ActionScript 3.0 :: Pausing A Loop At Each Iteration?
Nov 30, 2009
I'm working on a script and I've run into a coder's writing block so-to-speak. I have an array of twenty object (with attributes). I want to loop through the array and for each object, update some text fields, create a tween, pause, and create another tween (i.e. fade in / fade out). I tried working with the timer class but the for loop, as expected, keeps on rollin' after the function has been called by the listener.
I am just learning how to use Flash AS3. I have made a very basic animation that is a circle with a slice in it that grows larger over a couple of seconds until it is about a quarter of the size of the circle. It is designed for my research subjects to watch and follow for range of motion and speed as they complete a leg exercise task. I used a basic for loop in the animation to repeat it 10 times, then a frame appears that says "Set Complete." I would like to add a repetition counter to the screen so that subjects know which rep they are on throughout the animation. I know that I have to use a dynamic text box to do this, but I don't know where to put the script so that the new counter number will appear on the screen after each loop. Here is what I have so far for script:
Action Layer first frame of loop:
var count: Number=0;
Action Layer last frame of loop: count++; if(count<=9){
I am wondering if anyone has experience this problem before:
[Code]...
I was experiencing some other "strange" behavior so I'm wondering if my code is getting too long. Maybe I'm running into some kind of limit. Has this happened to anyone else? Anyone know of some fixes? The loop is in a _global function, could that be causing a problem? other than that, the code is on line 4420 of the actionscript coding interface.
but i'd like to be able to pause the background music and then continue looping. this is what i'm doing now after i've stopped the song and acquired it's current position, and am ready to play again...
problem is that when it loops, it loops back to the resumePosition (as expected since that's when we told it to start playing from). so how to i resume AND loop starting over at the beginning of the song?
I have a thumbnail gallery and i want each thumbnail to appear 1 by 1 rather than appear all at once.At the moment i have a for loop that creates each of the thumbnails.
I did an ActionScript 3 version of my old algorithm made in c language to solve the �Tower of Hanoi� puzzle.
The problem is that I knew how to show the intermediary steps in c language but I don�t know how to do that in ActionScript 3.
The below .as file code uses just three disks of successive bigger diameters ( and different colors ) created as MovieClips in Flash which must move from the first peg to the third one, through appropriate moves, in such way that they end up piled up in the same crescent order as they were in the first peg.
The way the code is written just shows the beginning disks position and the end result but not the intermediary steps.
I want this code being capable to show the successive disks positions on the pegs in each step of the process, each time I right-click the mouse.[code]...
I have a basic for loop to loop through buttons and set some stuff and onPress handlers:[code]However, as I noticed, all buttonsthen link to one and same frame - all point to last i + 1 - Is there any possibility to call gotoAndStop with "static" Number, so in next iteration, it won't change?[code]
I have this code. for (i=1; i<6; i++) { this.attachMovie("myMovie","unit"+i,i); this["unit"+i]._x = i*100; this["unit"+i].onRelease = function() { trace("Unit number " + i + " was pressed"); };} I want to trace the number (i) of the button that is pressed. But no matter what button I press, I always get the value '6' on my trace. Isn't there a way to store the a value for i in each movie clip attached?
I have various custom component instances in my flex app. I want to loop through them recursively and get their instance Ids. The recursive part is very important to me. I have tried doing this, but it didn't do recursive:
for each (var myItem:* in this.MasterContainer.childDescriptors) { trace(myItem.id); }
In AS2 I have several arrays constructed like this :
var myArray0:Array=new Array(value,value,value...) var myArray1:Array=new Array(value,value,value...) var myArray2:Array=new Array(value,value,value...) var myArray4:Array=new Array(value,value,value...) ...
What I'm trying to do is use iteration to reference each array name to pass it into a function.
I am not sure my title is correct.Is there any 3rd-party library on AS3.0( like STL in C++), can do this: I define my class and use its objects as associative array, for example:
so I have writing a function that returns objects on the stage and puts them into an array. and the function works fine until i call the function on more than one object name, meaning if im in the root class, and I call this function on object1 lets say it will add all the object one's from the stage, but if i call it on object2 it will throw an error, which makes some sense, i guess it means that it is not adding it to a unique array, but im not sure how to do that. would it be a good idea to maybe make a multidimensional array? if that is the case would it be too slow?
I have created a simple interactive tutorial with buttons that open specific scenes (sections) in the tutorial using gotoAndPlay(). These scenes are initially "duplicates" of each other, except for some of the objects in the scene. Everything was doing ok but when I reached my 12th scene, things became messed up. Initially, when I added this last scene (say, SCENE2, with the same contents as the one copied from SCENE1) and published it, the SWF was behaving correctly. But when I just extended the timeframe to accomodate a longer audio, this scene keeps on pausing on the last frame for some reason. I'm assuming that if there are no animations and just audio playing, it would still not pause. I copied another scene, say SCENE3, also from SCENE1, that would play after SCENE 2. When I click on the button to play SCENE3, it just goes to the last frame of SCENE2 and does not play, eventhough the script for that button is just gotoAndPlay("SCENE3",1).
I have an external .flv and I simply need to be able to pause it with a frame action and start it back up with another frame action.I found some references to "flvStream.play" through google but I haven't been able to properly implement it.
I've been making a short movie. It contains some tweens (both shape and motion). I want the movie to automaticly pause at a specific moment (which bisects multiple tweens) and for a button to appear to contine the movie
I am having a problem restarting a function I have stopped using delete this.onEnterFrame a panel scrolls on the x based on mouse position. here is the code
panel.onRollOver = panelOver; function panelOver() { this.onEnterFrame = scrollPanel;[code]....
then on a button click I want the scrolling to stop and be able to be restarted on click from within a child movieclip.
how to get an animation to pause at a desired frame after a click rather than just stopping it at that exact frame or putting a stop action at the desired frame. My goal is to have a movie sequence play continuesly and when a user so desires he/she can click and stop the movie, but rather than stop it while it is in transition at that exact frame, the movie should continue to a point where it is logical for the movie to stop.(example: the movie is at frame 2 when the user clicks, but instead of stopping at frame 2 it continues to frame 10, and then stops) Then on another click the movie will continue through it's sequence as it was before. I would like to use a MC, onClipEvent to handle the script in Flash MX.
ok so I have the webcam in my flash movie,so you see your cam in the frame..but i was wondering if there was a code to pause the stream so you can a 'snapshot' without having to save anywhere or anything too complicated.. just literally pausing then un-pausing
I'm new to actionscript and am trying to have a simple three pictures coming in one at a time then some text rotation around them.I have the following code for the pictures coming in from the left but I need to somehow pause between each one as at the moment they all come in together:
import mx.transitions.Tween; import mx.transitions.easing.*; var xPosT:Tween = new Tween(runner, "_x", Bounce.easeOut, -700,-175, 2, true);
my problem pertains to Flash MX and pausing .mp3 files I have loaded externally. I have searched this forum, but every useful thread i found references [URL] but that page gives me and http 500 internal server error... ie the site is down.
but my problem is that I need to know if there is a reletively simple (or actually any at all) way to pause a song through a button that i have externally loaded... this is my code so far:
[AS] Song = new array("tonight.mp3", "when in doubt.mp3", "hey now.mp3"); bgSound = new Sound(this); bgSound.loadSound(Song[Math.floor(Math.random()*3)], true); bgSound.start();
[code]...
It looks a little complicated because i have a volume slider in there, as well as loading songs randomly... but what i need to know is how to get the stopB button to pause the song... and the playB button to resume it... right now stopB just stops the song... and playB loads a new one randomly.
I'm attaching an MC to the timeline and within that attached MC is a LoadVars.sendAndLoad command. This works flawlessly when I have a few variables but becomes horribly bogged down when I have to send (and receive) lots of data. It actually freezes my swf until all the data is loaded, then switches windows <minimizes itself in Win XP> after it's all done loading.So I figure I need a way for the original attach movie to finish loading, before I send the PHP commands...
I am creating I guess what you could call a swf library. It's a bunch of different interactive swfs all packaged up into a main swf that I can embed on my page. Each swf contains flv's that play. They all work great in my main swf and individually, that's not my problem.Everything is working great but I have a menu that pops up to change between different episodes and it works great.BUTWhat I'm looking to do is when you click on the menu button and the menu pops up over the externally loaded swf, I want the externally loaded swf to pause. Then when you close the menu I want it to un pause. It looks really tacky when the menu pops up and the flv's in the externally loaded swfs keep running. I knew how to pause them in as2 but only from the swf they were actually in.
This is my code (this all works) I just can't figure out code to add that will pause everything when the menu pops up ...box is what I named an empty box on stagetop_btn is the button that launches the menu
var myLoader:Loader = new Loader(); var myURL:URLRequest = new URLRequest("NewHarbison2.swf"); myLoader.load(myURL);
Pausing, stopping and playing movieClip (MC) children. I am making SWFs that an interface will load and control (pause, re-start, stop, etc.). Then the interface is paused, the main MC will pause but not it's child MCs. I didn't write the interface, I am just supplying SWFs that are loading into the interface. The developer of the interface willn't allow me to use animated MCs in my SWFs since he can't control them with the interface. So all my animation need to be on the main time line, which is no optimal to say the lease.Can I provide him with some code to allow him to stop the child MCs or is there an Event Listener I could include in the child MCs that would pause, stop, restart, etc when the main MC changes?I currently do not have a fix at this time and since all my animations are on the main timeline, is there a way to select multiple objects (on difference layers) and move and resize them across multiple keyframes?