I have an external swf that plays an intro in multiple frames of various actionscript fade ins and fade outs. I use a setInterval command on frames that I want to stay up for a period of time:
I have written my own flv player in Actionscript 3. You can view it in action here. It serves up sample videos. All of the videos are encoded at 700kbps (I know that is really high. I'm working on serving different bitrate versions) and they range from 8mb files up to 95mb. have had reports that sometimes the videos will stop playing, and the only way to get it to restart is to stop and restart (sometimes even refreshing the page). I have never had the problem on any of my computers. However, in talking with someone that does have the problem I have figured out that it is an issue with connection. The connection gets interrupted for some reason and it will stop downloading. BTW, everyone says that youtube, and other flv sites works just fine.
It works fine if you click slowly and not too fast. BUT if you click way fast it appears the tweens get interrupted and the pictures dont make it all the way to their destinations. how I can make it work even for fast user mouse clicks?
Here is the code that handles the tweens on clicks:
// create Fuse objects for custom tweening var mover:Fuse = new Fuse(); var mover2:Fuse = new Fuse();
My video player has a problem performing under bad bandwidth conditions.
When i disconnect from my network halfway through playback this triggers a netstatus event with an info of "NetStream.Buffer.Empty"..
If I reconnect my network, it doesn't start streaming again..If I call netStream.resume() that triggers a "NetStream.Unpause.Notify" but the buffer never fills up and the video never plays again.
Seems like once netstream runs out of internet juice and triggers a "NetStream.Buffer.Empty" there is nothing i can do to get playback to resume again.
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 use as2 and i want to know how to use setInterval
Code: var pistolshottime:Number = 1 var counter:Number = 0; var interval:Number = setInterval(pistolshottimer(),1000); var pistolshottimer : function(Void){ counter += 1;
[Code]...
pistolshottimer is the period between shots and i just want to know why this doesnt work it says "an identifier is expected after the ':'" and it says after pistolshottimer
how to use setInterval. I think this is what I need to use to do what I want to do, as shown in the ActionScript (2.0) I've pasted here:
bhold.buttonBlue.onPress = function() { if (ohpNameRed._y == 0) { MoveNameDn(ohpNameRed, 60, .3); //i want a second or so delay before the following code is executed MoveNameUp(ohpNameBlue, 0, .4);
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.
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 have two key frames on the Stage. The first one is empty; the actual movie starts from the second frame. Under some circumstances I have to clear everything on the stage and reload the movie. I remove all the movie clips and go back to the first frame. Unfortunately, it doesnt work with components. Can somebody tell me how I can remove everything from Stage? I tried btn.destroyObject(btn._name) but it seems it doesn�t work (the object cannot remove itself). And after several times I move back to the first frame, the components go broken
I have a mp3 player in my site and i have 4 difrent albums in 4 difrent XML files..how to unload-clear XML.When i stop sound and try to load new XML it still play songs from previous XML file
Wondering if there's anyway this can be done? Or is there anyway you can return the time elapsed since the last function call?
Reason being that I'm using it in a project that really requires the option to pause the game. So I'd need to "pause" an interval when the game is paused and then resume it from where it was stopped when the game is resumed.
I'm in a project where I have to use setInterval to go to a certain frame after a period of time when hovering to some thing in my stage.
The code used is : setInterval( function() { goToAndPlay(34); }, 100000; stop();
The problem is that the counter is always engaged will not always go to the frame after exactly 10seconds, it will be random because it never stops counting.
Is there any way to clear the counter after each time I hover to the thing??
I am working in an image scroller. Now i need to add a new feature. ie, To pause the scrolling for a specified time after each image scrolled out from the stage. But I have implemented this using a setInterval and clearInterval. But there is an issue occuring in this case. When the image pauses, a gap is occuring between the last image and first image of the scroller. Also when the scrolling continues this gap is also increasing. When the first image scrolled out, it will be again appending with the images scroller. That means it's appending after the last image of the scroller. Thus first and last images comes next to each other. When the scroller pauses, the gap is occuring between the first and last images. Anybody have idea about this.
I have a flash 9 app that calls a php script that in turn pulls in some variables from txt files. The function within the flash file that calls the php script operates via a setInterval() function. For some reason, this works fine in Firefox and Safari, but in IE the swf fails to update the fugures unless i clear the cache and reload the page..rather than the setInterval() function doing so every 60sec...
is it possible to create a progress bar which shows the progress of a setInterval?so if ive used setInterval(foo, 4000); it will "load" up to each function call...
I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached. Basiclly it's a slide show feature.I am not sure whats going wrong where but something is because the setInterval continues to run after maxCount has been reached.Basiclly it's a slide show feature.