how on earth do you get a timer to fire randomly? I've had little practice with timers but thought this would be a simply task to complete but cant figure out?
i've got a movieclip which"pulses" using the EnterFrame event, but would also like something else happen to this clip atrandom intervals using a timer. i've tried "timer = new Timer(Math.random() * 1000); but nothing - it just fires for the first time at a random time, then at set intervals after that....
If I have a Global Variable Globalvars.vars.noLoaded which is in many classes How do I create an event where i detect to see if it reaches a certain number.
if I have an event listerner (mouse, keyboard, enterframe,....event) that is being triggered, and when it finishes its event, something that is able to detect the finished event listener and fire out another sets of event.
It works more like MOTION_FINISH in TweenEvent, but it is only available for TweenEvent only, what if I want to detect a mousclick, keyboard, enterframe or even touch event?
I'm looking for will all happen in about two or three seconds. I'm re-building my own website using AS3 package classes. When the API loads I want everything to appear in sequence from invisible to visible. First the logo, a few lines drawing themselves, then all the navigation buttons at the top appearing in a quick-fire horizontal row, then the content rolls in, etc. I want strict, accurate control over about two or three seconds, of how and when everything on stage goes from invisible to visible in a quick-fire sequence. I know it can all be done with several timers for each alpha going from 0 to 1. But can all the variables going from alpha 0 to 1 be bundled into an Array? And the Array fired by ONLY ONE Timer using a For Loop? Or am I just barking up the wrong tree? Should I just use a bunch of Timers? I want to avoid a Tween because I want very accurate control of the quick-fire invisible to visible effect. And I want it to be easy to change later. Can this effect be done by ONLY ONE Timer rather than several Timers? And if it can, how do I make the timer fire all variables in strict sequence? Do I use an Array with a For Loop? Or something else? I've been looking for a couple of days but still haven't found anything close.
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;
i am trying to create a timer that when it reaches to the number 10 it changes the text in a dynamic text box, i have got the timer counting but when it gets to 10 it doesnt do anything.here is my code:
Code: stop() cooltimer.text = "0"; var myTimer:Timer=new Timer(1000,0);[code]....
Working on an mp3 player that i have cobbled together myself, bit rusty on the as3 so im sure it could be improved in many ways but the it works apart from that i cannot get the SOUND_COMPLETE event to fire at the end of a track, thus playing the next track. I have looked on this forum and others but cannot seem to get this to work
I write a mouse_over event handler in a movieclip. But the event fired when the application run automatically even if the mouse out of the application.
I'm an experienced AS developer, but this is something very basic about flex that I can't figure out. In the class below, I'm not sure why the function imageLoaded would not be executed when the image loads a url. Is there a race condition happening here? The application is completely loaded by the time this object is created and setPicture is called. How can I get the Event.COMPLETE event to fire properly in this case?The line and Log.info functions are conveniences for me, and they definitely work. Here's my MXML definition:
How would I go about as to addEventListener for a array object. I'm trying to avoid running a timer every x milliseconds to check for new elements in array object, rather trying to make a event fire when new elements are detected to process them and remove them. Is it possible with Arrays? maybe ArrayCollections? either is fine.
I am looking for an event which is fired (if any) after a chart is rendered (visible in UI) in Flash, we are using Flex SDK 3.0. We have to capture the screenshot after the chart is rendered, current implementation adds a huge delay in update_complete event callback, this is slowing down the whole job of generating images. I tried to use EXIT_FRAME event, but this doesn't seem to serve the purpose.
What's happening is that the user fills out a form in the HTML Viewer, then when they click the submit button I want to be notified of the page change.
If they land on URL A, then they'll be shown one message. If they land on URL B, they'll be shown another.
I have run into an issue where when you use the onPress function, it won't register the second onPress event if the mouse doesn't move and the user clicks the same pixel. I have to use onPress, and am wondering if there is a way around this. It is just a little annoying that I have to move my mouse to have it catch that second onPress..
I have run into an issue where when you use the onPress function, it won't register the second onPress event if the mouse doesn't move and the user clicks the same pixel. I have to use onPress, and am wondering if there is a way around this. It is just a little annoying that I have to move my mouse to have it catch that second onPress...
this one has got me stumped. I want an object to move 10 pixels every time a key is pressed, and I don't want it to keep moving when the key is held down.And I want to know why it moves once, and then waits a bit before moving more. I do not see why anyone would want it to do that!!!
I'm trying to make as3 application which uses custom mouse pointer while pressing spacebar on my keyboard. Everything works fine when I don't move my mouse but when I do the KEY_UP event is dispatched to my listener almost immediately (and this is while I'm still pressing my key down). Below is simple main class which used to test this behaviour:
I have an swf converted from powerpoint, the version is in flash 8, and i want to fire a click event on that swf to advance in the slides, how can i perform this action?
Here is an extract of code from something im making:
if (MC_battleTrigR1a.hitTest(this._x, this._y, true)) { if (random(220) == 0) { //random(220) the code is onEnterFrame and so this random function is called
[Code]....
The player walks into an area, within a random amount of time or after 5 seconds it should send the player to the frame labelled: battle It works with the random(220) but I dont know how to make it definetly go to frame: battle after 5 seconds. I dont know how to use setInterval correctly, I have tried and failed.The code is nested in onEnterFrame fps: 24 frame label: treePath frame number: 17
I am using actionscript 3 to drag and drop components from a tile list to a canvas. If the proxy is hover over any other area of the application it presents the little red cross saying a drop is not allowed and if someone lets the mouse go it is cancelled. I want to run a function if this occurs, how would i go about doing that?
I use movie clip as a button. Inside movie clip there are two movie clip, each one for a separated condition. On mouse over it goes on white one.On mouse out it returns on blue one.If it is pressed it stays white.Mouse out doesn't fire every time. It is placed on the white movie clip. It fires in 90 percent.Movie clip contains shape and two images inside.