ActionScript 3.0 :: Timer Event Freezing / How To Proceed
Oct 26, 2010
I'm having trouble with some TIMER EVENTS here and I really don't know how to proceed.I've got a lot of instances of TimerEvents in my code, all triggered by TIMER (myTimer.start() method). They work nice however, somehow, some of them simply freezes and it doesn't continue to execute the timer event function.I'm using about 80 papervison3D cube instances and all within by jiglib rigidbody.
How can I use the Timer class and timer events to turn this loop into one that executes chunks at a time? My current method of just running the loop keeps freezing up the flash/air UI. I'm trying to acheive psuedo multithreading. Yes, this is from wavwriter.as:
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;
so today my question is how can we have 1 function triggered by both a Timer event and a Mouse event? 'm trying to avoid having to re-write/re-name a function just because I also have a Mouse event that triggers it and not just a Timer event.
Issue:
I have a addThis bubble fade in with icons on a button rollover, the addThis bubble will fade out after the timer is finished, but I also have a close button in that bubble which needs to use the same function that the timer uses. (want to avoid writing 2 exactly alike functions)
I'm hoping this there is an easy workaround for this like event:null or something.[code]./...
I have an interface with several swfs _level1 that play flv files, they replace each other on _level1 when activated. I want the user to have to watch all of these movies before proceeding further. In other words, they cannot continue to the next scene until they have played all movies in that scene.
Having an online swf doing some slideshow with loaded pictures from an xml filme, how can I, after building the slideshow with some transitions, export the result movie into a flv/mov/* file?know how you can get pictures from a xml file into flash and then proceed to build the slideshow (showing, of course, the swf in the page).What I need is a somewhat hidden swf that would process this pictures and then export the movie into a folder.Example:
-> user uploads pictures
-> user click preview movie
-> pictures are loaded into the flash file
-> movie is built
-> final file is saved into some folder
-> user is warned about the movie being done and read to download
I'm using a Flex datagrid where only 1 rowItem is editable. All the other row items are non editable. When I edit the value of the row, and press ENTER or TAB the focus is send to the next editable item in the datagrid. In this case the editable field on the next datagrid row.
I don't want this standard behaviour... I don't want the focus to be processed to the next editable item. Since the data is saved instant, it's quite strange that the focus is given to the next field. The focus has to be remained on the item that was edited.
I have a little flash app that I have running constantly on my server (I made it an exe). It runs great for a few days, but then eventually it just stops.
Code: trace("test1"); var myTimer:Timer = new Timer(5000, 1); myTimer.addEventListener(TimerEvent.TIMER, getData,false,0,true);
[Code].....
The code above should call the function getData once after 5 seconds have passed. This works 99.99% of the time, but for some reason (usually after a few days of it running) it doesn't call the getData function.
I have verified this through trace statements. When it eventually fails, it traces out test1, test2..... then nothing else. No test3.
I'm assuming I need to add an event listener for the timer object to check if it fails for whatever reason. How do I do this?
i have a timer running infinitely time, and there are 2 things that can trigger the timer to stop and be removed, and both scenarios can occur, so I need to check if the timer is on before trying to stop and remove it. How can I check whether a timer exists and/or is running?
I have a timer event that updates certain things in my app (from a PHP Service) every 5 seconds. Every time this timer ticks, it makes the cursor blink to a clock and then back to the arrow. Since this is happening every 5 seconds, it gets pretty annoying. Is there a way for me to prevent the cursor from changing when the timer ticks?UPDATE: I've figured out a work-around by setting a custom cursor with high priority (I just made a .png with a cursor in it).
My meter looks great and the needle rotates in a loop. How do I add easing to it? The meter is built from a timer event. I want the needle to bounce at the end. Rather than just adding a variable, I need some control of when it happens so I can adjust it with the animation.
I just have a one quick question on Timer and TimerEvent (flash.events.TimerEvent & flash.utils.Timer) of Adobe Flex.I am currently working on a project wherein I need to occasionally change speed, stop and play an swf animation (loaded to a loader and instantiated as a ByteArray).Example, I have a moving car (swf animation) running at 40kph. Then I have a button which will change the speed by increments of 40kph. SO basically, whenever I hit the button, the playing car should change speed by the increment. The difficult part is, I already had this working in Adobe Flex but it doesn't change the speed yet. I mean, it only moves by the keyframe interval I set when I created the swf file on flash (which is, to say, 30 frame interval per keyframe).
So in short, I just need to make the speed change depending on how many increments I asked it to change. A colleague told me to use Timer and TimeEvent of Flex but I can't seem to quite get the hang of it since I'm still new to the ActionScript world.
I have placed the code is on frame 3 of the timeline. I tried using trace to see if the bugChange function is executed and it is not. The bugTimer does not start and call the function for some reason. see the code below:
Code: var colorC:ColorTransform = new ColorTransform(); var bugTimer:Timer = new Timer(5000); bugTimer:addEventListener(TimerEvent.TIMER_COMPLETE, bugChange)
I've got a class that "Spawns" enemies to the display based on a timer. So if the timer is 3 seconds, such and such happens. The problem is that the function is firing the ENTIRE time the Timer says 3 seconds, instead of just once and for some reason I can't wrap my head around how to limit it to just going once. Logic Statements aren't showing to be my strong point.[code]Anything other than that shouldn't be relevant, the spawnZeroFormations() seems to be working perfectly. it's just being called far to often. The thing is it WAS working but then I rearranged code and deleted something and can't remember what it was.I tried wrapping the switch in a For loop, but it doesn't seem to do anything which is confusing in itself; but again Logic statements aren't showing to be my strong point.
My code is contained in a movie clip that plays an animation on roll over and reverses the animation on roll off. The reverse uses a timer that backs up a frame on the each time event. It works for the most part.
Problem: I tried to use watchTimer.stop(); to end the timer. But the eventListener that tracks timer events keeps triggering which I don't want.
Code: var watchTimer:Timer = new Timer(30); this.addEventListener(MouseEvent.MOUSE_OVER, foldUp); this.addEventListener(MouseEvent.MOUSE_OUT, foldDown);[code]....
I have a hitTest on an enterFrame event that adds a movieClip.I then want the movie clip to be on a timer that changes it to another movieClip.As you can imagine, there is a conflict because the hitTest always finds the original Mc an so over-rides the timer.I know this is a logic problem but I cant seem to figure it out.I am pretty sure I am thinking about this the wrong way.here is some of the code:
//this is the hitTest this.addEventListener(Event.ENTER_FRAME,leftPillarHit); function leftPillarHit(ev:Event):void {
I am developing a project where ClassA creates the instances of ClassB , ClassC and ClassD and adds the eventsDispatcher with them. ClassB and ClassC are able to dispatch the events back to ClassA which is fine. But ClassD is not dispatching the event. It only dispatch the event only when I call the dispatchEvent(new Event(Event.Complete)) function after giving 1 Second delay.
I have create a simple timer with repeat count of 0, so it loops unlimited times.The timer repeats a function which calls for a PHP and displays data on the screen, so the data can be refreshed automatically.What I noticed though, is that the whenever the timer starts, it creats a memory leak on the system which makes the application memory usage to always go up.Is there any way to fix this?
I tried to move 4 movie clips in a loop and with a 3 seconds interval. So first I tried a loop and a timer function inside. I supposed by the loop the timer should start and finish for times. But itdidnt work. So I used another code which is longer and complicated. So it worked. do-while doesn work also with first logic-why?
here are the codes - m s are clips
// THIS CODE IS NOT WORKING - I CAN NOT USE TIMER MULTIPLE TIMES IN A LOOP var arr:Array=new Array(m1,m2,m3,m4);trace(arr); var timer1:Timer=new
I have a timer event that cycles through an xmlList and is supposed to go back to zero when it reachs the end but instead throws an error, THEN goes back to zero.
I would like a 'MouseOver' event to trigger a timer. then once the designated time is up the code will instruct to 'GotoAndPlay' the 2nd part of the MC. (so the MC will play from a designated frame - no probs there.) I know almost nothing about timer events and believe this is probably extremely easy to do; it's just that I don't know the code required.
I also know that a simple, but long way round, way of doing it would be to simply add a set of 'still' frames amounting to a certain amount of time. I am very curious about using timers though.
I have a function that fades out sound. It works perfectly well, yet the mirror of that which is supposed to fade IN my sounds does not start looping.[code]The issue is that the Fade_in_timer calling VOL_up never starts looping.And the very same code works well when dV is subtracted from setVol.setVol, dV and Vol are global variables defined at the top of my main code. "timers" is an array to keep track of all new timers in case I need to stop them all and remove them.the other fadeout function that works well only differs in the names of the timer and the stop criterion and that setVol is decreased gradually.
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code: var timer:Timer = new Timer(1000, 1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
I plan to use a timer event to fire every second (for a clock application).
I may be wrong, but I assume that there will probably be a (very slight) sync issue with the actual system time. For example the timer event might fire when the actual system time milliseconds are at 500 instead of 0 (meaning the seconds will be partially 'out of phase' if you will).
Is there a way to either synchronize the timer event to the real time or get some kind of system time event to fire when an second ticks in AS3?
Also if I set a Timer to fire every 1000 milliseconds, is that guaranteed or can there be some offset based on the application load?
var timer:Timer = new Timer(milliseconds, repititions); timer.addEventListener(TimerEvent.TIMER, callback); timer.start();
and if a user click I want to call the callback early. Is there was a way to either force the timer to finish immediately, or stop it and send the TimerEvent.Timer on my own?
I'm looking for something simple like the tween classes fforward().