I am trying to construct a timed loop... so far without success.What I need is a loop where iteration 0 + i + 1 starts a few seconds after iteration 0 + i. I tried putting a timer inside the loop but the loop seems to simple skip the timer instead of executing it sequentially before starting the next iteration. Here is the code snippet:
Code:
var iTimer : Timer;
for( var i:int = 0; i < 2; i++ )
{
trace( i + " i iterations" );
[code]....
The loop does not seem to wait for jLoop() to be executed. It speeds ahead onto the next iteration, instantiating a new timer and thus screwing up the timing of the iterations. I have tried different things like putting break and continue statements in there but to no avail.
I'm really trying to learn and construct a for loop in a practical, useful manner. I'm familiar with for loops, but I've never used one in a practical application. I understand the syntax.
DISCLAIMER: relatively new to Flex/AS3, I might be missing something obvious. After doing some research it appears that using the for(var property:String in object) does not guarantee the enumeration order of properties, however it doesn't say anything about modifying the VALUE that property points to as changing the for...in loop.
[Code]...
As a solution I can create a temp object to store the data while doing the loop on the original object, and then replace the original object with the modified data, but I'd like to know what exactly is going on.
So my question is, does the value of object property modify the looping order of the for...in construct? And if so, should it or is this a bug?
Okay, now things are getting a little complicated. I need to build a Flash object that can sit over the corner of an image to serve extra content. It's way beyond my Flash skill level, my work is usually limited to print work in Photoshop and Illustrator so please excuse me if any of the following isn't clear. I am trying to learn though, So this is how it's all supposed to work, along with my issues; When the image & Flash item load a small looping animation will play to draw the eye/show the item as interactive.
When the user rolls over this the corner will peelback. I have a working peelback animation for the rollover, that reacts to mouse over/mouse off, and a looping animation for the initial, but I cannot work out how to make the initial loop until mouseover, then play the peelback when the mouse is over. And go back to the initial animation loop if the user rolls off. (Each of these animations is stored as a movie clip in the Library) Then it gets more complicated... if the user stays on the corner until it is fully peeled back I need to make a small countdown (sort of a 3, 2, 1 situation) show, before launching a lightbox (would this have to be jQuery, or could it be done in Flash?) in the browser to serve the content.
I am playing around with saving .xml files from data in my game. I know how to convert an xml object to a ByteArray and write that to a FileReference. What I need to know now is how to go from an empty xml object (using var xml:XML = new XML()) to a fully populated xml object.
Can someone show me what functions to use to add nodes and values? Specifically I need to know how to make several of the same type of node. Here's a sample of what the final xml should look like[code]...
Long time flash "dabbler" who has avoided using scripts as long as possible. But now finds himself having to use CS4 and AS3.
I have a situation that would have been easy to handle in older version of Flash or Swish. Previousely if I had an imported FLV or SWF that was 7 seconds long at 20 FPS I would have gone to frame 140 and set a getURL action to redirect to a webpage at the end of the movie.
But with CS4 & AS3, this is not so simple anymore.
I have a button that when pressed successfully invokes the navigateToURL parameter when pressed. But at the same time I am playing an FLV in the background that is 7 seconds long.
What I need to do is have a timed event that at the end of 7 seconds (7000 milliseconds) then invokes the navigateToURL function.
how to accomplish this? I have looked all over and have not seen anything that accomplishes this.
Here is what i have as my script on frame 1 in my actions layer including some timed event scripting
stop(); // We need to import the utils packageimport flash.utils.*; // Create a new Timer object with a delay of 7000 msvar introTimer:Timer = new Timer(7000);introTimer.addEventListener("timer", timedFunction);
I have an idea for a web site image in which a 3d object moves across a background, turning as it moves and thereby demonstrating its 3d nature. Obviously, Flash supports design of the static background and the motion of the object. But can Flash construct that 3d object with the complexity of say for example Autodesk? If not, and I have to construct the object with a 3d design application, what 3d file formats does Flash support?
how I can avoid this type of ridiculous code I am having to use:
function resetText():void { pathText_textField_1.text = ""; pathText_textField_2.text = "";
[Code].....
In lingo I would run a repeat loop using the base "pathText_textField_" and adding the number as a string for each one. Is this possible in as3? I mean can I construct the mc reference using code somehow? I can of course make the names as a string in a loop but you cannot use a string as a mc name right? If not then how else can you send the same instruction to multiple mcs?
I am building a slide show in Flash 4. I have a series of slides that I want to automatically advance from slide to slide in order after 10 seconds. Is there a slide control in flash for this? Is there an actionscript for this?
i have 5 images i wish to use for the slideshow, but i have no idea what to insert in the actionscript so that once the page loaded, the image will change in the order like (1 to 2 to 3 ... ) every 10secs and when i click on the image it will also load the next image without waiting for that 10secs.and which frame do i insert the actionscript code?
I have been trying to come up with a way to have a Timer of which I can modify the Tick time between executions. I have the tick amount as a variable but it seems like the Timer just evaluates that variable once at the start and then ignores it. I've tried adding and removing the EventListeners in between modifying the tick variable but that does not in any way affect the original Timer. For the project I am using this in I cannot simply have a second or third timer to enable with different variables seeing as I would need upwards of 30 of them to do it that way. Can anyone point me in the direction of a way to have a variably timed Timer?
So what will be faster:a) From actionscript construct library items and put on stage and Tween;b) Or keep those library items on stage, but not on visible zone and then with actionscript make them appear with a Tweener?
I'm having 2 problems (that I know of)... I'm not sure that "tscroller" is the movieclip I want to preload for the thumbnails, and I can't get my movieclip entitled "thumbpreload" (which is set _visible = true; here) to show up. This preload function seems to conflict with the main image preloader and cause it to stop working. The file I'm using can be found here: [URL]
I'm an intermediate AS2 coder starting to use better OOP practices. I have searched for the answer to this but have not found anything, perhaps because everyone else learned it a long time ago.It appears that classes which extend an MC which is contained inside a different MC do not run their constructor immediately after the containing MC is instantiated. Also this MC's methods are not immediately available. As a result I need to wait a bit, by using onLoad or another frame.Here is an illustration which I have made as slim as possible:
LIBRARY:
--Symbol with ID "ball", linked to AS2 class "Ball".
--Symbol with ID "box", linked to AS2 class "Box". This symbol contains an instance of "ball" which I dragged in there and gave an instance name "ball_0".
--Symbol with ID "launcher", linked to AS2 class "Launcher".[code].....
QUESTIONS: How can I fix this so that setB would work in the above example? I have found two workarounds but I wonder if there is another which feels less kludgy.
Solution A): As seen in the example, put into Ball an onLoad function (or maybe just its constructor) which then runs any initialization functions. As a result I need to store in the object some properties which the object can find in itself and use for initialization.
Solution B): Put the method call on a timeline frame after the frame in which the attachMovie is done.
At the heart of this question is, why can I set the ball's properties (as seen with setA) but not be able to call its methods successfully? On one hand, I can see that the thread is busy with the box's initialization and can't be expected to run ball's constructor right away, even though ball has been instanced. But on the other hand, I am actually calling a method of an instance which is obviously there, so shouldn't it have the common decency to do as I ask?
Bonus question is, is the fact that this does not work a bug in Flash AS2 or is it perfectly to be expected due to some CS common sense which I lack?Another bonus question is, is this a harebrained way to use Flash AS2 classes—linking symbols to AS2 classes which extend MovieClip (or which are subclasses of classes which themselves extend MovieClip), and using attachMovie to instance all of these MCs except the one "Launcher" which is the only thing on the .fla's stage? It's a cornerstone of my architecture so I'd like to know if this is utterly daft.
How do you properly set a public variable or property in a construct? I'm pretty sure this is the wrong way of going about it: Code: private var subNavLoader:Loader = new Loader(); public var type:String; public var w:Number; public var h:Number; public var path:String; [Code] .....
I was wondering if it was possible to make a small script in Jquery that would change an image at a certain time. For my site, I want the image for the opening and closing of a facility to change when it opens and closes. Is this possible with Jquery or should I go with something else? Actionscript/Flash? I can't use PHP on the site...
my aim is to catch when the session is invalidated and send message to all destination that the FlexClient subscribed that the client wiht id .... has disconnected. I implemented a service which listens for
[Code]...
Problem is that i want to catch messageClientDestroyed and send to that destination a message that the user has disconnected.But blazeds destroys messageClient when you add a subtopic.So how to understand that if session is invalidated and all messageClient are being destroyed or the user just enter another place and add a subtopic to his consumer. I'am also open for other solutions to implement that mechanism.When user disconnected by session timeout or closed the site browser etc. i wanna catch it and send a message to subscribed destinations.
working on a project which has a number of buttons, when the user rolls over one of these buttons the alpha value decreases to 0 to reveal a image on a lower layer.What I would like to do is gradually restore the alpha back to 100% after the user has moved the cursor off a button. However, I dont want the alpha to restore to 100% straight away, I would like there to be a few second delay before the alpha starts restoring, is this possible, and if so how would I go about doing it
Im making a little sequencer program as part of a bigger application. The sequencer playhead MC needs to move at accross the stage at a constant speed regardless of the frame rate of application.how to achieve this? My first thought was setInterval, but i have since read that it is not that accurate accross framerate changes either.
I'm using this piece of code from a panning source file uploaded to this site while back. I've tried to change the code so that after you press the button the movie will slide to a certain point ( 100,100 ) and then the movie will start its motion again ( nMC.startMotion() ) the problem is it doesn't have time to move to the position before the movieclip startmotion code kicks in.
img.b3.onRelease = function() { nMC.slideToPoint(100,100); I need a delay here; nMC.startMotion() }
I'm trying to make certain variables I have, increase by a set variable amount every 1 second, in a continuous loop. However, everything I've tried (using 'for' or 'setInterval') never seems to work for me.
I'm seeing lots of cool clocks made in flash, but they load the time based on your machine's date and time. I want to construct a clock which takes the time from an official time server so it will always be up to date.
I built an application on Windows XP and Vista. And it seems that the sound channel constructor decides not to run with no speakers attached. Runs fine when headphones are plugged in, but when no speaker device is present the Sound object is constructed, but the Sound Channel never seems to make it.
I did some testing and even the most basic Sound Constructor fails to create the default sound channel if there are no speakers connected.
In the following example channel turns up as null if no speakers are present on a Windows machine. I/O Error doesn't throw anything for me either.
This is a modified version of the example from the Adobe Docs:
Code: private var channel:SoundChannel; public function sound_test(){ var request:URLRequest = new URLRequest("audio.mp3");
I built an application on Windows XP and Vista. And it seems that the sound channel constructor decides not to run with no speakers attached. Runs fine when headphones are plugged in, but when no speaker device is present the Sound object is constructed, but the Sound Channel never seems to make it.