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?
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();
var timer:Timer = new Timer(x); basically x is an array... when timer.start() is invoked
it runs, the first count is 1000 ms, then the second 800 ms, and the third 6200 ms and so on. In other words, it's a dynamic change in the delay and not a continuous delay of x ms.
I am trying to delay the execution of the code within a function. But it is not working. I would like content of the doTour() function execute 25 seconds of interval.
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.
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'm new to concepts of AS 3 but i'm stumbling through it.So i'm looking to the Fourm for some Mentor ship
I have a simple Regular Flash slide show with 4 slides and an intro label. I need my Intro label to have a Timer or Delay event that holds on the "Intro" Label for a certain amount of time before the Timer expires and calls a function that tells FLASH to go on to slide "Slide 1" label.
The trick is i need this delay to run everytime the Timeline is at the "Intro" label as i have an animation playing while the timer or delay event counts down and finally at end goes to label "Slide 1" Can anyone share some simple code snipets that would point me in the right direction to accomplish this using AS3 ?
There seems to be a time delay problem when the slideshow is playing. It will start playing, but as soon as I click on the next or previous button to view another clip it will mess up the delay time and screw up when the pictures will play. Is there a way on how I can fix this ... I attached a link to see what is happening. The following script is what I have playing for the images.
I'm trying to make a timer.. When I press a button a movieclip does this: gotoAndStop(2); I want it to go back to Keyframe 1 after 10 seconds. How can I get this to work?
In addition to a timer i'm making I simplified my code, but i'm running in to an annoying problem when I try to input the Timer delay manualy. I want to enter the speed and the number my timer needs to start running trough an input textfield. The counting number is no problem, but when I try to do the same with my delay it wont take it. Is there a way to get around this? I keep getting this error[code]...
I have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want: Code: function eyesleft(){ eyes._x=0 eyes._x=-100 } one question is I need some kind of delay timer to make the animation smooth, otherwise the animations would be all jumpy. Set interval seems a bit jumpy.
Ive noticed that i need a function that delays a callback. I use this quite often to delay animations and stuff. well anyhow. Before i just used Tweener to do this.Tweener.addTween(this, {time: 2, onComplete: callback}); This works fine but i belive that I get a small memory leak from this. So i made this static function. I think it look quite nice. But it only works sometimes.
[Code]....
If you try it with a loop of, say 10 so it will callback every one second for 10 seconds, its often it will skip a few. Have anyone noticed any problems with timer before or something similar. Or if you have a nice delay function you wanna share.
I'm building a continous move in flash, and I'm displaying some text and images and want to hold the timeline for about 20 seconds and then resume play again. I'm trying to write a simple timer in AS to keep from having to create 10000 frame long movie clips. Here's what I have so far:
stop(); this.onEnterFrame { time = getTimer(); if (time == 20) { play(); }}
Unfortunately, this isn't working for me, and 'm unsure why. I suspect two things, A: my "time" var takes only a snapshot value of the timer and not a continuous value, so the timer never reaches the value of 20. Or, B: I have somesort of syntax wrong and the if never gets a chance to load.
at the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer; import flash.events.TimerEvent; var count:Number = 11;
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
Will I take a big hit in performance using nested ViewStacks? Should I strive to handle all navigation in one ViewStack and push children manually or will the affected performance be negligible?
We have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
I want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
I have an xml flash slide show that works great but i would really like it to randomly select the images out of the xml so that every time it is seen it is showing a different cycle of images. I'm not by any means an ActionScript expert far from it actually, but i understand a bit of it (not enough to write my own code yet).here is the code im using:
import mx.transitions.Tween; import mx.transitions.easing.*; var myShowXML = new XML(); myShowXML.ignoreWhite = true;
[code]....
Also I'm not using the text version of this were it gives a title of the image that is displayed but every time i think i have removed it correctly i screw the the whole thing up. right now i just have the title area in my xml blank which works but i guess its not the cleanest code right.
I used the tutorial for making a xml gallery and changed it up a bit to make a banner ad gallery from an xml file. This makes life easier for my non flash designers to just update the xml file when new ads come out. I would now like to make it randomly select the first image.The only idea I had was to change the p = 0; part to p = Math.floor(Math.random() * total); That didn't work.There is some additional code in there for a coldfusion click tracker and some to build the url string for the coldfusion page
// Load XML, define arrays, and initiate loading of first image function loadXML(loaded) { if (loaded) {
I've got an xml slideshow playing on my home page and I need to have the pictures randomized. You can see the flash in action at [URL]. Here is the code that I am using now.
delay = 10000; // function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = []; [Code] .....
Basically, it loads and parses an external XML file. I have it set to just step through the file but I'd like it to randomly display the images referenced by the XML. The script works like this, but I can't seem to figure out how to get the XMl into an array and then have the function read it correctly. It seems to me that the call:
picture.loadMovie(image[p], 1);
with p being changed somehow to a call to myArray should work, but it doesn't. What am I doing wrong?
this creates the load XML function and counts the children to an array function loadXML(loaded) { if (loaded) {[code]....
so the XML needs to loaded into the array somehow. Here's the array with a bunch of numbers instead of the XML info.
I am trying to build a simple image scroller in a way that it creates 2 arrays from 2 xml attributes. I got that working, but what I want to do next is randomize the order of the images and while making sure it they retain their specific urls. Then I want the scroller to loop those images in that random order infintely.
So far here is ActionScript Code: stop(); import mx.transitions.Tween; import mx.transitions.easing.*; // change the values to alter the spacing and scroll speed scrollSpeed = 1; picSpacing = 0; picWidth = 116; [Code] .....