ActionScript 3.0 :: AddChild With Timer Or ENTER_FRAME
Jun 23, 2010
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
[Code]...
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Jun 23, 2010
I have been trying to add a child (ball) randomly on stage with a timer every certain time or with ENTER_FRAME, but I can't get it to work. In both cases it just add the first one and then stops, even though the timer keeps on working!
Here is the code:
//Classes
import com.greensock.*;
[code]......
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Dec 16, 2010
I can't get my MC onto the stage. All I'm trying to do right now is just get the bloody thing to show up.
Here's my code. I'm not getting any errors, but my mc is not coming up. I have it set to export for Flash.
import flash.display.MovieClip;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
[Code].....
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Mar 7, 2010
I was wondering, why does weak references does not work fro Enter_Frame and Timer? I mean, when I add any event listener on an object for those events I must remove them later, that is annoying! I use this:
timer.addEventListener(TimerEvent.TIMER, myevent, false, 0, true);or sprite.addEventListener(Event.ENTER_FRAME, myevent, false, 0, true);
When I lose reference to objects with these events (removeChild or null it) the event continues to happen and the 'myevent' func continues to be called :/Am I doing something wrong? What would be a good solution for this?
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Jan 15, 2010
I am trying to save memory and space. So instead of using the Timer for my application, I was thinking about using my main loop (ENTER_FRAME) to keep track of time that passes. Is there anything wrong about this ??
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Jul 20, 2009
it has a countdown timer. When this timer gets to 0, I want the game to go and play the next level. This is the code.
ActionScript Code:
stage.addEventListener(Event.ENTER_FRAME, countDown);
function countDown(e:Event){
[code].....
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Feb 9, 2009
There are a few fairly intensive procedures the class goes through, which require me to stagger out the action taking place. That is to say, if I were to use recursion, there are times when I'd easily hit a stack overflow, so to compensate I'm avoiding recursion through recording information in class level variables and running through the routine again (and again and again) on an ENTER_FRAME event.
This all works great, and I'm happy with the result. The only annoying bit is that performance is better when the frame rate's higher (and slower when it's lower). Run the class at 30fps, and the time it takes to complete is significantly slower than at 120fps. No surprise there, but still annoying since I'm not interested in making the user make changes in their framerate to accomodate the class.
So I considered switching to a timer-based method, but then I remembered something about the Timer class accomodating the framerate of the SWF. Looking it up confirmed what I remembered:
...if a SWF file is set to play at 10 frames per second [fps], which is 100 millisecond intervals, but your timer is set to fire an event at 80 milliseconds, Flash Player will fire the event close to the 100 millisecond interval.
Now I'm wondering if it's even worth the effort, since it would appear that the end result would be much the same as it is now using enter frame.
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Jul 10, 2011
I use 2 options when i comes to animationg objects with Action Script
1. Timer based animation
PHP Code:
initTimer = new Timer(1000/fps);
initTimer.addEventListener(TimerEvent.TIMER, moveItem);
[code]....
2. ENTER_FRAME event based animation
PHP Code:
var time:int = getTimer();
addEventListener(Event.ENTER_FRAME, moveItem);
function moveItem(event:Event){
[code]....
Both of this options work ideal for my needs and they produce smooth animation. My question is witch one is better and why? And is there more ways to animate objects with action script?
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Apr 21, 2011
i've been trying to add a child to a movieclip that already exists on the stage using a timer event. i can't get this to work. i have been able to add a child through other events such as mouse down but this one wont work. here is the code for the timer.
var person:MovieClip;
var peopleFrequency:uint = 400;
var peopleTimer:Timer =new Timer(peopleFrequency);
[Code].....
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Oct 29, 2009
Lets say we have a movieclip "Enemy" in the Flash library and a class "Enemy.as" is associated with it which listens to ENTER_FRAME event as follows,
public function Enemy():void
{
//constructor of this "Enemy.as" class
[code]....
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Jun 15, 2011
I'm trying to have a class file which can add objects to the stage via addChild; however, when I call addChild from within the class file, I get the error "1180: Call to a possibly undefined method addChild." I've tried importing flash.display.* and that doesn't fix the problem. Does the class file have to extend Sprite or MovieClip to be able to add objects to the stage?
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Jan 16, 2012
I have downloaded Box2d ([URL]) and created a project that looks like this: [URL]. catalyst is the green cube and it has the base class "shapes.box", it is inside "world" which has the base class "wck.World". What i want to do is to add another "catalyst" from the library inside "world" when i click on add_btn. I tried to accomplish this by this code:
[Code]...
Symbol 'buttons', Layer 'Actions', Frame 1, Line 41061: Call to a possibly undefined method addChild through a reference with static type Class.
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Jan 20, 2011
I have the followings:
_p:Player (which is a MC)
a1:Animation1 (which is a MC)
_p.addChild(a1); //doesn't display anything
_p.stage.addChild(a1); //displays a1
Why won't the MC display a child without using his stage?
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Aug 11, 2009
I'm trying to resolve an issue that reared it's ugly head yesterday.Frame one of main timeline I have the following code:
Code:
import flash.display.MovieClip;
import flash.events.MouseEvent;
[code]....
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
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Oct 30, 2005
somewhat understood the basics of adding and removing children, however, I am facing another problem. After using the removeChild Function, I can't seem to add another child.For example:
ActionScript Code:
var attachedMC = new (getDefinitionByName("Content1") as Class)()
Page.addChild(attachedMC);
[code].....
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Jul 29, 2009
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
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Feb 16, 2012
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip {
private static var _stage:Stage;
private static var _timer:Timer;
[code]....
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Aug 27, 2008
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
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Nov 29, 2011
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?
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Mar 6, 2012
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.
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Mar 26, 2011
The document doesn't mention anything about this:[URL]..
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Feb 6, 2010
I have a one-frame .fla with script on one layer and a movie clip on another. The movie clip has an instance name of "titleBar," which moves from left to right using dynamic tweening.The tween code moves it from an X position of 200 to a X position of 820.Then I have a function called "xChange," which waits for titleBar's X value to be 820. Once it does, I'd eventually want to load an external swf but I'm just running a trace for now.Again, Here's the code.
Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code]....
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Aug 31, 2011
Lets say we have a movieclip "Enemy" in the Flash library and a class "Enemy.as" is associated with it which listens to ENTER_FRAME event as follows,
public function Enemy():void
{
//constructor of this "Enemy.as" class
addEventListener(Event.ENTER_FRAME, move);
}
private function move(evt:Event):voidnot use this approach at all?
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May 19, 2009
How do I stop a Enter_Frame? My codes:
Code:
Entrar "menu"
stage.addEventListener(Event.ENTER_FRAME, chamaMenu);[code].....
How do I stop the Enter Frame loop?
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Jul 27, 2010
I'm having problems designing the AI for a fighting games thats meant to have 1 player and 3 enemies. I programmed everything at once really carefully so I thought it would work without errors, I thought wrong. So I'm hoping this is down to lack of knowledge rather than lack of skill. So each of the enemies use an enter_frame listener that calls a method doAI. doAI() looks a little something like this
Code:
function doAI(evt:Event):void{
var x:String;[code]........
So I don't know what the computer keeps doing, but it almost seems as if its doing both doThis() and doThat() really fast. I don't know if the problem is creating methods inside the enter_frame listener or if it keeps creating new variables (x and y) every frame, but I need all 3 cpu characters to be able to do this without me creating a different method 3 times for each of them. If you don't see anything wrong with this shall I upload the real code aswell as a link to the swf file and how they behave?
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Mar 3, 2011
I am using the ENTER_FRAME function with Math.random to animate / simulate a random number range, as you might see in a digital voltmeter for instance.
the range goes from 12.0 to 12.9 and works good, but my problem is that i need to slow down the rate at which the numbers change.... A LOT.
Is there anyway to do this without slowing down the whole timeline???
Currently my AS is confined to the digital volt movieclip.
This is what i have:
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler_1); function fl_EnterFrameHandler_1(event:Event):void{ var newVal:Number = 12 + (int(Math.random()*10)/10); volt.text = newVal.toString();}
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Mar 9, 2011
Is there a way to remove ALL ENTER_FRAME event listeners at once?
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Feb 23, 2009
i want to move a MC from 200 to 0 on X-axis..suppose this mc's name is mc1..
Action Script 2.0:
mc1._x=200;
onEnterFrame = function(){[code]...........
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Jul 21, 2009
I have built this web site [URL] and in it I have a scrolling text. If you go to "about" or "process" you will find a scrolling text at the bottom. On the test (if you hover over it) there are 2 arrows and if you click on any arrow the text will move one line up or down. I want the text to move up or down many lines and not only one line. To do this I need to use the ENTER_FRAME but I have tried every thing and I do not know how to do this. I wonder how to add the ENTER_FRAME to my code to be able to move all the lines up or down?. You will find the code I am using now below this text. This code work very well to scroll the text line by line (if any body wants to use it feel free to copy it).
[Code]..
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Apr 26, 2010
I have a little problem while trying to get a URL on a Enter_Frame event using Flash AS3.I would like to trigger the URL request on the last frame of the movieclip.Everything works fine except that instead of getting the URL once, it keeps loading it all the time.
Result: I get hundreds of web pages opening in my browser.
Here is the code I use:
stop();
addEventListener(Event.ENTER_FRAME,my_function);
function my_function(e:Event):void{
var homeLink:URLRequest= new URLRequest("http://www.myurl.com");
navigateToURL(homeLink, "_self");
}
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