ActionScript 3.0 :: Can A Timer Execute Immediately
Nov 15, 2009
since my Timer runs every 5 seconds I have to initially execute the function normally. This creates a problem though since if the user has the mouse over the stage, it stops the timer.It cannot do this because it takes 5 seconds before the Timer first runs the function
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?
I have a function in which all items of an array are processed. in part one of the code I have a certain function called immedietly for ever item, but after that, a function is made within this function, to be added to a timer. the function will be executed 500 milliseconds later. this works fine most of the time, but sometimes the function with 500 mill delay doesn't get executed at all, while the first part does.
Can the cause of this problem maybe be, that there is a limit to the amount of Timers, or nested functions?
This is the function:
PHP Code:
if (ballsWillBeMatchedOut.length >0) { //part one: for (i = 0,num = ballsWillBeMatchedOut.length;i<num;i++)
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.
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
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;
Basically, bmpd.draw and/or png.encode are dog slow, so I'd like to have a nice "please hold while we prepare your png" dialog to appear. I can't use callLater() because of the FileReference.
And just for good measure, the loading screen appears at the same time the save dialog appears from the call to fr.save().
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.
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.
Everytime I start Flash on Acer Laptop Windows XP SP3 it shuts down. It used to run smoothly before. It only happens since I updatet Flash Player.Do you have any idea what's wrong?
At the end of cpuIntensiveCalc the dialog is removed. The dialog informs the user that "something is going on, please stand by."
The problem is that cpuIntensiveCalc starts before the dialog draws. So the user experience is that the application freezes for 10 seconds with no indicator, then the modal dialog flashes quickly (less than a second) on screen.
The Adobe docs say this about creation_complete
Dispatched when the component has finished its construction, property processing, measuring, layout, and drawing.
So this feels like the correct event. In the name of completeness, I also tried
theDialog = PopUpManager.createPopUp( this, TheDialogClass, true ) as TheDialogClass; cpuIntensiveCalc();
I need to make a function that execute a java method and return his result. It is static becouse a lot of other functions will call this function. So I did this:
public static function FKDescription(dest:String):String{ var jRemote:RemoteObject = new RemoteObject(); var s:String;
[Code].....
But the function returns null, because the valresult() was not been called at the end of main function. What shoud I do to make FKDescription() return the string that came from remoteobject?
When I add a DisplayObject to a DisplayObjectContainer (e.g. a Sprite to a Sprite) in a function, it seems that the DisplayObject is actually added not immediately, but after finishing the function.[code]...
I've setup a very simple FLA, if you wanna see what I'm talking about:ample.zipIf you fire the swf and you click the red thing (button), you will go to frame 2. If you click it again, you will go to frame 1.Both frames contain a green mc with a "this.visible=false" action, so you shouldn't see it the first time.Now click fast the red button. You will see the green mc from time to time.So, seems the flash movie is executing "clicks" every ENTER_FRAME (not immediately when you click the button). The sample mc I attach has a framerate of 1fps, so you can see easily the behaviour, but it's the same with 30fps.
And the same for the green mc. The "this.visible=false" line is not executing immediately when the main timeline reaches the related frame.In the second frame, the green mc is contained inside a red mc. If you break appart this red mc, all will work as it should and you will never see the green mc (the FLA file is attached as well, so you can test).
[URL].. i am following these tuts but evrything is working fine but what i want is that my music should start playing immediately as it is loaded rather then waiting to click button to play...
I'm using actionscript 2, I've got a preloader working, but now I'm struggling to make an alpha animation play immediately after the preloader. My attempts have ended up with the animation playing during the preloader.
Been having an issue lately with Flash Media Encoder immediately closing down after starting the program. It will display the window for a very brief moment and then close down. I have used the program many times with no issues but this recently started to happen. When it started closing directly after startup the first time, it allowed me to use it a few times afterwards. But recently its not working at all.
Who'd have guessed it, my SWF plays immediately with FF, but I'm getting long delays with IE8. I've come a long way from when I started this project. I think I have everything in the right place and have the right files to work with.
I'm using SWFObject 2.2 think I'm using it properly. I used the generater (air vers.) to generate the html file. The file now plays and I have a background that displays right away (it's an image of the what first shows up).
where I can improve: [URL]..I've compressed all the images, but the file is still rather big. I expected problems with FF, but it plays immediately .
I've successfully attached a clip (identifier = "myPane_mc") which contains a ScrollPane (instance name = "myPane_sp") to the main Timeline from the Library. No problem.
Is this particular to the ScrollPane component? It works fine if I place the contentPath code in the next frame of the Timeline, but is there a function that I can attach to myPane_mc_01 to load myPane_sp's content without the additional frame?
In flex component life cycle, after we make some change in a components property, invalidation methods schedules a call to methods like commitProperties, updateDisplayList, etc for some later time. I need to call the updateDisplayList instantaneously. Is there some direct way to do this.
Currently, both the labels are changed simultaneously after completion of the loop. Instead I need it to work like this, to first render the updated 'myButton1' label then enter the loop and then update myButton2's label. I know, it is elastic race track issue, but isn't there some way to achieve this ?[code]...
I can stream video RTMP just fine in JW Player by LongTail Media. The Pause seems to work, however using Windows 7's Resource Monitor I can see that the player continues to download data when the video is paused, it downloads for about 60 seconds (and does not seem to be longer for longer videos). I have found the same using the examples on longtailmedia's website, so I know it is not something I have done.
I want a way to pause the video and have it stop downloading, this will save us lots of bandwidth. But also have it continue where it left off if play is pressed again.
I checked the logs on our wowza media server, which indicates that the player actually waits 60s before it sends the pause command to the server.
LongTail's support say that the pause functionality uses the built in NetStream class and its behaviour is out of their control.
I have tested flowplayer online examples, and a couple of Adobe / OSMF examples and they all continue to download for 60 seconds after the video is paused.
A way to get this working in JW player would be best, but Are there any flash players that will stop downloading while paused?
If this is not possible with RTMP are there any technologies that will do this with a flash player?
I have looked around the web and everything I have seen and tried doesn't work. I am trying to load an external swf (5 of them, seperately though) wait for it to completely load then play it. Whats happening is as soon as I call Loader.load("myswf.swf") it begins to play immediately before its finished downloading. Heres the code..
Code: var loader:Loader; var clip:MovieClip; var isLoaded:Boolean = false;
[Code].....
In the LoadSwf function there is a variable called tut that was created in frame 1, this just happens to be frame 2. I think everything else is self-explanatory.
I have a curious problem with fullscreen mode in a [beta] game I designed and coded. When I launch the SWF, it works perfectly. Once I embed it in html however, it only flickers into fullscreen for a second and then back out again. It doesn't seem to be a browser issue as it happens in both Firefox and IE7 on my Vista machine.
The game is here:
Spectacle
Fullscreen is toggled by hitting the "F" key.how to get it to stop flickering?
I currently have an AS3 swf that uses a loader to load in various other swfs, some AS3 some AS2. I load in all the swfs at the start and store them in an array for when they are need later. This works fine with the AS3 swfs, as they all have eventListeners for the ADDED_TO_STAGE event and so won't start until I need them. Unfortuantely, I haven't found a similar solution for the AS2 swfs, and they will run immediatley as I load them. Is there any way to stop this?
When I add a DisplayObject to a DisplayObjectContainer (e.g. a Sprite to a Sprite) in a function, it seems that the DisplayObject is actually added not immediately, but after finishing the function.
So we have a simple green button, and when it is clicked, there's a red Sprite constructed and added to the stage. But actually the red Sprite isn't visible until the onClick() function has been fully executed.
Why is that and what can I do for the red Sprite to be visible immediately?
Is there some (for the developer invisible) global paint() or update() function, that is not executed until some stack is fully executed or something?