ActionScript 3.0 :: Changing Images After Time Interval?
Sep 22, 2009I want to show images that am calling from xml file into flash, I want to show them each after a certain time interval, I want to do this in AS3 How it can be done?
View 1 RepliesI want to show images that am calling from xml file into flash, I want to show them each after a certain time interval, I want to do this in AS3 How it can be done?
View 1 RepliesI would like to implement an inspection time task using Actionscript. The idea is to dynamically change the time interval between masked and unmasked images based on user responses. The "inspection time" is defined as the interval at which the user achieves certain accuracy. There are various factors affecting the accuracy of that interval: monitor refresh rate, flash vm frame rate, Timer event accuracy, render time. Anything else? How do I determine the actual inverval the user sees? High accuracy is required, since typical performance is from 20 to 80 msec on that task. I assume the limiting factor is the monitor refresh rate. If it's 60Hz, I would only be able to increment by 16.7msec.
View 1 Repliesim with a kind of a deal here... i havent wrote any code on this subject yet, and im not quite asking for the exact code of it, Ok my idea is this, i wanna create some sort of a timed slide show using the values of an array
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We have a flash game being developed in actionscript 3 and it runs much more slowly on our remote server.The game specs:-8 different movie clips, all 1 frame static png files from 10x10 to 100x100anywhere from 10 to 60 instancesof those MCs on screen at any given timeevent loop is run from a flash Timer at 25msall interaction is via the keyboardThe strange thing is, we publish the swf file and run it locally and everything is fast.We copy the swf to a remote server and everything runs much more slowly. The music plays at normal speed, but the movieclips all move around the screen at about half speed.
Why would the file run differently when fetched from a remote server? Isn't the swf always being run locally anyway? Also, we ran it locally and remotely with the task manager running and it does not seem to consume much CPU or memory.EDIT: Ok, this is really weird. I added a framecounter textfield to the game. It reports the number of ms since the last timer tick. It consistently reports 50ms. My timer is clearly set to 25. This explains the half speed, but what explains this? I also added a check on the timer.Interval property to see if it had changed and it hasn't; it's still set to 25 while the game is running.ode to use ENTER_FRAME instead of timer, and it works. I get the full 40fps, give or take a few %. Still not sure what's wrong with the timer though; if it was being delayed by the time spent in my loop it would fluctuate, but it doesn't. It's 50ms every time no matter how much is going on.Here's the code I'm using(more or less):
t = new Timer(25);
t.addEventListener(TimerEvent.TIMER, timerTick);
t.start();
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I cant clear the time on the set interval. try to stop the time around about six seconds or so.
ActionScript Code:
var myInterval = setInterval(time, 2000);
function time (){
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1. spawn an object at a random xy coordinate
2. move this object along the x axis from stage edge to stage edge
3. repeat steps 1 & 2 every 5 seconds
So far i have managed to get my object to spawn in a random place and move from side to side, however every 5 seconds it moves the current object to a random coordinate and continues to scroll on x axis instead of creating another object at a random coordinate.
Here is my code:
ActionScript Code:
var distance:Number = 5;
var timer:Timer = new Timer(5000);
timer.start();
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is there any way to edit the time in an interval, once you have set it?
View 14 RepliesI have "leaf" MC that floats across the screen. It's affected by a wind generator. I want to duplicate the leaf movie clip at random time intervals (between 2-9 secs).I can get the random time interval, I can dup the MC. How do I get it to re-set the interval and dup the MC at the new random time interval?The final effect I'm after is a MC that reproduces at random intervals every single time.
Some of my code so far:
// set time in between each clip
var seconds:Number = Math.floor(Math.random()*(8+1))+2;
// initialize depth
var depth:Number = 0;
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If I have some actions for a button and I want them executed 4 seconds (or a specific time interval) after the button is clicked is there a function that will do this?
View 2 RepliesI would like to code a flash file so that a new instance of a movie clip is placed on the same location on the page every 5 seconds (if you are wondering why in the same location each movieclip will be set to move down the stage).
My actionscript is weak at the moment and I dont know how to set the timer or link the duplicatemovie code to it. A code sample would be brilliant.
I would like to place attach clips to the _root at a certain interval of time (instead of very fast in a loop), but im having some problems planning it out correctly.[code]It is attaching it, but i want it to be more like a fan spanning out then a clock hand ticking. By this I mean, I would like the clips to remain on the stage. In this case, it seems like the clips are getting replaced.
View 1 RepliesI would like to code a flash file so that a new instance of a movie clip is placed on the same location on the page every 5 seconds (if you are wondering why in the same location each movieclip will be set to move down the stage).
My actionscript is weak at the moment and I dont know how to set the timer or link the duplicatemovie code to it. A code sample would be brilliant.
what i'm trying to achieve is to be able to create a random time frame betw 1 to 8 seconds before it calls a movie clip from the library.
Code:
function layEgg(hens) {
//set random time in sec
var timeGap = Math.floor(Math.random()*(8+1))+1;
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however the time interval is not working. i managed to trace the random timeGap.
I have a movie acting as a container for a series of external swf's that I intend to load in sequence.My problem is, how to load a swf for a set period of time so that that it may play out its sequence then load the next external swf; again for a set period of time before the next load and so on.......?
View 5 RepliesI have implemented the login capability to my application using Flex(Blazeds)channelset login. But there is a strange problem, after about 2 minutes of inactivity if I try to perform any operation I see that my channelset has been been forcefully logged out Is there some configuration which I need to do in order to prevent this from happening. I tried adding this in my web.xml, so that the session persists but it didnt help my cause.
<session-config>
<session-timeout>10</session-timeout>
</session-config>
every so often a movieclip is dynamically created using actionscript from the main timeline. It has the instance name of
Code:
["spark" + i]
each time one is created "i" goes up 1. so I end up with spark1, spark2, spark3, spark4 etc. etc.What they need to do is play through an animation (about 4 frames) and then destroy themselves.
I would like to load a movie .swf by clicking a button located in scene 1 so i use [code]Then I want once this loaded movie in scene 1 is finished to play to automatically switch to scene 2. and do the same again.Do i need to use a timer or time interval to operate the automatic switch? if yes how can i do that? or is there something simpler, I use flash MX.
View 5 RepliesURL...I have created an animation which has the bird fly up & chirp, and would like to replace all the birds with this.For now I have replaced all buttons w/ the animation on stage and they all lie on the 1st frame. But thats kinda not what I want.How can I get any one bird animation to play, one at a time, at a random interval of 15-45 seconds?
View 2 RepliesIs it posible to realize a alpha tween effect between two images with an interval of let'ssay 7 seconds, based on ActionScript.
View 3 Repliesi'm kema and i have a problem with the setInterval and clear Interval function with in a movieclip i created.the interval seems to still be running even though it is with in a movieclip and not on the main time line. how do i stop it from affecting the buttons on the main time line. i tried applying the clearInterval function to the button on the main time line but still no change. i would be very grateful if anybody can profer a solution to this problem,
View 1 Repliesbasically when you load the .swf it changed everytime u re-load it , i want it to keep on changing even when the user hasnt reloaded the image
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This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
View 1 RepliesI am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
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Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
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So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I have a photo gallery that loads many images using a for loop (image data is from XML file). Simplified code looks like this:
Code:
var photos_xml = new XML();
photos_xml.ignoreWhite = true;
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I would like to have a button that when clicked changes a variable for 30 seconds and then changes it back. For example:
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I have an set of images (all icons) which I want to be able to change during run-time. I already imported all of them into my FLA into the library and already instanced one of them as a MovieClip (right click -> convert to MovieClip).
How to change the image associated with my movieclip instance in code, so I can change the image to any other of the images that were imported into the FLA's library?
Is there a way to make many movieclips change the same way, off the same line of code.. rather than having to write them all out seperatly?
eg.
If this was the original code...
clip1_mc.onRollOver = function () {
clip2_mc._visible = false;
clip3_mc._visible = false;
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The above doesn't work... but i'm wondering if anyone knows of a method that will work... saving me from having to write so much code in future?
writing a code that will change a picture base upon the time.
i want to have a picture of the sun rising between the time 6am to 11 am
then from 12pm - 5 pm a pic of the ocean showing
from 6 pm - 10 pm- a pic of the sun setting...
then from 11pm- 5am a picture of the northern lights..
ohh yeah i have the time being called in a # from 1-24, = var = hour
idk if u can write if statments with a range of numbers . ex. if (hour > "range of time/#'s") ....
or have a shape in the backround and have it change as the time changes??
I have a map of Europe. What I am trying to set up is coding or something to it. trying to make it so when the mouse goes over each country the name of the country is shown.Have made a version with images, however due to the countries being so close together when you run the mouse over where the text is (even if the text is off the space of the country) it shows the text of the other countries
View 2 RepliesI'm building a site that will change the background depending time of day. I do want to show the time in the top of my page. What are good codes for showing a time and date in Flash and what would I use to change background depending on if the time is past 7PM or before.
Example.
If the time is before 7PM I want it to show a background with a clear blue sky. If not then the background will be a starry night. I'm using CS3.