ActionScript 3.0 :: Stop Its Code From Running For A Given Time And Then To Resume?
Jan 5, 2010Tell me is there a possibility to completely stop actionscript 3 code from running for a given time and then to resume?
View 1 RepliesTell me is there a possibility to completely stop actionscript 3 code from running for a given time and then to resume?
View 1 RepliesTell me is there a possibility to completely stop actionscript 3 code from running for a given time and then to resume?
View 8 Repliesstop and resume time on release image?
View 9 RepliesHow do you stop the flash debugger if the code is running an infinite loop, or very very slowly?
I put too many trace() statements in, and it is taking forever. I know I can ctrl+alt+delete and stop flash CS5, but is there an easier way?
I've got a fairly short little animation sequence that the folks here at my work would like to insert into one of our web pages on our site. It's a demo on how to use one of our products, so I'd like to add a few buttons so the user can pause and then resume the entire movie. There is absolutely no scripting applied to the FLA right now.
I've been working on another project that involves scripting some buttons with AS3, so I have some knowledge, but am still having a lot of difficulty,
so i need to make a play/pause button on my animation, i can use stop(); to stop the main timeline. i cna use intro.stop(); to stop a movieclip with the instance name intro that is placed on my timeline.
but can I stop every single movieclip (in all different levels) that are in my timeline?
if not, how can i stop movieclipA which is inside movieclipB which is on the main timeline?
I know how to stop and start a timer, but how can you capture the timer value to a variable and resume it from there at a later time? I tried capturing the currentCount of the timer to an integer variable, but i cant modify it.....it says its read only.
View 1 RepliesI have many nested movieclips in different positions of the main timeline.
I have 2 buttons, play_btn and pause_btn.
I'd like when the user click pause_btn, the animations on the main timeline and in nested movieclips stop.
Whe he click play_btn the animations resume in both the main timeline and nested movieclips.
I have created array of nested movieclips on the main timeline.
var arr:Array = new Array(mc1, mc2, mc3, mc4, mc5);
play_btn.addEventListener(MouseEvent.CLICK, on_play_btn); pause_btn.addEventListener(MouseEvent.CLICK, on_pause_btn);
function on_play_btn(e:MouseEvent):void { gotoAndPlay(currentFrame);
[Code]....
I'm looking for an AS2 tutorial or template that will show me how to create ONE button that will stop and resume an SWF file that is made up of several composited movieclip elements. I've found several that use two buttons (start and stop), but I would like one that operates like the single sound on/off buttons you see on many sites.
View 1 RepliesI'm new to webdevelopment and I am looking for some tutorials or resources about how to run C++ code in a browser. I soon going to do a degree project which implements a sound service in a browser (like flash I guess) using a provided DLL + my own program, so I'm looking for some starters on where to look. I don't have alot of webdevelopment experience but I do have a programming background C/C++. Cheers
View 5 RepliesGot to the point where the hole in my AS3 knowledge is getting large!Realising I have confusion about the relationship of:Body of code on first frame of AS3 file.(Which I have so far used to create instances of library objects using addchild and make calls to class code).Is this code called the document code? What do people call it?Numerous classes linked together by extending each other etc.Library objects (usually graphical objects)Should it be done differently? have the following problems due to lack of understanding:Addchild complicated from a class but straight forward in main body code.Cant call functions on the main body code from classes, because class code does not know the main body code exists?
View 1 RepliesI have the following 'for' loop runningit animates squares so they fall down the page and land in rows.Once a row has landed I need to fade up an image on some of the squares. But I can't seem to run anything till the entire for loop is ended... any suggestions? I think I really need to run another routine at the same time, but how do you run 2 'for' loops at the same time?
ActionScript Code:
var testArray:Array=new Array("34","103","172","242","311","380","449","518","587","656","725","794","863");
[code].....
I've got some legacy code that I really don't have time to rewrite. Is there any way to mark a code block so that flash player reads it as actionscript 1?
View 1 RepliesI've made a MovieClip of an electric wire with 3 different keyframes with a few frames between each. The first 2 keyframes have a single bitmap in each with a different picture, I want it to cycle between these two to make it look like the electricity is moving and not just sitting there. The 3rd keyframe has nothing, eventually I will put an image with the electricity off, so the player can walk through, I just haven't done it yet. Since I don't want it to run the last keyframe until the player turns it off, I put a gotoAndPlay(); command in the movie clip after the second frame looping it back to the first frame, problem is, the line refuses to work.
I have copied and pasted it from other programs where it worked, I have checked the Frame Name, I put other lines in there, like stop(); trace(); and other things, but could not get ANY line of code to work in the MovieClip. There's probably something like "the layer is invisible, code will not run", but I can't tell what it is. I've deleted the symbol and started over, same problem. I've restarted Flash, same problem. I've restarted the computer, same problem. I even took it to a different computer, same problem. I don't know why it won't run this code, is there something disabling it that I overlooked? I have other code in the main timeline outside the movie clip and code in other movieclips that has always worked fine and continues to work fine, I don't see what the problem is.
I ignored the problem for a while, and worked on other things, but I had to add multiple frames to an existing movieclip (which I believe was created before the other one), and now this movieclip is having the same problem. Does anyone know how to fix this, before it spreads to the rest?
How can I run code in Actionscript 3 when a page with my flash object is.well.I'm not sure of the term.When the webpage is left and the flash applet is exited?
View 2 RepliesI am publishing an animation which needs to dispatch events from certain frames on the timeline. The document class is InteractiveAnimation - here's the important bit:[code]When I load it into my player application (into the same ApplicationDomain, I might add) all I get is:"Running constructor of InteractiveAnimation" the timeline trace doesn't happen. Or any other timeline code for that matter.What is killing the framescripts? Has anyone even got any suggestions as to how I might continue to track this down?
View 2 RepliesI have an older program that I need to update. In it I there is a movieclip that displays text. Embedded in that movieclip is a timer that makes the text disappear after a few seconds. Everything worked fine before when I was using flash to put the clips on the stage. Now I need export the symbols and use addChild to display them. My problem is that the timer is starting when I assign the clip to the variable (frame 1), not when I need it to; which is after I add the child (frame 70-ish). If I were starting over there is probably a million simple solutions to this, but I am trying to not rework everything I already made to fix this seemlingly small problem.
View 4 RepliesI have a movieclip, and for some reason, the timeline code isn't running.
Stage, frame 1
Code:
var my_mc:MovieClip = new MyMC();
my_mc.name = "my_mc";
MyMC is a properly linked Movieclip.
[Code]...
I have this script that makes random bubbles comes up. I need to have the script stop when it gets to the next scene, but it just keeps running.I have tried an
onEnterFrame.removeMovieClip("bubble");but that didn't work.
amount = 30
mWidth = Stage.width;
mHeight = Stage.height;[code]......
I have two functions, both are puting objects on stage and few seconds removing them, after decent of period of time mc steps to 3 frame where movie should stop, but those objects still appear on third frame, but I don't need them there. How to stop those functions?
View 5 RepliesI'm running a school project which involves flash product.I have used the slide show from[url]....php nad everything works fine, but th slideshow is seen on all the scenes, begginin with this scene wheere it only meant to be seen.I do not really know how to stop this, smth like "stop all actionscript from this scene, when going to the another".
View 1 RepliesI have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
View 1 RepliesI prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,
ar t:Timer = new Timer()
TimersManager.getInstance().register(t);
...
TimersManager.getInstance().stopAll();
it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.
I'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
View 2 RepliesI'd like to find the best way to calculate the actual time for the animation to be played. In my scenario, I have a button to start animation and button to stop it. Animation is set to run 3 second. I'd like to know how long the animation did ran after I press the stop button.
View 2 RepliesI'm using an mp3player skin, but the running time won't work (bottom of code)--it stays at "0:00" when you hit play. Everything else is working fine.[code]
View 1 RepliesI recently discovered the incredible functionality of getDefinitionByName(), I'm attempting to load in pages for an interactive book.Each page has its own functions, listeners, nested animations, and timers.When loading in these pages, no stop()s are working within the nested clips, and any interactivty has been lost.It's just a mess of a bunch of animations running over and over.[code]
In addition to having the MovieClips not running code, I am running into serious garbage collection issues.I can unload the pages from display, but all sounds continue playing.Does anyone have an idea of why these loaded MovieClips are not running code, and why they will not unload properly with the destroy() method?
I have a simple flash game with two frames at the moment.Most of the stuff that happens is in as files linked to different movie clips.I orignially only had one frame my background frame and when testing I just press ctl+enter and bamm away it goes the actionscript runs as soon as the movie/game starts and ergo the game plays.My problem is this, I now want to have a start/home frame at the beginning (of course) which has the start game button on which when clicked THEN starts the game.Currently the game starts in the first frame along with the start button.How do I stop the game running straight away and my first frame only contains the start button, which when clicked then goes to the 2nd frame and starts the game?
View 3 RepliesI have a xml gallery on one frame (each frame represents a webpage) and when i click on another frame the frames content appears but the xml gallery is still running on top of it, why how to stop the xml gallery running before going on another page. Is there like a stop function ?
the code in as3 i used for the gallery is as below:
var xml:XML = new XML();
var img_count:uint;
var loader:URLLoader = new URLLoader();
var img_holder:Sprite=new Sprite();
[Code]...
I have a function that draw rectangles from values in an array in a loop. I'd like to add a new function that just draw rectangels from the last value in the array. The problem is that the drawing keeps on playing. Where and how do I put a stop to it?
View 3 Replies