ActionScript 2.0 :: Delay A Function Until Frame Is Reached?
Feb 2, 2010
I'll try express this as easily as I can: I have an input text box (call the instance whatever you want). What it does is when you type a word, it makes another movie clip (let's say the instance is MORPH) go to a certain frame. The code is simple, but I'll give it to you to give you a better idea:
[Code].....
check is just a light that turns green if the word is complete, so ignore that. Whenever the MORPH object goes to, say "Earth", it plays an animation and afterwards, it hit's a gotoAndStop(1); code, stopping it at the first frame. What the problem is, say, you type earth, it goes to the EARTH animation, but before the animation finishes and goes back, you type EARTH again and it skips straight to the start of the animation. It looks very rough and bad.
What I want is, say I type Earth and the animation plays, and before it finishes the animation, and I type EARTH again, it waits until morph get's back to frame 1. So yeah, to delay a function until a certain frame is reached. Oh, and another thing. Is there a way to make a button click with AS2? Pretty much when it makes contact with another object, it... clicks (whatever it does to reach the DOWN frame and stay there until the other object moves off).
What i want to do, is, make it wait before it the timeline goes to the certain frame#, so the image_loader1 loads its image1. I'm making it wait, not because it takes time loading (which it would not, since image1 is already on the stage, loaded up in image_loader2) but the image still takes time to show on the image_loader1 (half a second).So, I want my_btn to be functioned like this that it performs its first action which is
'image_loader1.loadMovie("imagepath");' and then 'gotoAndPlay(frame#);'..
I have an mc placed on the main stage that I'm trying to control through a separate button. I want the mc to play until a certain frame number is reached and then stop. I've got the following actionscript on the button instance:
Code: on(rollOver){ if (mc._currentframe == 10){ mc.stop()
[Code]....
This is not working at all - the mc is not stopping at frame 10, just looping continuously
A function I wrote that is supposed to respond to a mouse click event...is not being reached. The following is the code exercpt:
Code:
public function Stuff() { txtAreaMain = new TextArea; var rtmpNow = "rtmp://compName/Toy";
[Code]....
I placed the button in the FLA file directly and named it 'btnSubmit'. The sendMsg function is within the 'Stuff' class and the instantiation of the button object is also done within the 'Stuff' function. The doSharedObject function is called without a problem. I wrote the 3 trace statements just to confirm if the compiler traverses those lines..., and they are indeed printed to the output, so I don't know why the 'sendMsg' function is not called.
I have a circle on my main timeline that rotates as the the timeline plays. I would like to have the timeline stop on a certain frame when a certain button is pressed. So basically, i would like to to a button to play through until it reaches a certain frame. It seems like the most basic thing, however, I cant do itHere is my code so far:
green_btn.addEventListener(MouseEvent.CLICK, playGreen); function playGreen(event:MouseEvent):void {
i have created a movieClip in the authoring enviornment. i dynamically get it to play and then it pauses at frame 20. how do i dynamically tell when frame 20 has been reached and get the next code executed?
is the following "getTimer" script correct to delay a dedicated frame in the animation by 5 seconds? is there any additional criteria to add in order to make it more solid?
Im working on a small drag and drop project and for the life of me I cant seem to work out how to get my movie to delay before it goes to the next frame.
Basically when a clip is dropped onto the target I need a short delay of about 5 seconds before going to frame 2.
I know that I need to set a variable but cant work out how to utilise it [code]...
i have a very simple animation in flash CS4. My image travels from point X to point Y over 90 frames.I would like the image to stop at frame 45 for a few seconds, before continuing.
I have a movie which calls a external js on the last frame which closes the parent iframe in which the swf sits. However i want the user to stop at the last frame foe some seconds before if calls for the js to close the iframe.
In last frame of my movie I have some code like this on: gotoAndPlay(125); Now I want to pause my movie in last frame for 10 seconds and then execute above code . How can I do it with AS 2.0?
I have 40 frames on a timeline, each frame has an tweening script below: import fl.transitions.*; import fl.transitions.easing.*; TransitionManager.start(week_2,{type:Fade, direction:Transition.IN, duration: 12, easing:Strong.easeOut}) And on the main timeline for the functions and buttons play/pause/next/previous is working good except, I want to delay every frame for like 10 seconds.
I am trying to alpha-tween some text, in a sequential order, something like movie titles, where text appear one after the other, by fading in, and fading out. This is my piece of code and what i am basically trying to do, is to run the first block of functions, after the other, so i can display the first movie clip, and the after it fades, display the second movie clip and so on.... The problem is that both movieclips fade in at the same time..I have tried to add a function after the constructor, that would look something like this:[code]
how do I put a delay in my function, i want it to attach the ball, then wait 10 milliseconds, then attach another, how would i go about doing this, heres my code:
function attach() { for (i=0; i<40; i++) { repeat = attachMovie("ball", "ball"+i, i); repeat._x = ((i*3)+30);
I have several small movie clips saved in the library of myCS4 Flash.fla file, I want to make them available to dynamically add to the display list as children, based on the button clicks of the viewer. I can get it all to work fine via Symbol Properties > Linkage > Export for Actionscript. When the movie clips are set to "export for actionscript" from the Library, playback seems to hang on frame 1 until all of these exported assets have downloaded.
The big problem is that I have an ultra-simple but totally custom preloader/progress animation coded in a loop in the second and third frames, which kicks out to frame 4 and continues playback as soon as the download is complete. Because of this, the preloader has essentially become useless - because all that can be seen is several seconds of empty stage, until the vast majority of the bulky assets have downloaded. Then the preloader flashes onstage for just an instant, and disappears because the content is already up.
So, my questions are: A) Is there a SIMPLE alternate method to load these library assets in such a way that it doesn't cause this major lag on frame 1? B) Failing that, I suspect I may have to retool my preloader to run as an ENTER_FRAME event in frame 1. Is this worth the effort (can this potentially resolve the lag issue and allow for a meaningful preload progress animation, despite the lag from the asset export?)
I'm not getting any takers over in the Flash 8 forum.I am using the snow method wonderfully created here on Kirupa and have a quick question. Currently, the movie just starts with a screen full of snow. I'd like to get it to start off screen and fall in. Basically setting an initial state for the ._y of 0. I also can't seem to get a delay working for the function.[code]
my code is as below, i want the "showSavingScores()" function to appear longer, because i want to show to the player their score is saving.... the problem i facing now is the "showSavingScore()" only appear less than 1 sec the player is unable to see the saving messaga?
I want to do a small delay for just a couple of frame between each duplicating in the script below. how to do this? Is there any easier way than using setinterval? I have tried using setinterval but I don't understand how to do it.show me another way to create timing with actionscript...
function makeItems() { button._visible = 0; for (var i = 0; i<item.length; i++) {[code]....
I have a number of cases where I have a tween happening in ActionScript, but I would like it to happen after a delay from the event that triggers it. At the moment I'm creating this delay by having a tween that does nothing (eg. an "_x" tween for which the start and end points are the same) and then using tween1.onMotionFinished = function(){to create the one I really want. Is there a way to create this delay more neatly?
A couple weeks ago, I was searching for a delay function that I could put on a frame and it would hold at that frame for a given period of time.I came close to finding it, but what I found used setInterval and I wasn't able to stop it from looping.Here is something that I am quickly starting to love, it's not mine, but I don't know who's it is, it was on a piece I was working on at work (although this edition of it is partly mine, as I have adapted it to my specific needs).first frame
I am trying to add a delay function to a btn action in actionscript AS2. I want to delay the gotoAndStop function.I want the attachMovie("glamour", "glamour2", 202); to play in full before the gotoandstop action say for about 3 secondsI want to be able to delay for as long or short as needed?below is the snippet of code for the btn im working with?
I'm trying to make a timer.. When I press a button a movieclip does this: gotoAndStop(2); I want it to go back to Keyframe 1 after 10 seconds. How can I get this to work?