ActionScript 3.0 :: Bitmap Array On Second Timer Loop
Jan 4, 2011
I have problem with moving bitmap array on second timer loop. I think this problem is related to the loop addchild was in, not sure how to solve it. The current code does create 14 images in a strip, the problem was I couldn't move them with another timer or just outside the completeListener function.
TypeError: Error #1010: A term is undefined and has no properties.
at alpha_fla::MainTimeline/effectsTime()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
I am trying to loop through an array of 5 movie clips using a timer. Below is the script that plays the first movie clip, then plays the next clip over and over.
var timer:Timer = new Timer(2000); timer.addEventListener(TimerEvent.TIMER, onTimer); timer.start();
I'm trying to synchronize external subtitles with my custom video player - Not FLVPlayback.Subtitles are in XML object from 0 - 12.I created a Timer that is checking when the subtitle 0 should be displayed according to playback time.I want to reach that after subtitle 0 disappear the next subtitle 1 will be checked when should be displayed.So all I want is 0 + 1But it is Timer and the result after Subtitle 0 disappear is 0+1+1+1+1+1+1+1+1+1+1+1 ad infinity And thats too many as I only want once add 1.
I am working on a project in which I am suppose to matain an array of movieclips, and I can also convert the movieclips into bitmap data. so I would like to know which one is the best to use either maintaing movieclip array or bitmap data array.
I need some help understanding for loop and timers and what I want to do is set the timer so it counts. Every 3 seconds add 1 to the count and then call a function. If the count reaches 3 then reset every thing and start over. But it isn't working the way I want it too.
Code: //create timer for slide show var delay:uint = 3000; var myTimer:Timer = new Timer(delay);
have images play automatically when you don't click on PREV or NEXT buttons in a gallery for a certain amount of time.
I've used the TIMER function, but found that, when I click on PREV or NEXT, the timer would be activated again on that picture, which messes up the entire browsing experience.
possible 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.
I tried to move 4 movie clips in a loop and with a 3 seconds interval. So first I tried a loop and a timer function inside. I supposed by the loop the timer should start and finish for times. But itdidnt work. So I used another code which is longer and complicated. So it worked. do-while doesn work also with first logic-why?
here are the codes - m s are clips
// THIS CODE IS NOT WORKING - I CAN NOT USE TIMER MULTIPLE TIMES IN A LOOP var arr:Array=new Array(m1,m2,m3,m4);trace(arr); var timer1:Timer=new
I have a loop that replays on a random timer.Start of loop frame 1:
function pause(){ play(); clearInterval(timer);}[code]...
on the next scene i just want the frame to stop(); forever but it seems to play after waiting for the above designated timed pause.when i remove the code above, stop(); works fine again. How can i get it to work aside my timed pause? anyway to reset it..ive tryed adding clearInterval(Timer); before the stop on scene 3 and its done nothing
I want to create an endless loop of images through a timer.On the fla I have an MovieClip �ImageClip� Yousing a timer I will repeat the call to imageArea.addChild() with the next image.My question is am I going to run out of memory as addChild() implies this.I want to replace the image not add more images to a collection.
I set up a loop where a movie clip moves in a triangle over and over. It works, but I want it to pause for 5 seconds at each location, so I added a Timer (my first attempt). Now, it will go through the triangle once, pausing correctly, but then the main movie clip (target_mc) stops in the original position and never moves again.
Code: import fl.transitions.*; import fl.transitions.easing.*; var xMove0:Tween; var yMove0:Tween; var xMove1:Tween; [Code] .....
I have been developing a game using Flex, and used the Timer class to keep the main loop going. However, when I tried using the enterFrame event to do the main loop, there were a few problems. First of all, physics simulation seemed way too fast. Is the enterFrame event called more than once per frame? I set the application's global frame rate to 24, so shouldn't the application set off the event every 1/24 of a second? And the second problem is that when the game runs like this, some MXML components that are added are not shown.
How would I go about using a timer to initiate multiple movie clips at once, and then loop them if they are all different lengths so that they restart in sync once more?
For example, say at t=0, 3 movie clips are started. Movie clip 1 is 3 seconds long. Movie clip 2 is 6 seconds long. Movie clip 3 is 10 seconds long. Movie clip 1 would end before movie clip 2 and 3, but I don't want it to restart until the others are both finished.
Furthermore, is it possible to set a countdown so that the the movie clips are initiated not after a duration, but after a specific time? For example, instead of having a timer countdown from 10 seconds and then playing, it instead countdowns until say 12:00 PM and then plays the movie clip.
I would like to somehow loop through bitmap data and detect white pixels.. If i find a group of white pixels forming a big enough area (lets say 300x120) i would like to somehow ad text to that area..
ActionScript Code: var answerArray:Array = ["3", "2", "5", "3", "2"]; //these are the correct answers var answeredArray:Array = ["3", "1", "1", "3", "2"]; //this is an example of what the user
i need to reconstruct image with this. but not with MOUSE_OVER event but automatic, maybe Timer...And need to do it random...I ,ve got a headache from this...
I am having trouble storing bitmap images into an array. The following code snippet creates an array called "imageArr" and its intention is to store all the bitmap images in it. The images are captured from the user's webcam and should then be stored in the array. However, when I display the images it can only display the last image taken.
ActionScript Code: var bitmapData:BitmapData = new BitmapData(video.width,video.height); var bitmap:Bitmap = new Bitmap(bitmapData); var imageArr:Array = new Array();
I've been trying to figure out a solution for a problem.. Which is really bugging me. The only thing I could think of that has potential to possibly work is being able to store bitmap names in an array.. Like this example(which doesn't work):
Code: var hairBitmapA:Array = ["hair_1_1", "hair_1_2"]; var i:uint = 1; var hairBitmap:hairBitmapA[i] = new hairBitmapA[i](0,0);
The idea of this is simple, although not correct, is there a way that I can do what I'm trying to do?
in a for loop i am passing 60 movieclips to the stage at runtime.now after that I trigger a function that fires every second.But inside that timer function, i can not trace what items are in my array in other words, every second i want to trigger a movieclip inside the array.(this will later destroy a random ipad or iphone processor :p)
heres my code:
Code: var circle_array:Array; var seconds_counter:uint = 0; var myTimer:Timer = new Timer(1000);
I am working on a project in which I am suppose to maintain an array of movieclips, and I can also convert the movieclips into bitmap data. So I would like to know which one is the best to use either maintaining movieclip array or bitmap data array.
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,
I have a function that is called from a timer event. Every time the event is called I need to create a new Array with a unique name: Code: var dropNumber:int = dropHead.length - 1; var ["dropTail" + dropNumber???]:Array = new Array(); I am not sure how to dynamically change the name of an array with as3. Also, just a bonus question, is it more efficient to have a single array broken into partitioned indexes or have several arrays of data?
what I'm trying to do is Instance a rectangle and move it across the screen, and as it's moving, make more rectangles. For some reason though, it's only making one rectangle, and the timer is taking way more than what I thought would be 100 milliseconds. Any help would be appreciated. >
I'm writing a video game and I have used timers all over the place to make everything go. Now I want to be able to pause the game, completely. Meaning, I need to stop and start all timer instances at once, or globally. So I created a Timer subclass called CustomTimer, put some statics in there, came up with the attached code. Now my problem is that I'm pretty sure I've created a memory leak, in that the instances array will just grow and wont allow or gc. So, my question is, is there an "onDestroy()" method or somesuch, that I can override, and use that moment to remove instance refs from the instances array? Or, is there a smarter way to do this? an application object with a pause method perhaps?
I'm looking for a good method to compare a single bitmap data instance against an array of stored bitmap data objects. I need to figure out how I can compare and arrive at the conclusion that the result either means that the images are of the same object/aka similar or if they are two totally different images. I tried checking threshold of the result of the compare() function but my efforts have failed so far.