ActionScript 2.0 :: Use GetTimer() To Call A Specific Function In Every 3 Seconds?
Dec 14, 2007
I calling a function using setInterval()... however, it behaves differently in IE7 and Firefox. It is working fine in Firefox but not in IE7.Can I use getTimer() to call a specific function in every 3 seconds...?
How do you set a function to increment in AS3 Flash. I am trying to start the incremented function when my video starts and then run the same function every 20 seconds until the video stops.
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OTHER items are started and set within this function that do not have to do with the incremented function.
basically, what it does is when i click, a block box (textholder), fades in, then after a few seconds (in this case, 2), it fades out again.. it works fine on the first click, but after more clicks, the interval duration seems to be getting smaller, up to a point where it is zero, and nothing happens.
and I need to use another setInterval() function (to call the changeTxt() function), will that affect the setInterval function i have up there now? i've linked an swf, to better show what i mean. [URL]
How would I do this in AS3? I want to call a function and run it with specific properties depending on which button is clicked.So how do the "_this" statement work in as3? in as2 I would write something like this and "this" would stand for the instance name:
Does the getTimer function affect the output time? so it's seen different in each country? I've created adigital clock using the time received from a php. Customers see a different time than mine. (php file works perfectly and output the time in my timezone).
I don't know how to do the actionscript tags so I am gonna use the PHP ones! PHP Code: function startTimer() { initial = getTimer()/1000; }
If this function gets called, what exactly happens here? Does it reset the timer? Or just gets the time the swf has been playing? Because when you use this mouse listener PHP Code: mouseListener = new Object(); mouseListener.onMouseDown = startTimer; It actually resets the time everytime you mouseDown. [Code] .....
I'm making a racing game and am trying to have the final time displayed after I cross the finish line...In frame 4 (where the game begins) i have a setInterval timer that counts down from 20.when it reaches 0, my text is: startTime; where var startTime:Number = (getTimer()/1000).In frame 12 (where the game ends) i have
finalTime.text = endtime // finalTime is a textbox var endtime:Number = (_root.finishTime-_root.startTime);[code]...
when i finish the race, however, the word "undefined" is displayed in the textbox.
I have a movie that I need to update every 60 seconds, calling a PHP file, which provides update server time/date, and (on-the-fly updated) air times for an online video. Is every 60 seconds too CPU intensive?
I have a project where I have code inside a MC on the main timeline that loads XML via a php file on the server. Once the data is loaded, it sends commands to other MCs and works just fine.However, I need to refresh this XML info every 5 seconds or so. I have tried several things such as interval code and pause code, but the farthest I got was that it paused the initial clip for 5 seconds, then ran the script once, but never again. Or it refreshed, but got stuck on the first frame of the clip.Now I am thinking I would be better off NOT having the code inside the MC, but on the main timeline and just having the action span the course of the main timeline. That way, the call to the php can be refreshed from any frame of the main timeline. Does that sound right?
I get the alert but I can't get the lightbox window to display. When my as code makes the ExternalInterface call I get what looks like a page refresh and a blank browser window.
I have an enterFrame action that I use on a graphic:
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Because I want to use the above code more than a few times, I tried to make it a function.
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But for some reason the function call does not work when I call it via an action on a graphic where initially the code worked when it was explicitly written and not called as a function.
I need to get a javascript var in my Flash application. I like to be able to just set a variable in the javascript (client constraints) rather than define a function.
Can this be done? I am trying to use the ExternalInterface.call()
have a node that has an asfunction embedded - won't work. if I change the a href to a web page- it works fine. If I try to call a custom function it doesn't call it at all.
I have multiple movie clips on my piece. Each clip is of an an image, and when the mouse curser goes over the image, the movie clip begins (making it bigger).If you run your mouse curser all over the screen, they all activate at once.I want the clip to only activate after the mouse is on the specific clip for more than a few seconds. I know I need a timer. How do I do this? What is the code and where does it go in mine (below)?
Frame 1:
stop(); image10.addEventListener(MouseEvent.MOUSE_OVER, image10overFunc); function image10overFunc(e:MouseEvent) {
I'm trying to run a function for only three seconds, but cannot think of a solution. The timer seems to run after three second and not for three seconds.
I am loaded images into a container that is being displayed on a map. I've created a string of my images names and am looping a loader to load each image and add them to the container.
var overlays=["compsmall.png","compsmall3.png","compsmall3.png","compsmall4.png"] var overlay_container:MovieClip= new MovieClip(); function calloverlays():void
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Once all of my images are loaded into the container overaly_container how can I call on a specific child of the container? For example how can I call on compsmall2.png once its been loaded into overlay_container?
I place these images onto a map by placing the whole container at the correct location. I then turn layers on/off by adding and removing the children within the container. This is why I'd like to specify a specific object in the parent.
I want it to begin at y=0 and x=0 after like 7 seconds and then repeat going down the y axis as you can see in the code.
So the car movieclip starts moving slowly from the top going down then after like 7 seconds when it's out of the scene it begins at e.g x=0 y=0 and going down for 7 seconds then starts at x=0 y=0.... etc, so it keeps looping.
function blueDownBounce (e:MouseEvent):void { var blueDownY:Tween = new Tween(blue, "y", Regular.easeOut, -49, -19, 1, true); } blue.addEventListener(MouseEvent.MOUSE_OVER, blueDownBounce);
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I am trying to make it so that these functions are active after 3 seconds and they stay active for the whole time it is stopped on that frame after those 3 seconds. I know you have to make a timer and make it dependent on that timer but it wasn't working out well.
In the game I am building I need every 5 seconds a function to be called. The function looks like the following:[code]How would I go about making a time that pretty much counts to 5 and then resets itself again?