ActionScript 2.0 :: Use A Timer Or Time Interval To Operate Automatic Switch?
Mar 11, 2004
I would like to load a movie .swf by clicking a button located in scene 1 so i use [code]Then I want once this loaded movie in scene 1 is finished to play to automatically switch to scene 2. and do the same again.Do i need to use a timer or time interval to operate the automatic switch? if yes how can i do that? or is there something simpler, I use flash MX.
/*This creates a new timer object, that fires every 1000 milliseconds (each second), and will fire 10 times after it is started, then stop. Next we will create an event listener that will catch the Timer event, and call a function "changeText".*/
var alienTimer:Timer = new Timer(1000,10) // declare an integer that starts the timer at 10! this shows the seconds left on the timer var secondsLeft:int = 10;[code]................
I have been trying to create an automatic slideshow at a click of a button. I have tried a few ways using timer class to show images(stored in an array) for a few seconds but i can't seem to get it working. Below is the code that i am trying to get it working..if there is any kind soul out there,
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 want to start a timer 2 seconds after i start the game and listen every 500 milliseconds. how can i achieve this? i know the second part but i do i go about the first part? sry for such a basic question, but i am a newb.
We have a flash game being developed in actionscript 3 and it runs much more slowly on our remote server.The game specs:-8 different movie clips, all 1 frame static png files from 10x10 to 100x100anywhere from 10 to 60 instancesof those MCs on screen at any given timeevent loop is run from a flash Timer at 25msall interaction is via the keyboardThe strange thing is, we publish the swf file and run it locally and everything is fast.We copy the swf to a remote server and everything runs much more slowly. The music plays at normal speed, but the movieclips all move around the screen at about half speed.
Why would the file run differently when fetched from a remote server? Isn't the swf always being run locally anyway? Also, we ran it locally and remotely with the task manager running and it does not seem to consume much CPU or memory.EDIT: Ok, this is really weird. I added a framecounter textfield to the game. It reports the number of ms since the last timer tick. It consistently reports 50ms. My timer is clearly set to 25. This explains the half speed, but what explains this? I also added a check on the timer.Interval property to see if it had changed and it hasn't; it's still set to 25 while the game is running.ode to use ENTER_FRAME instead of timer, and it works. I get the full 40fps, give or take a few %. Still not sure what's wrong with the timer though; if it was being delayed by the time spent in my loop it would fluctuate, but it doesn't. It's 50ms every time no matter how much is going on.Here's the code I'm using(more or less):
t = new Timer(25); t.addEventListener(TimerEvent.TIMER, timerTick); t.start();
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
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 have "leaf" MC that floats across the screen. It's affected by a wind generator. I want to duplicate the leaf movie clip at random time intervals (between 2-9 secs).I can get the random time interval, I can dup the MC. How do I get it to re-set the interval and dup the MC at the new random time interval?The final effect I'm after is a MC that reproduces at random intervals every single time.
Some of my code so far:
// set time in between each clip var seconds:Number = Math.floor(Math.random()*(8+1))+2; // initialize depth var depth:Number = 0;
If I have some actions for a button and I want them executed 4 seconds (or a specific time interval) after the button is clicked is there a function that will do this?
I would like to code a flash file so that a new instance of a movie clip is placed on the same location on the page every 5 seconds (if you are wondering why in the same location each movieclip will be set to move down the stage).
My actionscript is weak at the moment and I dont know how to set the timer or link the duplicatemovie code to it. A code sample would be brilliant.
I want to show images that am calling from xml file into flash, I want to show them each after a certain time interval, I want to do this in AS3 How it can be done?
I would like to place attach clips to the _root at a certain interval of time (instead of very fast in a loop), but im having some problems planning it out correctly.[code]It is attaching it, but i want it to be more like a fan spanning out then a clock hand ticking. By this I mean, I would like the clips to remain on the stage. In this case, it seems like the clips are getting replaced.
I would like to code a flash file so that a new instance of a movie clip is placed on the same location on the page every 5 seconds (if you are wondering why in the same location each movieclip will be set to move down the stage).
My actionscript is weak at the moment and I dont know how to set the timer or link the duplicatemovie code to it. A code sample would be brilliant.
I have a movie acting as a container for a series of external swf's that I intend to load in sequence.My problem is, how to load a swf for a set period of time so that that it may play out its sequence then load the next external swf; again for a set period of time before the next load and so on.......?
I have implemented the login capability to my application using Flex(Blazeds)channelset login. But there is a strange problem, after about 2 minutes of inactivity if I try to perform any operation I see that my channelset has been been forcefully logged out Is there some configuration which I need to do in order to prevent this from happening. I tried adding this in my web.xml, so that the session persists but it didnt help my cause.
every so often a movieclip is dynamically created using actionscript from the main timeline. It has the instance name of
Code: ["spark" + i]
each time one is created "i" goes up 1. so I end up with spark1, spark2, spark3, spark4 etc. etc.What they need to do is play through an animation (about 4 frames) and then destroy themselves.
I have a job where the client wants to switch an animation (movieclip) on the stage between the times of 10 a.m. and 12p.m. EST then the off time will just revert back to the original animation.
URL...I have created an animation which has the bird fly up & chirp, and would like to replace all the birds with this.For now I have replaced all buttons w/ the animation on stage and they all lie on the 1st frame. But thats kinda not what I want.How can I get any one bird animation to play, one at a time, at a random interval of 15-45 seconds?
My goal is to have more themes for my application and if possible, bundle them with the application itself, not load them at runtime usingIStyleManager.loadStyleDeclarations().Using the theme command-line option, you can have more than one "compile-time theme" bundled with your application according to docs: theme filename [...] Specifies a list of theme files to use with this application. Theme files can be SWC files with CSS files inside them or CSS files. However, I wasn't able to find an example how to actually do that (use the += syntax on command line?) and switch between those themes at runtime.
I would like to implement an inspection time task using Actionscript. The idea is to dynamically change the time interval between masked and unmasked images based on user responses. The "inspection time" is defined as the interval at which the user achieves certain accuracy. There are various factors affecting the accuracy of that interval: monitor refresh rate, flash vm frame rate, Timer event accuracy, render time. Anything else? How do I determine the actual inverval the user sees? High accuracy is required, since typical performance is from 20 to 80 msec on that task. I assume the limiting factor is the monitor refresh rate. If it's 60Hz, I would only be able to increment by 16.7msec.
i'm kema and i have a problem with the setInterval and clear Interval function with in a movieclip i created.the interval seems to still be running even though it is with in a movieclip and not on the main time line. how do i stop it from affecting the buttons on the main time line. i tried applying the clearInterval function to the button on the main time line but still no change. i would be very grateful if anybody can profer a solution to this problem,
why dynamic streaming taking too much time to switch video from lower bit rate to higher bit rate and vice versa. I am doing dynamic streaming in following ways -
var param:NetStreamPlayOptions = new NetStreamPlayOptions(); param.oldStreamName=oldStream(); param.streamName=newStream()
[code]....
I am using duel buffering and that is 3 seconds when video starts and 10 seconds when "NetStream.Buffer.Full". Video taking approximately 30-50 seconds to switch video and when I am calling the above code.
I am creating a flash game with a timer and as you answer questions I would like the time to increase or decrease but I can't seem to figure out how to do so.