ActionScript 3.0 :: Create A Loop Of A Phone That Rings Every 5 Seconds?
Feb 12, 2009
I'm trying to create a loop of a phone that rings every 5 seconds using the Timer Class. The problem I have is when it gets to function stopRing and noRingTimer.start(); it goes backs to function onTimerComplete not the start.
I'm making a small Flash game, which is rotating rings in an image to create a coherent picture. Think of the puzzles in Assassins Creed.I have three scenes set up, one with the puzzle, one with a fade to white transition, and one with a congratulatory screen.
I have this code to check if the orientation of the rings match, but I'm really new to actionscript so I'm not sure if it's right or not.
im trying to create a mobile phone in flash, so the user clicks the buttons and the numbers come up on screen. Im having trouble making it display the numbers i want, for referance ive used the code:
on (release) { _root.screen = _root.screen*10 +1 }
on the button, and replaced the 1 where needed. It works so far, except for the 0, * and # buttons
how to create a List components for Nokia mobile. For your information, i have visited the Nokia website about that.[URL] That website also can download the source code and documentation. What the problem is, that documentation doesn't show the tutorial how to add item, scroll the list and so on. Below is the feature of my mobile phone for clarify.
Mobile Phone: Nokia 5800 Flash : Flash Lite 3.0 Feature: Mobile Phone Touch screen
how to use a List components from Nokia. Just to know how to use the code for add the item, delete the item and scroll list.
I am creating a flash animation using flashEFF animation components. The animation isn't looping like it's supposed to be at the end of the animation, so I would like to hard-code a replay after 20 seconds. How would I use AS3 to loop reset to the beginning after 30 seconds?
I've imported a flv video (flvPlayer, instance name) to loop with the following script: var myLis:Object = new Object; myLis.complete = function(){ flvPlayer.play(); } flvPlayer.addEventListener("complete", myLis); I would like the flv to pause for 3 seconds before looping again...
I'm trying to get a series of concentric rings to appear on the stage, grow, and then fade. So far I have everything working just fine except the setInterval integration. If I run my function (placeRing) it drops a circle on the stage, which then swells until it fades away at the appropriate point. When I rely on setInterval to run the function for me, however, things no longer work. A trace statement in my function is displayed as expected once a second, but the movie clip isn't placed on the stage. I'm sure I'm missing something simple, but I haven't been able to figure it out.
i have a soung loop that i want to "loop" in my movie. this is my script: mySound = new Sound(); mySound.loadSound("loops/music.mp3",true); the problem is that it only plays once (5 seconds long) and then stops, how do i get it to loop? - short of placing it on the timeline.
Can anyone tell me why the following is taking 4 seconds for Flash to execute:
_moleHoles = new Array(); var countingMoleHoles:Boolean = true; var holeCount:int = 0;
[Code].....
There are 9 object on the stage (but this number could go up or down, that is why I'm dynamically grabbing these this way). So in my test case, this loop runs 10 times.
I have narrowed it down to something to do with the following line:
if (this['moleHole' + holeCount])
Is using dynamic (array syntax) object lookup that much of a performance hit?
I want to create a flash application where users will have access to 10, 5 seconds audio loops. They can choose any 4 tracks to make a 20 second track. I then want that mp3 to be stored somewhere or flash to create to a file which can be sent to friends in facebook where they can listen to that beat. There will be a little button at the bottom saying 'click here' to make your own beat.
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
When i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60; sprite.onEnterframe = function(){ time -=1; ( this counts faster than seconds) }
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
I'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
I am currently using the following code to display the secconds of a FLV being played: ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code: function strPad(str, places, pad, side) { while (length(str) < places) {
I'm trying to create a simple image player that tweens from one image to the next every 5 seconds. The data is being pulled from xml.
So far, I have managed to load the image onto the stage, but am now stuck as to how to get it to remove the child showing, the add the next child every 5 seconds.
My Code:
Code: var tweenTimer:Timer; var imageLoader:Loader; var xml:XML;
1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
I'm trying to create a number of similar variables using a for loop, rather than having to explicitly write out each variable. For instance, I need 9 variables called zone1, zone2, zone3 etc. So rather than writing it out like so...ActionScript Code:public var zone0:Zone = new Zone(); public var zone1:Zone = new Zone(); public var zone2:Zone = new Zone();// etc. etc. After a look around on the internet, I came up with this, however, it doesn't work...ActionScript Code:for (var i:uint = 0; i<=8; i++)public var this["zone" + i]:Zone = new Zone