ActionScript 2.0 :: Using A Timer Or Delay Function?
Dec 13, 2009I need to use some sort of delay function and I don't know if there is one
like: sleep(milliseconds){
action
}
or something like that.
I need to use some sort of delay function and I don't know if there is one
like: sleep(milliseconds){
action
}
or something like that.
I'm trying to put a delay or timer inside of a function, ie:
Code: Select all
this_btn.addEventListener(MouseEvent.CLICK, doThis);
function doThis(event:MouseEvent):void
{
[Code]....
So that where I have the function for the button make that movie clip go to frame 1, it would wait one second before going to frame 1.
I'm trying to make a timer..
When I press a button a movieclip does this: gotoAndStop(2);
I want it to go back to Keyframe 1 after 10 seconds.
How can I get this to work?
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
View 1 RepliesI'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
stop();
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
[code]....
var timer:Timer = new Timer(x);
basically x is an array...
when timer.start() is invoked
it runs, the first count is 1000 ms, then the second 800 ms, and the third 6200 ms and so on. In other words, it's a dynamic change in the delay and not a continuous delay of x ms.
I am trying to delay the execution of the code within a function. But it is not working. I would like content of the doTour() function execute 25 seconds of interval.
[Code]...
I have a "News Bar" on my flash site that plays a movieclip I created to display the news. I would like a one-time delay of around 2.5 seconds before the movieclip starts playing. I'm comfortable with flash and am learning AS3 more and more everyday.
View 2 Repliespossible to have a timer that works inside a 'for' loop? I have created a timer but it only activates each time the frame is run through. I have a for loop with i++ so that I can put objects on the page with a small pause between them. The i++ loop puts all the movieclips on the page simultaneously. I need a delay and a loop because the shuffled arrays will be reset each time the frame refreshes.
View 1 RepliesI'm new to concepts of AS 3 but i'm stumbling through it.So i'm looking to the Fourm for some Mentor ship
I have a simple Regular Flash slide show with 4 slides and an intro label. I need my Intro label to have a Timer or Delay event that holds on the "Intro" Label for a certain amount of time before the Timer expires and calls a function that tells FLASH to go on to slide "Slide 1" label.
The trick is i need this delay to run everytime the Timeline is at the "Intro" label as i have an animation playing while the timer or delay event counts down and finally at end goes to label "Slide 1" Can anyone share some simple code snipets that would point me in the right direction to accomplish this using AS3 ?
There seems to be a time delay problem when the slideshow is playing. It will start playing, but as soon as I click on the next or previous button to view another clip it will mess up the delay time and screw up when the pictures will play. Is there a way on how I can fix this ... I attached a link to see what is happening. The following script is what I have playing for the images.
View 6 RepliesI want the delay on my timer to change randomly within a range of its initial value. So I did this:
PHP Code:
var _rate:int = 100;var timer:Timer = new Timer(_rate);timer.addEventListener(TimerEvent.TIMER, timerHandler);timer.start();function timerHandler(t:TimerEvent):void
[code].....
In addition to a timer i'm making I simplified my code, but i'm running in to an annoying problem when I try to input the Timer delay manualy. I want to enter the speed and the number my timer needs to start running trough an input textfield. The counting number is no problem, but when I try to do the same with my delay it wont take it. Is there a way to get around this? I keep getting this error[code]...
View 3 RepliesI have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want:
Code:
function eyesleft(){
eyes._x=0
eyes._x=-100
}
one question is I need some kind of delay timer to make the animation smooth, otherwise the animations would be all jumpy. Set interval seems a bit jumpy.
Ive noticed that i need a function that delays a callback. I use this quite often to delay animations and stuff. well anyhow. Before i just used Tweener to do this.Tweener.addTween(this, {time: 2, onComplete: callback}); This works fine but i belive that I get a small memory leak from this. So i made this static function. I think it look quite nice. But it only works sometimes.
[Code]....
If you try it with a loop of, say 10 so it will callback every one second for 10 seconds, its often it will skip a few. Have anyone noticed any problems with timer before or something similar. Or if you have a nice delay function you wanna share.
I'm building a continous move in flash, and I'm displaying some text and images and want to hold the timeline for about 20 seconds and then resume play again. I'm trying to write a simple timer in AS to keep from having to create 10000 frame long movie clips. Here's what I have so far:
stop();
this.onEnterFrame {
time = getTimer();
if (time == 20) {
play();
}}
Unfortunately, this isn't working for me, and 'm unsure why. I suspect two things,
A: my "time" var takes only a snapshot value of the timer and not a continuous value, so the timer never reaches the value of 20. Or,
B: I have somesort of syntax wrong and the if never gets a chance to load.
Is it true that the timer class uses an enterframe handler to check it's delay?
View 1 Repliesat the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer;
import flash.events.TimerEvent;
var count:Number = 11;
[code].....
I had a function that occured on mouseclick called go_out. I want this function to occur when the timer fires after 5 seconds. After the 5 secons I receive this error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.utils::Timer@3fe4561 to flash.display.MovieClip.
at home_flash_fla::MainTimeline/go_out()
at flash.utils::Timer/flash.utils:Timer::_timerDispatch()
[code]....
I am trying to alpha-tween some text, in a sequential order, something like movie titles, where text appear one after the other, by fading in, and fading out. This is my piece of code and what i am basically trying to do, is to run the first block of functions, after the other, so i can display the first movie clip, and the after it fades, display the second movie clip and so on.... The problem is that both movieclips fade in at the same time..I have tried to add a function after the constructor, that would look something like this:[code]
View 5 Replieshow do I put a delay in my function, i want it to attach the ball, then wait 10 milliseconds, then attach another, how would i go about doing this, heres my code:
function attach() {
for (i=0; i<40; i++) {
repeat = attachMovie("ball", "ball"+i, i);
repeat._x = ((i*3)+30);
[code]....
I'm not getting any takers over in the Flash 8 forum.I am using the snow method wonderfully created here on Kirupa and have a quick question. Currently, the movie just starts with a screen full of snow. I'd like to get it to start off screen and fall in. Basically setting an initial state for the ._y of 0. I also can't seem to get a delay working for the function.[code]
View 4 Repliesmy code is as below, i want the "showSavingScores()" function to appear longer, because i want to show to the player their score is saving.... the problem i facing now is the "showSavingScore()" only appear less than 1 sec the player is unable to see the saving messaga?
Code:
urlLoader.addEventListener(Event.COMPLETE, finishedSavingScore);
urlLoader.addEventListener(IOErrorEvent.IO_ERROR, failedSavingScore);
urlLoader.load(urlRequest);
showSavingScore();
I have a file in which I use this stage resize function. However if I resize really fast (like maximize button) it doesn't resize the Timeline.
Code:
stage.addEventListener(Event.RESIZE,resizeStage);
private function resizeStage(e:Event):void{
resetVideo();
_controlbar.resetControlBar(stage.stageWidth);
_barlength = _clickbar.width;
_levelstart = _level.x;
[Code] .....
I have a number of cases where I have a tween happening in ActionScript, but I would like it to happen after a delay from the event that triggers it. At the moment I'm creating this delay by having a tween that does nothing (eg. an "_x" tween for which the start and end points are the same) and then using tween1.onMotionFinished = function(){to create the one I really want. Is there a way to create this delay more neatly?
View 1 RepliesI'll try express this as easily as I can: I have an input text box (call the instance whatever you want). What it does is when you type a word, it makes another movie clip (let's say the instance is MORPH) go to a certain frame. The code is simple, but I'll give it to you to give you a better idea:
[Code].....
check is just a light that turns green if the word is complete, so ignore that. Whenever the MORPH object goes to, say "Earth", it plays an animation and afterwards, it hit's a gotoAndStop(1); code, stopping it at the first frame. What the problem is, say, you type earth, it goes to the EARTH animation, but before the animation finishes and goes back, you type EARTH again and it skips straight to the start of the animation. It looks very rough and bad.
What I want is, say I type Earth and the animation plays, and before it finishes the animation, and I type EARTH again, it waits until morph get's back to frame 1. So yeah, to delay a function until a certain frame is reached. Oh, and another thing. Is there a way to make a button click with AS2? Pretty much when it makes contact with another object, it... clicks (whatever it does to reach the DOWN frame and stay there until the other object moves off).
A couple weeks ago, I was searching for a delay function that I could put on a frame and it would hold at that frame for a given period of time.I came close to finding it, but what I found used setInterval and I wasn't able to stop it from looping.Here is something that I am quickly starting to love, it's not mine, but I don't know who's it is, it was on a piece I was working on at work (although this edition of it is partly mine, as I have adapted it to my specific needs).first frame
Code:
//wait function
function wait(a) {
[code].....
I am trying to add a delay function to a btn action in actionscript AS2. I want to delay the gotoAndStop function.I want the attachMovie("glamour", "glamour2", 202); to play in full before the gotoandstop action say for about 3 secondsI want to be able to delay for as long or short as needed?below is the snippet of code for the btn im working with?
Code:
timer=0
btn.onRelease = Delegate.create(this,buttonHandler);
[code]......
I'm trying to load a .swf into a containerMC with a button action. I want it to delay the loadMovie action for 1 second to allow an out animation to finish playing. The buttons (next and back) are in a MC on the main timeline of the swf.
I have this code in 1st frame of main timeline:
_global.nextMC = function() {
_root.containerMC.loadMovie("images/folio/chevron.swf");
};
[Code].....
I feel like I'm close, but probably just am missing something here in my setTimeout syntax.
Im currently working on a script which will dynamically create letters and then play the sound of each letter.
I can get the script to work but for some reason it doesnt seem to play the 1st sound the 1st time I click on the button to exectute the function.[code]...