ActionScript 2.0 :: Slow Them Down For A Custom Length Of Time Before They Act?
Jun 4, 2006
basically the AI players make their call/raise/fold decisions at the speed of light and I want to slow them down for a custom length of time before they act. Ideally what I would like is a prototype that I could call with a custom time length and it would count that long before executing their actions e.g.
I have a repeater that populates a component, called 'project'. The project components are given an ID of 'wholeProject'. In all of my functions up until now, I was able to determine how many project components were made by doing the following:
wholeProject.length;
I used this in for loops, for each loops, and for changing the item settings within a project, i.e. something like this:
wholeProject[i].studentName = "Billy Bob";
However, I'm creating a new function that does not seem to like this wholeProject.length reference. I'm using it within the same level as all the others (i.e. the parent level). So far, my function is simply this:
public function getStudentYears():void { Alert.show(String(wholeProject.length)); }
when the application loads, the alert message simply does not appear. If I change the alert to something like this:
Alert.show("This is just a test.");
it works just fine. But for some reason, the wholeProject.length doesn't work in this function whereas it does in all my other ones.
I have a fairly complex animation movie clip within my main timeline in a Flash file. When you click a button, it plays the movie clip, then goes back out to the main timeline. The first time the movie clip runs, it plays choppy and slow, but if I play it two or more times, it plays correctly (smoothly). Is there some actionscript I need to preload the movie clip, or some other solution to the first-run slowness?
I'm always checking this nice forum since I started to learn AS3 2 months ago It was always helpful and I learned a lot I'm making a simple game but I'm stuck I finished the game but at certain stage the SWF file become slow I don't know why
I have learned from a video tutorial (Flash CS5 in the Family 23: Banner Ad Part 1)to use the F5 key to set the length of a time line of a particular image.When using the F5 key on the MAC keyboard, it will only allow for the audio to be worked with.I've tried Apple+F5, Option+F5, Ctrl+F5 etc.What am I missing?
I have a line which is stage.stageWidth long.Now i need in enter frame to shorten this line (like an reverse preloader, but its not a preloader) so that in given time value its length becomes 0.so from stage.stageWidth to 0 in given time.
We've been trying every trick to fix a problem with long lag time in video startup in some environments. In particular, there's a long time gap between the time the custom .swf skin appears and the video starts to play. Only some combinations of OS for the FMS server and client browser shows the problem, but for those combinations it is consistent and appears to be a constant of approximately 59 seconds, regardless of the length of .mp4 or number of times played in our custom .swf. (Our .swf accepts a supplied file location for the .mp4 to stream.)
On our main server (Win2008R2), we run a virtual machine that has Win2008R2 installed. If you click on the video URL from a Mac Safari browser on MacBookPro, the load is FAST (a few seconds). On the other hand if you click from IE on any Windows machine (VM or native, Win7 or WinX), the load is SLOW (one minute). If you try locally on the server virtual machine with the FMS and web server (IIS) installed, the load is also SLOW. The reference flash video (i.e. NOT through our .swf) loads FAST. [code]...
I am reading midi files in as3 (flash cs5) with the help of the helpful library that is called midas [URL]- the midi-as3 library. I am trying to figure out a simple way to calculate the whole duration of the midi file (for example - total time of 4 minutes or 6 minutes...). I assume I could calculate the last note of each track + check the tempo and figure it out, but I was wondering if: Is the duration of the midi file is written somewhere in the data that I could just pull out and use?
Im trying to make a flash music player, and im having trouble displaying the length of the track and the time played. Here is the actionscript used, all it does is give me undefined/undefined. Im using flash mx 2004 pro.
I'm using this script to go between sections with a fade out before loading the next section...
Code: stop(); menuButton1.onRelease = function() {-code]..... which works great, playing the "out" fade-out before loading the next section, but if for example the fade-out takes 8secs, if someone presses one of the other buttons before its got to the end, it plays from the "out" label again. So if someone gets inpatient and just starts clicking away they will just keep looping the fade-out and nothing will load.
Is there a way to disable the buttons after pressing for long enough for the fade-out, but then become active again?
I have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?
I have made a scene with a flv in it. The problem is that when I first run my scene the flv plays slow, then when I have played thru it and starts at the beginning again it plays in the speed I want it to. I would really like it to play in normal speed first time as well.
make an xml driven player with a couple of tuts of the net.Here is the code:
Code: var xmlRequest:URLRequest = new URLRequest("content.xml"); var xmlLoader:URLLoader = new URLLoader(xmlRequest); var imgData:XML;
[code]...
It displays both images and movieclips.How can I make it that it when a movieclip is loaded it waits for it to finish and then switches (rather than the 2 sec swap I have right now).
Calling RemoteObject service for creating new record. On success of method I am adding new record in existing list collection. Functionality is working fine however for subsequent calls of adding new record response time of the services is increasing. For first call it takes 3-4 seconds while for 5 on words it takes 10 secs and so on. If I remove addItem(obj) line in below code in green, response time is quiet stable 4-5 seconds.
My code is as below
for each (var item:Hierattrmetadatanode in arrHierarchyData) { //Add new Item if(item.hierattrmetadatanodeid ==
I have an mp3 playing. What I would like is to have a movieclip that is located in the library appear, complete it's animation then get removed. The movie clip must complete this proccess 4 times, randomly during the length of the song but never at the same time and not in the last 5 seconds of the song. BTW I can't do this manually by just firing it off a random amount of times because this code will be used with lots of different mp3's, so I need to use the dynamic data I get by retrieving the song length.
I have the code working to retrieve the length of the song, and I have a variable that stores the length minus 5 seconds from the end, so I bascially have the length of time I wish to work with. My problem is making the movie clips appear 4 times randomly throughout that length of time. The code is below (what I have so far), the movieclip is stored in the library as circle_mc.
The timer I'm using at the beginning of the code (to retrieve the length of the song) is set to run after 2 seconds this is because there is a delay in the music starting and if it did it instantly the number retrieved obviously would be 0, so I delay it by 2 secs till I know the song is playing. At the moment I'm just trying to get it to fire twice, at the moment it fires once or not at all
Let's say I have array foo and a positive integer y, where foo.length > y.I want to remove elements from foo so that foo.length becomes y (or very close to it).Also, I need to preserve the first and last element of foo. The indices of the removed elements must be spaced apart as equally as possible. Foo can be sliced, or it can be used to create a new array.
Example: if foo = [a,b,c,d,e,f,g,1,2,3,4,5] and y = 6, then trimmedfoo could be [a,c,e,g,2,4,5] or maybe [a,c,e,2,4,5], but not [a,c,e,g,2,4] because the last element of foo is missing.
Is there any way to determine if a (anonymous) function has defined the ...(rest) parameter in ActionScript 3? I know there's the function.length property, but it only counts the explicitly defined arguments.
I have built a basic theme for my Flex app. I would like to add support for additional predefined themes. By default, app has a theme and I would like it to change when user selects a theme from dropdown list. This can be done by loading a swf file using styleManager. However, all the skins have colors hard-coded in them. So, in order to achieve this I would have to duplicate skins and change value of the colors.
Is there a better way of doing this? Can I just have a skin that will change color values dynamically based on user selection?
I have a base class for buttons which handles button basics like mouse listeners etc.Now I'm trying to extend it to also have the possibility to store an event (yes event, not event type) that is supposed to be dispatched on click.So I have my CustomEvent (extending Event) that I pass into the base class and store it with type Event.Outside, in the event listener I have an event argument typed as CustomEvent.First time I click it works fine and event is CustomEvent traces true in the event handler.But the second time I click, event is CustomEvent traces false and I get the "type coercion failed" error (cannot convert Event to CustomEvent):
Code: TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::Event@29d3b7e1 to com.package.events.CustomEvent. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.package.display.buttons::ButtonBase/onClick()
If I trace event is CustomEvent in the base class before the event is dispatched it always traces true.So it seems something happens to the event in the dispatcher functions, but what boggles me is that the base class always sees the event as CustomEvent while the event listener thinks it is CustomEvent first time only.
I realize this is probably an old thread, but does anyone have an actionscript example of how to create a custom start and stop time for a Flash video? In other words I'd like to be able to "bracket" the play time of a Flash video with custom start and stop times rather than start at the beginning and end at the end.
I am looking for Custom Slider control the time line animation i am doing a demo presentation. The file i have uploaded is flash cs4 version need help on AS3.
im using a custom component for date time, it is 12 hours and am/pm format,Now i wat to show 24 hour format in numeric stepper and am/pm should be disabled.heres my code
<mx:Script> <![CDATA[ [Bindable] private var _selectedDate:Date = new Date();
I want the stage to react every time some changes are made to certain objects. Is there a way to write custom Event? I could of course modify this object, but I would like to know if there is any more OOP way to do it. And events ARE OOP, ain't they?
I'm trying to make an XML driven popout menu (click a menu item to open its submenu) and have run into a snag. I haven't figured out how to "hide" elements that aren't supposed to be on the screen.The menu is constructed completely out of TextFields based on the structure of a simple XML file. I added Event Listeners to each of the TextFields but I can't figure out how to make those TextFields go away when they are not supposed to be seen.
I have tried to add each TextField onto a common DisplayObject and the use container.removeChild to remove the TextFields that shouldn't be there but I keep getting errors telling me that the target of removeChild must belong to the caller. So how do I manage the visibility of menu items based on mouse clicks in a menu?I've attached the specific AS file (SOMAMenu.as) that handles the menu if anyone finds that helpful.