ActionScript 3.0 :: Re-setInterval Each Time Function Works?
Mar 19, 2012
I have a function that draws a rectangle on the screen (see createInfoPanel())While drawing rectangle, I am adding 2 text fields on it.But as you may guess, it is adding those immediately. I want to delay adding these text fields, then I want to remove these panels after a while. The problem is, when I set an interval or timer, they won't work after I using once (I had to stop them by clearing/removing, it didn't set them again).Since my panel is being created each time image changes, I need them to work every time image changes.
So, I have 2 questions:1- How can I re-set interval each time my createInfoPanel() function works? It won't work anymore after setting and claring once. 2- You can see infoPanel.addChild(titleField); line in addInfoPanel() function. How can I work a smooth animation here? I mean, text appears slowly?
I have a function that draws a rectangle on the screen (see createInfoPanel()) While drawing rectangle, I am adding 2 text fields on it. But as you may guess, it is adding those immediately. I want to delay adding these text fields, then I want to remove these panels after a while. The problem is, when I set an interval or timer, they won't work after I using once (I had to stop them by clearing/removing, it didn't set them again). Since my panel is being created each time image changes, I need them to work every time image changes. So, I have 2 questions:
1- How can I re-set interval each time my createInfoPanel() function works? It won't work anymore after setting and claring once.
2- You can see infoPanel.addChild(titleField); line in addInfoPanel() function. How can I work a smooth animation here? I mean, text appears slowly?
My goal is to change the time for setInterval each time the function is called. Planning to replace myInterval = 5000; with a randomized number. My problem is getting setInterval to recognize the myInterval variable from the function.
I have problem with the setInterval function. I have a game application that sets a time limit of 3 minutes. From 3 minutes counting down by 1 second up to zero. The problem is, the counting of the timer is by 2 seconds and sometimes by 4 seconds. I tested the movie in my local computer and looks fine but when I upload it to a server and it is embeded in a website. And by the time the user clicks the link to play the game application and starts playing the problem about the timer occurs.
i use a code in order to have the time who run during my animation. but when i use setinterval, the speed can't change. how can i change the speed of my 'time'
I have a series of 6 images. In a single movie clip symbol (with the pictures embedded/attached in the swf), I want the images to fade in, stop for 4 seconds, fade out as the next image fades in, and repeats from there. I know how to do this with timeline tweens - but I wanted to learn how to make it in actionscript.
I've finally been able to make the images do this, but when I pull the movieclip into my main animation, it breaks all my stop(); commands for navigation. it seems to stop for 4 seconds and then continues on. I'm still very much an actionscript beginner, so I don't know how to troubleshoot it.
I would like to update the time delay for setIntervals from 3sec to 2sec and so on by deducting the timing everytime the hello is traced. I have also trace the timing variable that it is deducting in the output panel, however the setInterval doesn't update its time delay?
var timing:Number = 3000; setInterval(showMessage,timing); function showMessage()[code].....
I'm stopping on a keyframe, then using setInterval to advance after a specific timeout. The first time through everything works fine, but when the movie loops (user-initiated) and it gets to that keyframe with setInterval again, setInterval immediately advances the timeline and doesn't wait any time at all. The keyframe in question is coded like the following:
I'm creating a banner ad that tweens a thought bubble.It has 3 bubbles which tweens from the small bubble(1st one) to the big(3rd)one every 1/2 second with the setInterval function and then Invokes another setInterval which changes the text in the big bubble every 2sec. I got it to work perfectly, but the only problem is that I cant get it to loop through again properly. When I try to invoke the setInterval "animBubble" in the changeText function it doesnt read the clearInterval in the "animBubble" function causing it not to stop once the 3rd bubble has tweened in.
I added a setinterval function to my slideshow.Prob is when the slideshow reaches the last pic it returns to pic1 goes to pic2,... but after the second loop it starts mixing the wrong pics for the wrong number.I guess I did a mistake in the if statement(if (nextSlideNode == null)...). can someone solve this for me.
See following code below. Also how can I stop this animation. I did something like learinterval(advance); but that did not do the trick.
ok how and where do i put the setInterval script if i want to execute the "animateThumbsToLeft" function for 6 times and inbetween each time have a delay of say half a second..
how to clear the interval in this code? I'd also like to know if there is a better way of firing makeStars() than using setInterval in a function - like I'm doing. I've looked at the Kirupa tutorial and I'm not seeing what should be done.
Basically, this attaches a number of stars within the Stage width and height properties. When the browser resizes I rewrite the stars to the screen with the new bounds. But I can't get the interval to stop, so the stars just keep getting replaced - disappearing and relocating abruptly.
It all works great outside of the resizeIt() function, but once inside she goes down hill from there. A couple of things I need cleared up (pun intended) are:
1. Am I creating a new interval each time resizeIt() is executed?
2.What is the scope of the interval(s), and does how you access them change depending on where you are in the code, or are they more global?
stop(); //number of stars to make var numstars:Number = 100; _root.attachMovie("background","bkgd",this.getNext HighestDepth());
I have a function on my script that attaches a movieclip on a specific position and then it duplicates it several times. This movieclip has a code in order to move across the stage randomly. When I try to use SetInterval to repeat this function two weird things happen: the movieclips don't duplicate over that specific location (they appear on x=0,y=0) and if I set the location only one duplicates and the rest don't. My question is: what can I do to repeat the function every 2 seconds exactly as it is the first time it runs, without the objects not duplicating or moving from the original location?
Here's the code: meteoros = function () { this.attachMovie("asteroid","asteroid_mc",this.get NextHighestDepth());
[AS] _root.logo._alpha = 0; //Stt alpha p logon till 0 _root.meny._alpha = 0; //Stt alpha p menyn till 0 var donealpha:Boolean = false; //skapa en Boolean var doneshrink:Boolean = false; //skapa en Boolean var donemove:Boolean = false; //skapa en Boolean [Code] .....
The first two functions wont get executed.. I have tried to put trace("test") strait under the function ...(){ but it wont execute it..
I have four buttons on the stage which I want to move 20 pixels up (easing) and fade in from 0 to 100. But I want them to appear with a interval of 1 second. I came up with the following function:
Code: function showClips(yPos, alpha, speed) { var endY = yPos - this._y; this._y += eindY /speed;
I have a custom class called SpeedCheck, in this class I have a function called Activate(), I am trying to call this function using setInterval from another class but I am not sure how to format it.
I am doing some animation using setInterval. It runs ok on all browser(firefox, sarfari, and opera..), but not in IE8. I just check ie7, it works fine also.
My issue is that I want to set up a system whereby I can register clips to a class that will have certain properties set and then animate changes in those properties. Namely, each clip is placed at a different _y position at authoring time, then at run time be repositioned at a different _y position, only to be animated back to the original position. I want to do this so I can edit the clips in their destined places to layout their positioning.
Visually, my code works fine but, as is apparent from the "trace("muvUp "+thing);", the interval isn't being cleared. And what's worse � at around 40000 (of getTimer()), the clips start disappearing.
I've attached a file but here's the code I'm working with (as you can see with the lines I've commented out, i've tried a few different options):
//MY CLASS ON FRAME 1: function wordsClass(){} wordsClass.prototype = new MovieClip(); wordsClass.prototype.onLoad = function(){
I am creating a text scroller and am having problems with clearInterval - the text starts scrolling, but it won't stop after I try to clear it upon a button click.
1. I declare a var (uint) equal to a setInterval() call within a function (if the text exceeds the width of the textField)
2. I have a button that "turns off" the mp3 player (swf) and resets all the text fields.
3. I can't seem to access the setInterval ID var from within the click handler.
I have declared the var (uint) at the root level, then set it to setInterval() within the function. Then I tried to access it from the click handler. I thought this would work since it's global at that point, but it doesn't.
Here's a link to the page so you can see how it doesn't work [URL] (you have to click on the last link with the long client name)
Here's the code that's involved with this function (of course this is only the relevant code, but I would post the fla when done for anyone who wants to use it):
Code: Select all//::: SCROLL DISPLAY TEXT function scrollDisplays():void { (trackTextField.textWidth > trackTextField.width) ?