ActionScript 3.0 :: Make An Object Vibrate At Specified Intervals?
Jul 11, 2011
I just started learning Flash as part of a project, consisting of a spider-like figure which is supposed to vibrate every 20 seconds. I've basically got the vibrating to work but am having more trouble learning about getting it to vibrate at different intervals. I was hoping that someone here could point me in the right direction as to where to find this information, even an applicable tutorial or something.
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Dec 19, 2005
I saw some cool vibrations on a Flash site (forgot the URL) when you click on a button how do you do that in Flash?
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Mar 27, 2004
How do I make a MC vibrate when a button is pressed? I made a button but I don't know what to put after the event handler:
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Feb 20, 2007
check this code out:
[Code]...
I was wondering, is there a way to change if (myClip_mc._x < 400) { to a relative position of myClip_mc. I mean, i want myClip_mc to move 100px from it's current position everytime the button is clicked. Instead of only moving it if it's x position is less than 400. So it needs to somehow check it's current position everytime the button is clicked and then make it shift from that position. I know this is a long winded way of doing it but i want it this way so i can use it for something different.
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Nov 30, 2006
panning my content from left to right (with stop as intervals) then right to left (also with intervals)
1. I created an mc (name: "content")Notice in this mc, I layout 4 sets of text (like a page) from left to right
2. I created another mc (name: "pancontent_mc")
-I added a layer for "content" and created a motion tween for it to pan from left to right
-I created a mask layer on top of "content" that will show 1 set at a time
-I created an action layer that has total of 4 stops(); on each frame where the 4 sets of text will show directly under the mask.
3. maintimeline -There's only 1 layer. I placed an instance of buttons (left/right) and an instance of "pancontent_mc"
4. actions for right button, works fine and stops on each set of text.
on (release) {
this.pancontent.play();
}
5. actions for left button - none. I havent figured this out yet.
on (release) {
this.pancontent. - something like play previous frame until stop...
}
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Jul 28, 2009
I am doing an animation for a web site with Flash CS3. I need to make images (.jpg) that I converted in graphic symbols, to pass along the screen continuously. I know, for many of you this must be very basic question, but I don't know how to solve it. My problem is that the images vibrate so much making the animation to look bad.
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Sep 3, 2010
I have a png image which has been converted to an MS and used as a button. When I mouse over the button, I _xscale and _yscale it so that it's smaller and on roll out the opposite needs to happen. However, when I move my mouse just over the edge of the button the xscale and yscale vibrate erratically and I am not sure what is causing this. I have already put a transparent vector rectangle behind the image thinking this will sort out the problem but it seem it still happens.
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Aug 28, 2006
I have MX and MX 2004. I'm building myself a website and I have a logo that's displayed in the center of the stage. I have 6 different colored logos. I would like the grey logo(main logo) to blur and jitter a little while blurred when it's moused-over. I would also like to create a transition so that when people view a different section (lets say the teal colored section) of my site, the grey logo will blur and jitter while blurred, but also fade/transition into the teal logo. purple for the purple section, etc... I know how to do fading tweens, however I don't know actionscript very well at all. part of it even if it all can't be done together. I'd like some version of this effect if possible.
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Jun 18, 2009
I'm having some issues with a thumbnails scroll that I found in another forum. I was able to modify it to fit my needs, but now I want to incorporate a interval that plays my next image without having to click on the buttons. I have tried several methods but nothing seems to work. here is the code:
descriptions=true;
alert._visible=false;
var ease = 5;
[Code].....
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May 1, 2009
basically what im trying to do is have a basic countup timer that goes in intervals of three. (3,6,9,12,15,ETC.) but it has to run with a 12 fps and not stop. also this cannot be 1000 frames long .
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Nov 26, 2009
I am working on a project and it is almost there basicly its a cracker that opens after a set interval of 1500,
I then want it wait for 20 seconds and open again and in a loop every 20
I have tried clearInterval but doesn't work for me
heres my code & fla attached
Code:
//IMPORT TWEEN ENGINE START
import mx.transitions.Tween;
import mx.transitions.easing.*;
//IMPORT TWEEN ENGINE END
[Code]....
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Jan 18, 2011
I've got one function that I'm running, but I need it to run at different times for different movie clips.Here's my code. What is wrong with this?
ActionScript Code:
function tweenText(_TEXT:MovieClip, _START:Number, _END:Number, _SEC:Number, _INTERVAL:Number) {
var xTween:Tween = new Tween(_TEXT, "_x", Strong.easeOut, _START, _END, _SEC, true);
clearInterval(_INTERVAL);
[code]....
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Jul 31, 2010
I'd like to change a timer interval, In my code I first initialize the timer with a selected interval with :
Code:
gameTimer=new Timer(interval,0);
gameTimer.addEventListener(TimerEvent.TIMER, IALoop);
gameTimer.start();
Then, I need afterwards to change the interval, so I try to stop the timer, remove the listener
Code:
gameTimer.stop();
gameTimer.removeEventListener(TimerEvent.TIMER, IALoop);
And when I init again the timer with the same code:
Code:
gameTimer=new Timer(interval,0);
gameTimer.addEventListener(TimerEvent.TIMER, IALoop);
gameTimer.start();
It's like if i had 2 timers, and when i stop the timer, it continues, I guess it's because of the new object that I create, but I can't found a method to change the interval of the existing timer..
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Nov 11, 2002
i 'd like to know if there is a way to clear all Intervals in a movie with one command.in my current project I use setInterval()very often in different clips and though i cleanly put the corresponding clearInterval() commands in the script I realized, that on slow computers some of them don't get stopped.Which puts more weight on the CPU and sometimes slows down the comp very much.
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Jan 25, 2011
I am working on a project that need to countdown what is in stock.
Right Now I have the banner counting down but how do I get it to count in different intervals?
Right now I have an interval setIt = setInterval(this, "counter", 8000);
But I want it to go form 8 sec. to 1 sec. to 8 sec.
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Jan 20, 2010
I am working on a Flash Video player and am implementing the ability to start a video at x time within the span of an FLV (served from FMS). I am able to start it x seconds into a stream without any issue using
netStream.play(source, startTime);
but as far as I can tell, it only supports seconds. I am looking to be able to give a start time (or even a seek time if that is supported) in milliseconds, or really anything more precise than whole seconds.
Anyone know of any way to achieve this even by monkey patching the fl classes?
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Mar 23, 2011
I have a Flex chart and on the x-axis want to be able to have different intervals set so I can draw gridlines.For example the axis may be from 0 to 82 and I would want to have an interval at 6,8, 21, 29, 40, 49, 52, 59 and 70.
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Oct 21, 2006
I have three Flash movies (all the same pixel size) that I want to use on the home page of my website which is built in MX 2004.
How often the movie changes is not critical, but I think once an hour will be fine. What's the best way to get Flash to automatically change the movie every hour and where should I attach any code - to an Actions layer in movie no. 1?
As a summary, here's what I want to achieve;
12.00pm - movie no. 1 plays
1.00pm - movie no. 2 plays
2.00pm - movie no. 3 plays
3.00pm - movie no. 1 plays again
...and so on for 24 hours until you get back to 12.00pm when movie no. 1 plays again.
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Dec 19, 2006
I am trying to dynamicallly name intervals and clear them. Here's my code:
[AS]
_root.onMouseDown = function() {
setMyInterval();
};
[Code]....
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May 23, 2007
A project I'm working on is working just fine at first, but as I perform more actions, it slows down noticeably. I've made sure to clear any onEnterFrame and setInterval events, so I don't think the problem lies there. Most likely, it's because practically every time an action occurs, much of the content on the screen is redrawn/recreated. However, every time I create a movie clip, text field, shapes, etc., I call a function to remove it beforehand:
Code:
function killThis(mc:MovieClip, thingsName:String):Void{
var obj:Object = mc[thingsName];
if (obj instanceof MovieClip){[code]..........
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Aug 12, 2008
Its seems a problem I am having is to do with setIntervals in a while loop. I clear what seems to be the interval but as another interval is started before the last one finish I then have multiple intervals. I can close them all down with this...
for (i= checkImage;i>0;i--){
trace("clearInterval(checkImage) " +i);
clearInterval(i);}
But that ofcourse closes the rest down before they have done what I need.
I think my while loop needs to change? Here is the current while loop code....
function loadImages(){
while (imageWidthList[leftPictureNumber+imagesDisplayed] > 0 and xPosition +(imageWidthList[leftPictureNumber+imagesDisplayed]+(borderThickness*3)) < 700) {
var img_mcl:MovieClipLoader = new MovieClipLoader();
linkLayer = this.createEmptyMovieClip("link"+(leftPictureNumbe r+imagesDisplayed), _root.getNextHighestDepth());
[Code] .....
Is there a way that straight after the setInterval and the loadClip the function watchMyImageLoad is run to completion before continuing in the while loop. What I have seen is that the while loop continues until the condition has been met and then all the intervals are run?
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Feb 9, 2009
There are a few fairly intensive procedures the class goes through, which require me to stagger out the action taking place. That is to say, if I were to use recursion, there are times when I'd easily hit a stack overflow, so to compensate I'm avoiding recursion through recording information in class level variables and running through the routine again (and again and again) on an ENTER_FRAME event.
This all works great, and I'm happy with the result. The only annoying bit is that performance is better when the frame rate's higher (and slower when it's lower). Run the class at 30fps, and the time it takes to complete is significantly slower than at 120fps. No surprise there, but still annoying since I'm not interested in making the user make changes in their framerate to accomodate the class.
So I considered switching to a timer-based method, but then I remembered something about the Timer class accomodating the framerate of the SWF. Looking it up confirmed what I remembered:
...if a SWF file is set to play at 10 frames per second [fps], which is 100 millisecond intervals, but your timer is set to fire an event at 80 milliseconds, Flash Player will fire the event close to the 100 millisecond interval.
Now I'm wondering if it's even worth the effort, since it would appear that the end result would be much the same as it is now using enter frame.
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Sep 9, 2010
I have a barometer activity flash program. It's weather themed and at each stage of the barometer fill, a movie clip appears that has as-generated weather icons (i.e. rain, clouds) floating across the screen. The problem is once I click to the next level of the barometer, the weather icons keep flashing in the upper left corner. I tried putting clearInterval in various places but it didn't seem to do anything.
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Feb 17, 2011
Is it possible to somehow tell what scripts/intervals/onEnterFrames are still running in a flash file while viewing the .swf? I seem to be having some possible RAM issues with the .swf and just curious if there is a way to track this.
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Sep 12, 2005
how would i resize the window in a flash movie at different intervals? example here:[URL] in that movie, the window box resizes at different set intervals.
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Apr 15, 2011
I am currently trying to create an app using flash AIR.I would like to find some more information on how to make an object snap to another ojbect then follow its path, eg. a person object is already on the stage, then drag an arrow to the object which snaps to it, then on play button it follows the arrow path. all in pure actionscript, no guide layers.
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Aug 20, 2004
i wanna make an object ease after another object that is easing... like a motion trail. but the objects just go to the corner of the screen....and won't ease after each other.
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Apr 13, 2011
Im working on a small project and it involves a guy which you move with the arrow keys. The arrow keys add to his x, y velocities and his position is updated accordingly. How can i get this man to grab onto an object and spin around it (like when you grab pole and letting your momentum swing you around) . I can make him grab the object but I dont know how to modify his x,y speeds to simulate the arc.
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Aug 19, 2009
I'm still new to AS3, and I was wondering how to make an object point in the direction of another object and move towards it if they are a certain distance from one another. I haven't been able to find out how to do this from the Adobe devnet, so I thought I'd ask here.
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Aug 2, 2010
The following is that long only because I gave examples of what I want to know, not because it is complex .I have three basic questions regarding AS 3.0 classes.
1. How can I make a class object interact with an object on stage?
For example, when I have a square (mc_Square) with class "square" attached to it and I want it to trace "Colliding!" and print the X and Y of the mc_Box on contact with an on-stage *hollow* box (mc_Box) that has no class attached to it.how to do it vice-versa would also be awesome .
2. How can I make a class object interact with the same class object? For example, when I have two squares (mc_Square) that both have the class "square" attached to it and when they collide, it prints the X and Y of both of them.
3. How can I make a class object interact with a different class object?
For example, when I have two squares mc_Square1 with class "square1 (that also has a variable Primary=true written in it)" and a mc_Square2 with class "square2"; When they collide, the one with Primary=true would be removed and it's X,Y position traced.
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