well its not really a loop in the strict programatic sense, but the effect is similar. I have a function attached to a button that uses the onEnterFrame event of an MC to start some action. When I rollout I want the action to stop, similar to using a clearInterval method. I tried using the setInterval method to create the action but the values inside the interval function are only checked at the first call of the setInterval, not after each interval.I'll admit I am far from a programer or any kind of expert in code, so my methodology may be completely whack. I am open to suggestions to better solutions...FYI, here is the code I am using
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
If you place a for loop in a recursive function with the function call within the loop... will the loop finnish or does it stop working untill the last recursion?
I have a sound that loops during a part of my movie. when this part ends I need the loop to stop anyway it can while the rest of the movie plays.anyone know how? I have attached the sound dynamically from the library it is not on the main timeline.
I have a problem with an animation because I want to stop the loop sound without stop the entire animation what can I do to make correctly this action please? I tried to make a movieclip to control individually of the center time line but i dont get good results.
I'm trying to create a simple 'drum machine' game, where certain keys trigger sounds. I have that part down, but now I am trying to add different 'kits'. I was attempting to do this by simply creating a button to advance to a different frame on my timeline, with different actionscript that calls the new sounds in.
This is my simple AS to play a sound.
Code: //KICK var sndKick1:Kick1 = new Kick1(); stage.focus = this;
[Code]....
The problem I'm having though, is that when I hit the button to advance to a new frame, with different AS, the previous functions are still active, and the sounds overlap. So I need my button to somehow stop the function (seen above) and gotoAndPlay the next.
I have this MouseEvent function that I have totally no idea why it fired twice. Is there a way I can disable the function in a period of time? I tried disabling the button, but seems like it directly called the function and does not trigger from the button.
Addition info:When I add in more object to the array, the function fired more time
I'm using a timer on a keyframe to auto refresh mcs every 10 secs. This is working correctly but when I click on a button from a dynamically loaded mc I want it to stop the function from running.
[AS] function movieDelay() { choice = Math.round(Math.random()*2); switch (choice) {
I have a game where the player movement is dynamic but have the same template, so the movement is performed by a Tween() with changing variables. next I create a listener for the "TweenEvent.MOTION_FINISH" event of that tween, the purpose for that listener is because when the movement animation ends I call a function to show the player his next movement options.
here's the thing: in some cases, randomly, when the player performs a move the tween just stops suddenly, this is problematic for two reasons: first the player character stops in the middle of a movement, secondly the "TweenEvent.MOTION_FINISH" event is not thrown and the function that show the player his next movement options is not called.
I am developing a game project, in which I have many functions on it. I have all the major functions on the frame 50. And I don't want these functions on the next frame. Indeed I didn't have these functions on the 51st frame, the 51st frame only contains a stop action. But flash calls all the major function on the 51st frame also, I don't want these function to call on the 51st frame. Is there any way to stop this? Or else my program contains error?
Here is the program... = The 50th Frame = stop(); fscommand("allowscale",false); fscommand("fullscreen",false); var die:Boolean = false; var currGun:String="hd_gun"; [Code] .....
I need to stop a function, the function is started with a play button and I want it to stop by a stop button, then play then stop, etc. The changeColours function has a timer.start() at the end that triggers another function, which then restarts the changeColours function. These 2 functions keep doing this repeatedly after the play button and MouseEvent trigger the first function. I just want to be able to stop the changeColours function and then be able to start it again at any time.
ActionScript Code: play_btn.addEventListener(MouseEvent.CLICK, playColours); function playColours(e:MouseEvent):void { if(!PLAYSTOP) { changeColours(); PLAYSTOP = true; }} stop_btn.addEventListener(MouseEvent.CLICK, stopColours); function stopColours(e:MouseEvent) { //changeColours() needs to stop!! }
I have a variable in a loop that i want to access in a function outside of the loop. However the variable gets deleted when the loop is closed so no longer exists when i call in the function.here is the code; i'm trying to access the variable picHeight from within the scroll function
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
I have a while loop that I need to shuffle the order of my array. This was initially an AS2 code and am trying to convert this over but have come across with an error I don't understand so hoping someone may know what it means. My while loop code is:
Code: var randomArray = shuffle(orderArray); function shuffle(toShuffle) { // shuffles an array
I looked through the documentation on looping, but I don't understand it. I'm trying to make this function loop, until the user stops it:
function playMusic(evt:MouseEvent):void{ channel.stop(); //to prevent users from starting files multiple times over top of each other - is there a better way to do this? channel = myMusic.play(songPosition); myTimer.start();}
If I want to break out of a function rather than a loop, it's suggested that I use the return; statement. But that doesn't work in the following code, I just want the trace statement to run once...
I am designing and coding a navigation menu at the moment, and so far I have got the button instances to duplicate for each of the menu items, and set widths, positioning values and RollOver/RollOut functions. However, I would ideally like to include the onRelease button functions in the for loop too - as they are all the same apart from the variable "i". Here is the code snippet:
ActionScript Code: for (i=1;i<(_root.noofmenuitems+1);i++){ duplicateMovieClip("mc", "mc"+i, i);
[code]...
Now my problem is that by the time the onRelease function is called, the for loop has been completed and the value of i returned is the last i value from the loop (_root.noofmenuitems+1). The this["mc"+i] part obviously works, because the trace function is called when I click any of the menu items.The problem is that I have 6 menu items, and when I click any of them, the trace function returns "test 7" - not the corresponding i values for each button.
this is a standalone AIR app which runs off of usb media to help people organize their personal information. there is an XML file in a separate folder which stores the name of a file that the user uploads to usb media (into yet another folder), in this case, the person's living will. getting the path to that file as it differs from mac to pc has been a challenge and i feel the only way around this is to give a conditional for the operating system (second function below).
My immediate goal below is to get the name of the file (VALUE) over to the openThisFile function so that "fileName" can be given a value appropriately in the second function code for mac. I can't figure out how to do this...Alternately, is there a way to manipulate "currentTarget.data.toString()"? I was thinking that could also help me... it has the full path to the file, which unfortunately does not work on Macs... for some reason it just can't locate the file (unless I'm missing something).
Quote:
public function handleLoadData(event:Event):void { try { propertyFilePath = path;
I have a script that contains: an array of movieclips -> MaxBallArr another array of movieclips -> MaxBallLrg an array of textfields -> MaxToolTipArr a library movie clip -> max_box
I'm trying to gather them some how in an addEventListener which worked fine in that way: