it looks like the problem is that the interval has not been clear so every time i click away from my slide show (for example navigate to my contact swf) and then come back to the slide show the pictures keep looping on top of each other and fading at the wrong times too.
var id, current;
var k = 0, p = 0;
var slide = 1;
function loadXML(loaded) {
I am doing an animation of a system schematic I have had a weird thing come up with set interval.I have broken the animation down to three buttons a movie clip and a text field.When I call and clear the set interval from individual buttons the setInterval behaves correctly,but when i try and call and clear from one button with an if statement for a text field the setInterval will not clear.It also will not clear from the other button that is a set interval clear button that normally works.I have set the setInterval variable set to a number.Code Below and fla attached
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 an external swf, which uses an interval to space out the loading of JPEGs.
This swf is loaded into the main swf using the movieclip loader class. I unload the external swf when a button is pressed - and I am also attempting to clear the interval at this point. However, it's not working for me - when I click on another button to go back to the frame that loads the external swf, it is obviously running additional intervals. The JPEGs start loading faster and faster.
This is my code:
External swf -
PHP Code:
var fadeInterval:Number = setInterval(fadeIn, 750);
Main swf -
PHP Code:
var mclLoader:MovieClipLoader = new MovieClipLoader(); createEmptyMovieClip("external", 3); mclLoader.loadClip("flashElements/pics_home.swf", external);
[Code]....
Now the second bit of code is what I've come up with after trawling the internet for answers. I've come across more than one forum where people are having this exact problem, which is seemingly fixed by the above. However for me, no dice.
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 have a problem with setInterval. I have a button; when you press the button three movie clips fade in and slide across screen. When I set the script so the mc's move without button input, everything is fine. But when I try to set it up with an onRelease handler, BLOOIE!
I am trying to create a Flash file that will export a JPEG file for a certain number of files, using Quasimondo's BitmapExporter class.
I can get it to successfully export 1 image, but I have a problem getting it to export an image for each element in the loop.
I need to pause the script (with an interval perhaps?) to allow the export to finish, then continue and do the same for every element in the loop. (in this case 5 times).
Code: import flash.display.BitmapData; import com.quasimondo.display.BitmapExporter; // This is the bitmap that will be drawn
trying to count key presses in a 30 sec interval. if the number of keypresses is above say 20 in 30 secs they go to a new frame, otherwise they go back to the start and the count begins again. using as2 and flash cs4. very confused.... not sure if onEnterFrame is better than keyListener.
I am working on an eLearning course whereas client requied the course to be keyboard accessible. He wants all the shortcuts with Alt key combination.I can trap the Alt key with the use of enterframe but that makes my course processing heavy so I tried to trap Alt key with keylistener event but unfortunately keylistener event doesn't listen Alt key .how to trap Alt key without using enterframe or interval?
This is literally a little script that I have found on the Internet:
this.stop(); //zodat de stage op frame 1 blijft var timer:Timer = new Timer(3000,1);//een timer aanmaken die 1x afgaat na 30 seconden timer.addEventListener(TimerEvent.TIMER, timerHandler); //luisteren wanneer de timer afgaat timer.start(); //de timer starten
I have a logo which animates one time and stops. What I would like is, it should loop every 5 seconds interval. The following is the action scipt 3 written in the flash document.
Just wondering how to make my interval start when I want it to because im trying to delay a function but i only want that interval to work when the code is being executed so i would have to add some kind of 'start delay' code inside the function.
I am using set interval. I can clear the interval to stop it, but when I use the play(); command it continues from the beginning and I want it to continue from where I left off. The timeline is 10 frame long. I want to continue from a specific frame. I already tried gotoAndPlay (frame#) and it doesn't work. Maybe I had it in the wrong place. I bolded the area that needs some sort of code, somewhere within/below it.
Here is the code. frame #1 //SET INTERVAL stop(); callback1 = function (){ if(_currentframe == 10){ gotoAndPlay(1); clearInterval(ID); [Code] .....
I'm trying to write a card counting counting program and am having issues with the pause on my set interval. Basically, the problem comes when it starts running out of cards; the pause gets longer. how I can make the pause wait until after the card is attached?
im with a kind of a deal here... i havent wrote any code on this subject yet, and im not quite asking for the exact code of it, Ok my idea is this, i wanna create some sort of a timed slide show using the values of an array
I'm working on a game, and I'm having some issues because it's kinda "stuttery" - it seems as though the ticks don't get called every x ms like they are supposed to (ofcourse there could be additional problems, but I'll look into those later on - this could also be an issue for other (future) projects).So I tried to have a look at setInterval. I made a new AS3 document with the following code:
2. move this object along the x axis from stage edge to stage edge
3. repeat steps 1 & 2 every 5 seconds
So far i have managed to get my object to spawn in a random place and move from side to side, however every 5 seconds it moves the current object to a random coordinate and continues to scroll on x axis instead of creating another object at a random coordinate.
Here is my code:
ActionScript Code: var distance:Number = 5; var timer:Timer = new Timer(5000); timer.start();
I am creating a program where I am randomly flashing a series of words, and I would like to be able to record when someone has hit the "x", even very briefly, when looking at the word.I have inserted all of my code below, but I have difficulty with the section in bold. Everything is working except that in order for the "x" key press to be counted, it must be held down as the words actually change. Is there any way to have it record that the "x" is hit even if it very briefly? Whenever I try to use the key listener function, it does not work with my loop for displaying text.
stop(); var tempvariable = new Array();//array create variables stored in Flash to be saved for later display var itemarray = new Array(); //This is the array to hold the Words that need to be randomly shuffled
I have a set interval working fine, however when they press the button I use clear interval. When they then press the other button to start the interval again it wont do anything?
I have an interval that executes a function every certain amount of time. This time is supposed to be controled by a variable called "frecuencia". The thing is, when I change the variable the interval will still use the same original value. How can I make the interval UPDATE after I change the variable?[code]...