ActionScript 3.0 :: Use The Timer / Setinterval Function To Pause The Animation Between Tweens
May 11, 2009
I have been having trouble with the timer, knowing how to plug into the scripts/Functions the correct way. Below is the script (probably not written as efficently as it could be, but I'm trying) Anyway, the script is uses simple tweens for a movieclip. I would like to use the timer/setinterval function to pause the animation between tweens (Using the event listener after the tween stops to start the interval/pause) Is this the right concept or am I barking up the wrong tree.
[Code]...
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Mar 28, 2010
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Aug 2, 2009
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[Code]...
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Jun 18, 2009
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Nov 12, 2009
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Feb 17, 2010
Wondering if there's anyway this can be done? Or is there anyway you can return the time elapsed since the last function call?
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Jun 2, 2004
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Code:
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Oct 10, 2005
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nav_mc.pause_mc.onRelease = function()
{
trace("Pause this "+pIndex);[code].....
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Jun 22, 2008
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Sep 15, 2011
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Jul 20, 2007
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[Code]...
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Jun 19, 2007
I have a very straight forward piece I'm working on that involves copy fading in and out but, instead of using the time-line for timings I'd like to use some script. It's just copy fades in (hold for three seconds) then fades out (hold for one second) copy fades in (hold for three seconds) etc.
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Sep 26, 2007
I have a swf that advances through a series of frames by pressing any key. I am trying to set up a timer so that on idle (no keypresses for X sec), it plays an audio clip.
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//ON THE INITIAL FRAME...
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function callback1()
[Code].....
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Feb 13, 2009
I'm animating a sunset and would like it to pause for a few seconds between motion tweens. I have one "pause" timer set up in
actionScript:
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timelinePause.addEventListener(TimerEvent.TIMER,[code].....
but when I add another in a later frame, I get these errors: 1151: A conflict exists with definition timelinePause in namespace internal.
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Oct 29, 2011
how to make a crappy game, and one of them was a pause button , i managed to add all the other things in, but im absolutely stumped on a pause button. I read one tutorial, which didn't really help. it was talking about a main game loop and all that crap that just baffled me. i did try it though, and i did not get any errors, just ALOT of laf, becaus what i did was put all my constructor code into the 'update' function, so it was running my spawn enemies every frame ect. but the i realised all i need to do is pause my timer, because thats the only thing that really needs to be done right?
here is my timer:
public function setCrates()
{
DropCrate = new Timer(10000+Math.random()*10000,1);
DropCrate.addEventListener(TimerEvent.TIMER_COMPLETE, newCrate);
[code]....
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Jan 16, 2009
i am working on a 30 second timer for a game. I am wondering how can i pause the timer.Id like when i click something--the timer stops. then resumes when i close it. Do i create another function to do that?
displayTime = 30;
countDown = function () {
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if (displayTime == 0) {
[code]....
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Mar 30, 2005
Im using a function to simulate a timer
[code]...
I just can't find a way to pause that timer... Also if i move to frame 2 (this is frame 1) and move back to frame one, it doesn't seem to stop.
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Apr 1, 2010
The main timeline has a movie that consists of three frames that are supposed to hold while a sound clip plays. I was thinking of having a timer for each of the three frames instead of putting like 600 frames in the movie. I did it this way in those three frames, just changing the timer variables[code]...
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Jun 7, 2010
I have a couple of buttons that start and stop sound, and I understand how to use a timer so that I can pause sound also. What I want to do, however, is have a sound play as it enters a particular frame and then stop upon entering another frame. As a means towards getting this to work, I experimented with a button that starts a sound on frame 1 and then a second button which stops it on frame 2. This works great as long as both buttons are present on the frame where the AS is introduced (which seems inconvenient as one has to be placed off screen, but whatever...).
When I switch around the name of the functions called upon by the eventListeners though, so stopSound is on frame 1 and startSound is on frame two, it plays when it gets to frame 2, but won't stop when it goes back to 1. I seem to not be getting the principle somehow, because if the functions are play on 1 and stop on 2, I can go back and forth endlessly. How can the order make such a difference? How can I get around this? How can I design an MC to have a sound associated with it so when the playback goes to the frame it is on, it will play, and then how to stop it later on?
Here's the very simple code I'm working with:
stop();
var soundReq:URLRequest = new URLRequest("TheCattleCall.mp3");
var sound:Sound = new Sound();
var soundControl:SoundChannel = new SoundChannel();
sound.load(soundReq);
[Code] .....
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Aug 21, 2009
how to pause the timer and restart that
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Dec 15, 2010
Using AS3, when a playhead enters a frame, can the movie be paused for 5 seconds, and then the playhead scripted to go to the next frame?
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Jan 17, 2011
Im creating a simple hidden object game in Flash AS3, however Ive got a bit stuck.
When the player finds the objects, I have created a code which takes the player onto the next frame, code below:
var founditems:int = 0;
gun_mc.addEventListener(MouseEvent.MOUSE_DOWN, objectFound1);
function objectFound1(e:Event):void {
[Code]....
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Mar 13, 2012
Is it possible to pause timer and resume?
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Mar 30, 2011
I know you can trigger a function by adding through a timer like this i ActionScript3:
Code:
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerDone);
But what I'm trying to do is just have a timer create a delay in between a couple of statements within the same function. Is that possible? Something very simple would do, like
public function changeVar():void {
myVar = "red"
xxxTIMER CODE HERE
myVar = "blue"
}
How do I leave myVar equal to red for 5 seconds and then have it change to blue?
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Dec 23, 2003
I am using this script from Actionscript.org:
[AS]
//In your main "action" timeline, frame 1 put the following code:
////////////////// Pause Function /////////////////////
this.createEmptyMovieClip("timer",50);
[code]....
I have the function written on my main time line but I want to call it from the middle of an animation on a movie clip. I'm not sure how to reference the function on the maintimeline. I've tried referencing the created MC "timer", I've tried referencing _root and other things but nothing seems to work. Basically I have a simple motion tween. I want it to get to a certain point then stop then continue. I have two tweens on one layer in my animated MC. Any suggestions?oh yeah, and I'd like to be able to call the same function from other MCs doing similar things. How can I reference the function?
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Apr 8, 2008
What I have is actionscript which moves a movieclip from one point of the stage to another, using two buttons to trigger it - fwd_btn and rwd_btn. I also use a setInterval function, so that when you press one of the buttons, it pauses a second before moving. Unfortunately, if you press the fwd and rwd buttons in succession rapidly, the animation gets caught in a never-ending loop.
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Jul 30, 2010
Creating Animations Using the AS3 Tween Class:[URL].. I have three textboxes and I need them to fly in at different times, not all at once.
From the tutorial I get that I should create a tween, then instantly stop it. I would like to know how to count seconds or frames before resuming the animation.
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Oct 9, 2006
I'm supposed to do an intro (4 seconds) of 4 logos images (same size) to do a circle animation (once).I'm thinking about using tween classes to do that in 4 steps. Images will be listed on a xml file so i would be using an array to load images. Should I do it this way?... or should I create an empty movie container to load the images thru xml and make the animation frame by frame?.
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Oct 27, 2010
I'm making a bannerslider that's going every 7 seconds to the next Movieclip/Image. But I made a play and pause button in it so that the timer would pause. But my problem is that the Timer doesn't pause.
My AS is as follows:
slides = 5;
//<------- Hoeveel afbeeldingen er staanwait = 7;
// <------- Aantal seconde per afbeeldingplayclip._visible = false;
contentHold.content1.button.onPress = function() { getURL("[URL]", "_self");};
[Code] .....
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