ActionScript 3.0 :: Looping Certain Amount Of Times And Stopping
Apr 27, 2009
I'm struggling to get to grips with AS3 and I was needing to make my project looping 3 times from the start to the end but stopping on the last frame after the 3rd time it loops. I know how to do it in AS2 but that seems to be useless now!
I have no idea how to use AS3 and I was needing to make my project looping 3 times from the start to the end but stopping on the last frame after the 3rd time it loops. I have no idea how to do this without copying all the frames.
Create a 12x9 grid;Populate the cells with random numbers ranging from 1-9;Assign a symbol (custom graphic) to each cell depending upon which random number is generated in it;Limit the amount of times each number in the random range is used to 12.My question is simply this: how do I, using AS3, create a random number function that will only use each number in its range a maximum of 12 times (it is important to note that my grid consists of 108 cells using the numbers 1-9 exactly 12 times each)? So for example, if the random number function populates 12 cells with the number "4," it will then exclude that number from its remaining iterations.I am adhering to OOP standards so including script in actual timeline frames is not desirable.
Im using the flvplayback to put up a video in my swf. in my swf i also have several buttons. the thing i want to do is when i for example click a button i want to start playing the movie from 5 seconds in it and then stop the movie at for example 10 seconds in it. even if the video is 20 seconds long i want to be able to stop it automatically at 10 seconds in the movie. the start and stop should be controlled from the button..
i know how to start the movie at a specific time but i dont know how to stop it at a specific time.
I have been working on looping movies using cs3, but, I can't get it to work on a movie that was made using ASCS2, because of other coding in there, I assume. I am copying and pasting my code, exactly the way I have been using it, but it gets errors. Does anyone know the best way to create a loop in AS 2 so that the timeline repeats 3 times and stops.
I need to loop my SWF 3 times and have it freeze on the last frame of the movie. I assume a conditional "if" "else" action is needed but cannot get it too work.
I've got a few questions about background music. Such as...
- How do you get music to loop in the background of a stopped frame (or multiple stopped frames)?
- How do you get the looping background music playing in a stopped frame to stop when a certain button is clicked?
- and How do you get music to stop playing in regular, non-stopped frames when a certain button is clicked (although it's probably the same as the above question...)?
I have constructed this animation of a broken up image. If I just use the nested for loop in a new file, it will run normally but when i try to let it run after a TweenLite which has an onComplete function, the animation will be looped 4-5 times. [URL]
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
I have a wheel that starts, loops, and slows to a stop, using 3 separate tweens, which is functioning pretty well. The issue I'm having is the transition between the startup tween and the looping tween:
Visually, everything should be based on the duration of the looping tween. I played with the duration of the starting tween to get it close, but there's still a small jump. How can I set a target rotational velocity for the end of the startup tween, so it seamlessly blends in with the looping rotational velocity? Should I not be using a tween for this? I'd like to pass in a duration value to the looping tween to support different speeds....which would affect the startup as well.
how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.
I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar. I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: [URL][Code]...
So I have been having a serious issue with custom video where flash is saying that the amount of the video so far played is MORE than the amount that it has downloaded, which is clearly impossible. This results in various problems, such as the playhead (scrubber) moving past the end of the loader bar.I posted a simple demo that displays the amount loaded and the amount played in text fields. You can see it at: URL...[code]I encoded the video at a high rate so that it would download slowly. It may not playback smoothly, which I am not concerned about. What I am concerned about is the numbers below the video what are derived from ns.bytesLoaded and ns.time. If you watch it for a bit, the amount played should exceed the amount loaded.
I double checked the video duration and the bytestotal that flash is reporting and they are correct. I don't know of any way to check the accuracy of bytesloaded.If your internet connection is super fast, you may not see the issue - it only occurs when it is playing back faster than it is downloading - if this is the case, you may need to throttle your speed down, or start downloading a large file while you are watching this demo in order to see the issue.But this is a serious issue and means that building custom video interfaces with loadbars and playheads is impossible!
i'm new to AS3. how do i go about executing a custom function n number of times and then executing another function n number of times repeatedly?
eg.
function firstOne():void { }
function secondOne():void { }
i need firstOne() executed say 3 times and then secondOne() 3 times and then firstOne 3 times again and so on. i'm trying to move a movieclip 3 times to the left and then 3 times to the right continuously.
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
i got this scene, with this specific bgm , individual frame layer. and the sounds at another layer. what i want is to stop the sound without stopping the bgm . (yes, i know the above code wouldn't work as it stops all sounds)
I am making a character walk. This code will make him wobble to the right and when thats done it will trigger him to wobble to the left and then call the function again to continue the loop.I can get the loop to work fine by calling the function but how do I STOP the function? Also I want to call it later on. Is there a way to start and stop a function?
The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
I am fairly new to Flash and I am constructing a website. The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
I have a gallery with a vertical thumbnail filmstrip on the left. There is an up and down button on the thumbnail strip. I want to set the up and down buttons to scroll a set amount of pixels. Is this possible? How?
I know the height of the thumbnails are 130 px each. If I could set the buttons to only go up or down that number of pixels on click, it would scroll the height of just one image thumbnail at a time per click, right?
Here is what the up button is set to now (using a stock template gallery fla) and it jumps around- not a one-by-one scroll like I need[code]...
I've been developing a flash game with a friend, and have hit a minor snag with the timers. My entire game runs in one frame, spawning movieclips and handling all that game-related stuff. Thing is, I've got a timer that spawns one thing (a boulder, in case anyone is wondering), and I'd like to have that setInterval (milliseconds) decrease every second by a set amount.
The important snippet of my code looks like this: var timeb = 750; bfalltimer = function () { spawnboulders(); if (gaslevel<=0) { clearInterval(boulderspawntime); }}; boulderspawntime = setInterval(bfalltimer, timeb);
Every second, I'd like time to decrease. I've tried everything I can think of - did I miss anything? How would I properly do this?
titles a bit vague, i had no idea what to call it, i am sorry if this is a stupid question, i just can't find the answer anywhere.
I am using AS2 and i want to create an enemy, but i need it to spawn randomly. yes i know, use random. but i don't want the movieclip to go under or over a certain amount.
i want the movie clips y axis to be over 122 and under 292 (i gave up trying so i just have it set at the highest i want it to be
newenemy._y = random(292)
i want it to be something like random(122,292). but that doesn't work might mention i am extremely new. only started using as2 last week(from memory, i used to just copy all codes i didn't know and the only thing i added myself was key.isDown things)
I have 2 object. In different depths of MovieClip. I would like to know if object A parent is same with object B parent. I wanted to dynamically add '.parent' to object A/B till it both reaches the same level (having the same parent object). How can I do that?My idea was to have something likeobjectA = objectA + ".parent"and make it loop till it reaches the target. But this is not the correct way to add in more layers of '.parent'
I'm building a media player with alot of tweens in the interface , I'm wondering what is common or exceptable in the professional flash community.When I tween the whole Interface into another view firefox spikes to 12 - 16 cpu on a 3.01 GHz duo-core. Is this normal? acceptable? After the tween Firefox flunctuates between 2 - 8 cpu while idle.
well i wish to know, whats the maximum amount of events which can be called?
previously in as2 i ran into this problem when i kept using roll over and roll out events. and very quickly it reached its limit. so i wish to know what the maximum is, and is there any efficient way of asking flash how many are being called?