ActionScript 2.0 :: Run A Function When After A Specific Amount Of Time Of The Mouse Being Idle A Movieclip Plays?
Jan 20, 2012
I'm trying to run a function when after a specific amount of time of the mouse being idle a movieclip plays, then when the mouse becomes active again a different movieclip plays. I have gotten my code work for the most part, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once.
I'm trying to run a function where after an amount of time of the mouse being idle a movieclip plays, then if the mouse moves another one plays. I have gotten my code to do this, but the last function runs over and over as the mouse is moving. I want it to run once, so the movieclip plays once. how do I do this?
Because on some connections this can take quite some time, I want a link to appear after a specififc amount of time, say 10 seconds? Kind of like a, "loading too slow? Click here for whatever."
how to accomplish this within this loading code and frame?
Because on some connections this can take quite some time, I want a link to appear after a specififc amount of time, say 10 seconds?Kind of like a, "loading too slow? Click here for whatever." how to accomplish this within this loading code?
I used the "loading random movie" tutorial (http:url....) to load 3 external movies. It worked great.But now, my client wants the movies to load one after the other. Each movie is interactive, but requires you to click on it, so it plays an intro and stops. Each movie is built exactly alike. So, I would like a movie to play, then stop for a certain length of time (long enough for the user to read some text). If after that length of time, the user does not intereact with the movie, then I want the next movie to play in it's place. If the user does interact with the movie, I want it to just stop at that movie.
I'm having a problem with the following code. It works perfect to attach a movie clip if the mouse is idle. The problem is there seems to be some sort of refreshing going on which is not allowing the movie clip to play past the first frame.
// Set time_out variable(flash time is in milliseconds) // .2*60*1000 = 30 seconds time_out = .05*60*1000; // Set a time variable for mouse movement _root.onMouseMove = function() { [Code] .....
I have a piece of code, and in that function i call to another function that has 3 parameters.now i've decided that i want that last function to be called after a couple of secs, instead of immedietly. I can't simply use a timer, and addEventlistener, because then i cant give parameters.
I have a swf that advances through a series of frames by pressing any key. I am trying to set up a timer so that on idle (no keypresses for X sec), it plays an audio clip.
My AS below works fine, but if you press keys very fast it seems to get out of sync and plays the audio almost randomly (at least faster than it should). Does anyone know what might be causing this? BTW, I have tried using a keylistener which seems to make it even worse by affecting the volume level randomly.
//ON THE INITIAL FRAME... myInterval = setInterval(callback1, 20000); function callback1()
I've got a movieclip animation which is added to the stage at the start of the .swf.Its an introduction to the game, and the user is encouraged to click on the movieclip to start the animation.Once the animation is finished I'd like the movieclip to be removed from the stage.Do I need to setup some sort of event handler which listens out if the movieclip has finished then start a function once its finished to remove it from the stage? Which methods look out for movieclips finishing?
I've got a movieclip animation which is added to the stage at the start of the .swf. Its an introduction to the game, and the user is encouraged to click on the movieclip to start the animation.Once the animation is finished I'd like the movieclip to be removed from the stage.How do I go about doing this? Do I need to setup some sort of event handler which listens out if the movieclip has finished then start a function once its finished to remove it from the stage?
i was trying to do in the above subject title... I have now decided to create a project using AS3 and would again be in any of your debts if you can guide me towards a similar code / function to the following:
the flash player seems to spend about 5msec (and sometimes more) idling at the end of every frame.this happens on a wide range of workloads and a wide range of targetted framerate.this seems to happen even when the flash player is not keeping up with the targetted framerate. using a profiler that shows what each of the CPU cores is doing, i notice that soon after returning from my frame handler, all four cores start executing (i assume to render) for a few msec, then 3 of the cores go idle while the main core finishes, then the main core goes idle and all 4 core remain that way for about 5msec.this is running flash player 10.3, windows 7, firefox, but i have seen similar idles in other environments
I want to make a sliding gallery that plays a certain amount of frames and stops. I have this script
[Code]....
Instead of play() i have tried putting a counter in like counter 8 but it does not work. The idea is that if i click the contact button but im on the home page its scrolls over all other pages and stops on the home page.
And I am trying to create a function which will search the cuepoints for a specific time, I'd also like the function to be re-useable, so I could just feed it a xml tree path and a search term then it would return a reference to the matching node.So far I have only managed to return what is in the node:
Code: public class Search { public static var returnData:Array = new Array();[code].....
I have a Flash 10 program that locks up when running on a device, such as a netbook, that has a weak processor.Specifically, it goes into a state where it is doing very heavy processing within an ENTER_FRAME event handler following a mouse down event, and expects to stop doing this processing following a mouse up event. The problem is that, since there is no idle time left over following the frame event handlers, the mouse up event is never received, and consequently the process locks up in what amounts to an infinite loop. Yes I can do things like lower the frame rate and do what I can to reduce the processing taking place in each frame, but is there some iron clad way to break out of this? Is there some way to detect that no idle time exists? Or is there a way to force receipt of the interactive mouse events? Or could I, within the ENTER_FRAME code, detect the state of the mouse, up or down, without getting a mouse event?
I have a video that plays for 1.30 secs. After it has finished playing I would like to automatically load a MovieClip onto the stage, how do I create a timer element to this?
when the mouse is idle, dynamically create a circle and scale . the scaling has to depend on the mouse idle time.. so here i couldn't scale the circle, but all other are done. am put the code here.
I am trying to get an interval to start if the mouse is idle after a few minuets. The objective is once a user begins to use the flash program and stops the program will jump back to the main scene after a few moments of the mouse being idle. The interval also needs to stop and reset if the user begins moving the mouse again. This is my code thus far.
var duration:Number = 300000; var myInter:Number = setInterval(backtomain, duration); function backtomain():void { gotoAndPlay(1, "Scene 10"); clearInterval(myInter); } I am also up for learning the Timer Class if that is my only option.
How would i make it so when the user is moving their mouse the mouse is visible. But once it stops moving for about 2 seconds it turns invisible (and visible again once the user moves it)?
Is it possible to make an idle mouse dissappear after about 2 seconds, but if it becomes active again it reapears? I figure there is but I don't know the functions I would need to do it.
Is there any possibility to make a movieclip visible for a specific time (e.g. 5sec.)? I want to make "srch275" show for 5 seconds and then make it disapear.
sruch_btn.onRelease = function () {if (cosearchbx.text == "APPLE"){srch275._visible = true;}
Is there a way to block mouse events except for a specific MovieClip or Sprite? i.e. I know that to prevent ALL mouse clicks, I can write something like:[code]
I'm looking for a simple way to have a button do 2 things:1. Play main timeline a specific amount of frameshen2. Goto a specific spot in the main timelineHow do I specify how many frames to play before the second bit happens?So far I'm trying to get something like this to do it but what to add in play()
I want to create a preloader that plays a certain amount of frames as it loads the rest of the frames. So, I have labels on the frames basically and need a preloader to play the "loading" frames as it is loading the "content" frames. Does that make sense? I have no idea how to even start this one... p.s. I am using AS 2.0, but if it can be done in 3.0 easier, I can switch over its no biggie
I have a bunch of event listeners that refer to different movieclips but trigger the same function.I have an if statement within this function that I need to trigger if the function is triggered by a specific movieclip.
I have x amount of classes in a package eg. "com.trevorboyle.lotsofclasses" and I keep adding more (These classes will probably all be static and will probably all extend the same class).I wish to create a drop-down list of all these classes, preferably without having to manually create an array myself.
Once a class is selected from the list, I'll be able to use getDefinitionByName to return it, because I will know it's name at this point.The question is, as I believe there is no support in AS3 to list all the classes in a specific package, is there a design pattern that handles this?