ActionScript 3.0 :: Implementing A Timer Within A Movieclip
Aug 26, 2011
I have a timer I need to implement when a "question" movieclip object is added to the screen, but even though the code is all right and definitely works it's not running when the movieclip is actually opened in the swf.
ActionScript Code:
question.addEventListener(TimerEvent.TIMER, timerFunction);
function timerFunction(event:TimerEvent):void
{
First time with a TIMER and get the error message. 1120: Access of undefined property timerForSounds. BUT I have imported the correct classes I think and the code is exactly the same as I see it everywhere else. It is pasted in my document class.
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);
i am trying to make my movieclip blink, it blinks when it is hit by something, to create the effect of a game.i have a hit test when it is hitted, caught is called on the object.the caught function of the object will make it stop and start to blink based on a timer.My timer is set on new Timer(400); why does my object not blink? my conditions seem to be correct.
if (hit.hitTestObject(f.hit)) f.caught(); private function blinkingHandler(evt:TimerEvent):void
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.
I am trying to set up an animation that would run after a timer is set. Every part of the rabbit would move so would I have to make each a movieclip or can I do it with just one timeline per part. As I have it now it is a MC with an timeline animation. Attachments: Picture 1.png (99.0 K)
I am trying to make a timer that swaps two movie clips, so that each two seconds? Here is the code: var leftPillar:MovieClip = new Right(); leftPillar.x=150; leftPillar.y=250; leftPillar.width=550; leftPillar.height=400; The idea is that each 2 seconds the movie clip should change to which ever one is now visible. What is currently happening is that only one of the clips ever shows, (newLeftPillar).
Is there any timer function in flash to load a movie clip after a certain time elapsed? Like we can adjust the time when it will load and when it will disappear.
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{ public var tmr:Timer = new Timer(1); public function MovingObject(){ tmr.addEventListener(TimerEvent.TIMER, Move); } public function StartMove():void{ this.tmr.start(); [Code] .....
Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer). How to make the objects move with their distances each other evened out.
I have a series of movieclips and when each one is clicked it calls a function e.g movieclip1.onrelease = function(){ // function here } Is it possible to deactivate each one for 5 seconds when it is clicked, then reactivate it after 5 seconds using a timer or something?
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 created a MovieClip named "Target" and called it from actionscript. Inside this movie clip I have created an 'action' layer and written the code in it[code]...
Now I can get 10 animating circles in different places of the stage after every second. And every circles will leave the stage after completing the animation. Though I have given 'pink' color in that circle, that's why its generating with 'pink' color always. How do I change the color of each circle while it will generate?
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;
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.
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?
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.
I'm trying to work out how to use states in my Flex app.I've created two states, State1 and Stage 2. Both are based off the base state. I've created a few visual elements for State1, and given each of them includeIn="State1".But when I'm in design mode and click on State2, these elements are still visible?If I try to delete them while State2 is selected, all that happens is RemoveChild is added to the State2 tag.
I haven't used the implements keyword before, and I've been trying to use it to implement the IEventDispatcher class to see if this would allow me to use addEventListener() in a class that extends Object (this is my understanding of what it's for - correct me if I'm wrong).My class is like this:
implementing and editing XML within Actionscript worked out swell - no problems so far..but the some_xml.send() seems to become a true nightmare!
Soit, here's an example:
I made a little "keep-in-touch" maillinglist, where visitors can leave their adress, click the "send" button - and let the administrator view the list on a secure page. XML suits fine for this job, i think.
Code: on (press, keyPress "<Enter>") { mailInput_xml = new XML(); mailInput_xml.ignoreWhite = true;[code]....
I have a custom form that I want to implement and I am having a problem figuring out how to do so. I want to have it work like an inner popup where it blurs and unblurs the background imageHere's my setup:FLA file contains-UILoader for swf sectionUILoader for random background imageLets say I load a section called home.swf into the section loader. Within the home.swf I have a button for someone to call up the form.swf. Is it possible for the form to blur the random background image when loaded then unblur it when it's done? I also have no idea how to unload it.
I am trying to implement a preloader for loading an swf. I have an swf named 001.swf. I need to create a preloader for loading this swf. So should i create one more swf for loding the 001.swf.
I'm pretty new to Flash, and having a few problems with a website I've had to design for my college ICT course.I built the site entirely in Flash, which went perfectly, then went on to build a scrolling image gallery banner for use on a gallery page of the site (assuming that it would be an easy task to chop the banner into the website).When I've tried importing the file to the stage/library it leaves all the images behind (as they are in the library of the first file) as well as the actionscript required to call the images; leaving me with just a new, blank layer.I've also tried copying the actionscript code into the website document and transferring the images from the gallery library to the website library, however, the gallery is written so that the stage is used in its entirety to show only a certain amount of images, meaning that the proportions of the banner are all wrong on the website file.Is there any way to integrate the flash file for the gallery into a confined area of the stage in the website document, or am I going to have to alter my designs so that the gallery goes entirely across the page (put up and shut up style).
Attatched are download links to the two files in question, sorry if they're a little on the large side.
I cannot believe that implementing a simple class should be so hard. I am trying out the simple example outlined on the Adobe website: url...I copied the class code from here to file Greeter.as in subdirectory Learning. Then I created a dynamic Text field on the stage.
Has anyone implemented a Set class in ActionScript? Specifically, a Set which is similar to Python's set implementation (unordered, unique, O(1) membership, etc). I'd like to be able to iterate over it using for each, perform operations like union and intersection and get a list of all the contained items... Which would all be possible to implement using Dictionary and Proxy, but I'd rather not reimplement it if someone's already done the heavy lifting.