ActionScript 3.0 :: Moving A Mc With Mouseover And Timers?

Feb 23, 2010

this code is supposed to, on mouse over, move a mc 50 pixels to the right in 10 frames, and on mouse out, move it back. im also trying to take into consideration what happenes if the mouse event occurs during the movement, but im seeing some very strange behavior, draw a block on the stage and make it a movie clip and ull see what i mean. sometimes the block moves 5 pixels and stops, other times it moves untill it leaves the stage.

Code:
package
{
import flash.display.MovieClip;

[Code].....

View 7 Replies


Similar Posts:


ActionScript 3.0 :: Timers Slowing - Making The Timers Reset At Lower Intervals?

Dec 13, 2010

In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.

View 1 Replies

Flex 4 :: Change Image On Mouseover / Mouseout Function Fails When Mouseover Quickly?

Mar 6, 2011

I have a basic mouseover in my flex application which changes an image onmouseover and changes it back onmouseout using the code mouse Over "functionToChangeImageSource()" and another one to mouseout.It works fine when you slowly mouse over and out, however if I quickly move the mouse over it, it occasionally stays on the mouseover image and the mouseout function doesnt appear to kick in. Is there anything I can do to fix this, or does anyone have any ideas why its happening?Also, I've tried the rollOver and rollOut instead but it has the same problem.[code]I'd imagine you're correct about the mouseover event not completing before mouseout is but how to I fix this?

View 3 Replies

ActionScript 3.0 :: MovieClip MouseOver And MouseOut Both Called When MouseOver

Dec 30, 2011

I have a simple movie clip for which i bind two events 1-MouseOver and MouseOut

in these events i am just tracing simple text

But the Problem is when i take my mouse over the movie clip both events called tracing the string in the output panel

Infact, things should be done like that on mouse over, its text is printed and when i take my mouse away[out] from the movieClip MouseOut event should be called.

ActionScript Code:
import fl.motion.Color;
import flash.display.MovieClip;

[Code]....

View 1 Replies

Make / Use 20 Separate Timers?

Jan 19, 2011

I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.

My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)

View 4 Replies

Actionscript 3 :: Making Timers Available For GC?

Dec 5, 2011

In a function that creates a new timer every time it is called, is this the correct way to dispose of it?

private var _timers:Vector.<Timer> = new Vector.<Timer>;
private var _timer:Timer
private function timer():void[code].........

View 2 Replies

ActionScript 3.0 :: Timers Acting Different Between OS?

Jan 7, 2010

I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster

View 0 Replies

ActionScript 3.0 :: Timers Acting Different With OS?

Jan 7, 2010

I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?

View 1 Replies

IDE :: Use 2 Separate Timers In A Flash?

Mar 11, 2010

I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other

I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.

View 1 Replies

ActionScript 3.0 :: Looping Through Timers?

Mar 27, 2012

As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.

PHP Code:
private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)

[code].....

View 14 Replies

ActionScript 2.0 :: Looping This Sequence Of Timers?

May 7, 2010

I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).

Code:

countdown_dur = new Array ( [1,20,2,20,6] );

It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.

View 2 Replies

ActionScript 3.0 :: How To Reset Multiple Timers

Oct 21, 2009

Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed

Here is the code:
import fl.transitions.Tween;import fl.transitions.easing.*;
var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,

[code]......

View 11 Replies

ActionScript 3.0 :: Timers And Event Propagation?

Feb 8, 2010

I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.

circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink)
var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer);
function onTimer(evt:TimerEvent):void{    alpha +=7;}
function onBlink(evt:MouseEvent):void{    timer.start();}    function unBlink(evt:MouseEvent):void{    timer.stop();    alpha = 100;}

View 16 Replies

ActionScript 3.0 :: Adding Countdown Timers?

Aug 30, 2011

I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
 
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.TextField;[code]....

View 6 Replies

Flex :: Stop All Timers Running

Aug 11, 2009

I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?

View 1 Replies

Actionscript 3 :: Starting Many Timers At The Same Time?

Feb 2, 2012

var LevelCode:Array = [10,20,30,40,50,60,70,80,...,990,1000];
var Piece0:Timer = new Timer(50, LevelCode[0]);
var Piece1:Timer = new Timer(50, LevelCode[1]);
...
var Piece98:Timer = new Timer(50, LevelCode[98]);
var Piece99:Timer = new Timer(50, LevelCode[99]);

I want to start Piece0 timer, Piece1 timer, etc., at the same time. I tried Piece0+Piece1.start();, but it did not work.

View 3 Replies

ActionScript 3.0 :: Call Different Time For Timers?

Jun 18, 2009

I have a timer with a default value of 10 minutes. If the user selects some radio buttons, time should be able to change accordingly.

Problem is I don't know if it's possible to alter a timer once created. Using a switch/case I declared[code]...

View 6 Replies

ActionScript 3.0 :: Looping Multiple Timers?

Aug 5, 2009

There is probably an easier way to do this and I would be great full if someone has the solution. This code is on frame 1 and is the only frame in the .fla, I am trying to get it to start over once it finishes the last timer. What I really want to do is create a picture banner with 4 images visible at a time and each one transitions to 2 or 3 different images periodically. Is there a better way of doing this with code? I really don't want to animate this all on the time line. here is the code I have

ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;

[code].....

View 2 Replies

ActionScript 3.0 :: Creating Timers Dynamically?

Oct 1, 2010

take an arbitrary variable, and create that number of timers, with a corresponding number of listeners? And then write a function to deal with the listeners?

View 7 Replies

ActionScript 2.0 :: Using Attachmovie Scripts / Timers

Jul 29, 2011

I keep getting this error, "Scene=Scene 1, layer=Layer 1, frame=2, Line 64')' expected".[code]

View 6 Replies

ActionScript 3.0 :: Timers And Garbage Collection?

Sep 15, 2009

I have an object that contains a timer. I do addEventListener on the timer and start the timer.At some point the object is deleted but I find that the timer keeps firing (using trace statements).What I don't get is, how come when I delete the only object that has a reference to that timer, the timer doesn't go away along with the event? Or do I have to do a removeEventListener() on the timer before removing the object for it to go away?

View 1 Replies

ActionScript 3.0 :: Stop All Running Timers At Once?

May 12, 2010

I prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,

ar t:Timer = new Timer()
TimersManager.getInstance().register(t);
...
TimersManager.getInstance().stopAll();

it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.

View 3 Replies

Actionscript 3 :: Get A Timers Elapsed Time?

Feb 23, 2012

I wonder if you can get the number of milliseconds that have elapsed since an actionscript timer has started.I want to set a simple label in flex that has the value of how long it wil take before the timer fires (again).this is the code, at 'GET ELAPSED TIME', I need the time that the timer has been running (since it last fired the function):

var timer = new Timer (10000);
timer.addEventListener(TimerEvent.TIMER, foo);
timer.start();

[code]....

View 1 Replies

ActionScript 3.0 :: Pause A Movie Timeline (that Had A Few Timers)

Dec 20, 2009

I am not too sure if I can make my problem clear. I wanted to make a simple pause and play button. My main timeline will have a movie (MyMovie) with animations in it, so when I pause, I will need to pause it as well. At first, I did not have any problem, as I could just pause using both using stop() and Mymovie.stop() as well as with play() and MyMovie.play() in the main timeline.

However, after that, I used a timer in some frames in Mymovie. May I know how I can go about it? No matter how I tried, the timer will ask the movie to continue playing even with the pause button pressed once it starts. How can I ask the timer within the movie to stop?

View 1 Replies

ActionScript 3.0 :: Adding Time Delay Without Timers?

Jun 18, 2010

I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:

Ball starts at x,y
Ball moves to waypoint x,y
Ball leaves stationary copies of itself along the way forming a line as it goes.

The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:

Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.

Code:
public function moveTowards(pX:Number, pY:Number, step:Number)
{
var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........

View 13 Replies

ActionScript 3.0 :: Using Array To Deploy Series Of Timers?

Jun 1, 2011

I'm building a page that uses an array to deploy a series of timers that do a variety of things. The problem is at any point the user needs to be able to navigate away from the page and when they do they get a timer tick error. To stop this, I have been trying to write a function that stops all the timers which I can do when I write all the timers out the long way, but I'm failing when trying to stop the timers created with the array. I'm getting the following error:
ReferenceError: Error #1069: Property 3 not found on flash.utils.Timer and there is no default value.

Here is the code:
Code:
var timerRepeats:Number = 1;
var currentTimerLength:Array = [1500, 4500, 500, 1500, 1500];
var i:Number = 0;
var timerCount:Number = 0;
var totalTimers:Number = 3;
[Code] .....

I assume that this relates to my attempt to use the variable to identify each of the various timers and stop them (apparently flash is not actually creating an instance name for each of the timers like it would for a movieclip).

View 2 Replies

ActionScript 3.0 :: Manually Stopping Multiple Timers?

Aug 27, 2010

I have a swf containing 3 scenes (all individual external swfs) at 10 second intervals. This is how I do it:
 
[Code].....
 
So after the 10 seconds are up, it goes to the next frame, where I have the same script, with another Timer variable (MyTimer2), loading another swf. Same for the 3rd scene.
 
All is fine, until I need to manually change scenes. I have 3 buttons, each representing a scene. When the user clicks on any of them, the scene will change to the one selected. I think you have a good idea how it works.
 
Now, as you might have seen it coming, the manual "override" messes up the original looping Timers. I currently have gotoAndPlay("frame") on each button, and this causes 2 Timers to run at the same time (the current Timer, and the new one).

View 5 Replies

ActionScript :: Multithreading - Timers And Threading In Flex 3

Jun 7, 2010

Does it run in a separate thread or the main loop? If the latter, does that mean that the Timer might not be called if the main loop is in a long-running action?More generally, what can you tell me about threads running in ActionScript? My once-a-minute Timer is called if an event-handler runs for minutes, so it is not the case that all ActionScript runs in one thread.

View 1 Replies

Performance :: Count N Ticks Or Run Two Separate Timers

Sep 2, 2011

I'm making a snake game and on every tick the snake moves. because the snake is moving a whole unit on each tick the animation is jumpy. The game is on an invisable grid so the snake can only change directions at specific points. Would it be considered better practice to have a timer that will move the snake a pixels at a time counting it with a variable, and on every n tick run the code to change direction. Or is it better to have two separate timers; one for move the snake a pixel at a time and another for changing the snakes direction?

View 1 Replies

Actionscript 3 :: Does Timers Interrupt Current Code

Sep 8, 2011

I'm just curious about the implementation of timers as flash is single threaded.If a timer event should fire, does it interrupt the current executing code, fire the event and then go back, or does it do something else?

View 1 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved