works when I have a 'single' interval created (i.e function 1 is only called once) but as soon as it is called more than once, I get errors.simple eg below
Code: var b:uint; var a = setInterval(function1, 1000);[code]....
I actually solved this by creating a 'counter variable' which is passed to function2, and just used clearInterval(counter), counter++; to clear each interval.My issue with this solution is having to keep track of what number interval im up to 'manually'.. and if i create more intervals later on Im worried about 'loosing count' and having to keep track.. and would rather reference the var name itself if possible?
I've tried to compare my counter var to the value of the interval via a trace, and they appear to be the same. So I dont understand why clear(a) and clear(counter) dont give me equivalent results.
I typed the following code two ways... one has the word "new" and one doesnt... the one with the word "new" completely ignores the clearInterval() call... however when the code is run without the word "new" it behaves as I expected- with the interval terminating in the first call of the function. why the inclusion of the word new causes the clearInterval not to work?
myInterval = new setInterval(myFunction,100); function myFunction(){ trace("hello"); clearInterval(myInterval); }
I'm using a version of XML Slideshow Photogallery that loads slideshow.swf (and other pages) into master.swf. It plays good the first time through and when I trace myInterval, I can see it increment 1,2,3 ... with each slide. When I go to another page and then come back to the slideshow - the myInterval will skip a couple or I get 2 values at the same time. This causes the slideshow to display every other image (or every 3, etc). I can see that the problem is from not clearing the myInterval variable properly. The clearInterval(myInterval); function seems to just clear the last instance created. Is there a way to clear all instances?
when loading/unloading external swfs into a container movie,i`ve noticed that any intervals (within the loaded files)i`ve used are not being cleared despite the movie being unloaded causing errors when the same swf is reloaded. Without manually clearing all intervals is there a way round this?
I decided to try to use setInterval for myanimation, which is just a mouse trail.However, I'm trying to get teh mouse trail to be a dynamic mask.In my previous swf this was achieved by using a holder mc with the animation inside and then using this as the mask. But this time I just canpt seem to hit on the right way to get it to work. The code I am using for the mouse trail is:
Code: var i:Number = 0; var myInt:Number; var t:MovieClip;[code].....
in the function, but now the trail doesn't resize and the mask still doesn't work.
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?
I've got a video page with an XML based playlist all contained in one swf. I can us flash vars to load in variables to the swf to make it play a specific video (eg.[URL]), if you would like to link directly to a video.Is there a way that when i than click to play another video from within the playlist, that it would also clear the variable from the URL? Or have it update the variable (so it would switch from ?vidID=13 to ?vidID=20 for example), and do so without reloading the swf? (the swf loads with a main video page, which lists new videos etc., and than you can choose videos from the playlist)Right now, when you direct link to a video, than choose another video to watch it keeps the same video ID within the URL... which can be a problem if people just copy the URL thinking that is the correct one.