Actionscript 3 :: Remove All Timer Objects From Movie Flash

Nov 28, 2011

I am adding a Timer object when my flv playback enters a Pause state and removing that Timer Object when playback starts again. I noticed that if I pause the movie and then drag the slider on the timeline the movie enters the Pause State again which adds another Timer Object....

How do I check to see if the Timer has already been added and if so remove it and add a new one.

See code below:

my_player.addEventListener(VideoEvent.PAUSED_STATE_ENTERED, pausePlay);
my_player.addEventListener(VideoEvent.PLAYING_STATE_ENTERED, startPlay);
function pausePlay(e:VideoEvent):void {

[Code].....

View 2 Replies


Similar Posts:


Flash - Timer Object With TimerEvent.TIMER Event Globally Accessible To All Objects?

Feb 16, 2012

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;

[code]....

View 1 Replies

ActionScript 3.0 :: Unsure - Remove Objects After Restarting Flash Movie?

Sep 5, 2010

Im new to AS3 nd I just had a quick question. In the puzzle game below, How do I delete all of the puzzle pieces that have been generated?

[Code]...

View 1 Replies

Flash :: Remove Timer Of Object Created In A Loop

May 19, 2011

I want to remove an object that is created in a loop, with a timer.

var timer:Timer = new Timer(2000);
timer.addEventListener(TimerEvent.TIMER, voegtoe);

In function voegtoe I'm adding an Movieclip Object called man:

man.x=Math.random()*650;
man.y=Math.floor(Math.random()*(70))+350;
addChild(man);

I want to remove this object after 2 seconds. The problem is that there are multiple 'man' objects.

View 3 Replies

Flash :: Moving Objects With Timer?

Sep 1, 2010

I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).

public class MovingObject extends MovieClip{
public var tmr:Timer = new Timer(1);
public function MovingObject(){

[Code].....

Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer).

View 2 Replies

Actionscript 3 :: Flash Cs5 - Instantiating Objects With A Timer?

Jul 25, 2011

I'm making a vertical (constantly) scrolling shooter & am trying to instantiate objects based on a timer. For example: At 30 seconds, place a building @ x, y. My problem is that the "building" is instantiated when the game starts and then again at the 30 second mark - instead of only @ the 30 second mark. If anyone could steer me in the correct direction,

[Code]...

View 1 Replies

C# :: Remove All Flash Objects From Html With Regex

Nov 4, 2010

How to remove all flash objects from html with regex , code needed at c#.Regex will remove all html objects from html so there will be no flash based objects at results

View 1 Replies

ActionScript 3.0 :: Can Flash Player Remove Objects From Stage Automatically?

Jul 4, 2009

Why and when? Because I addChild to the stage 1000 times but only removeChild 800 times, and even so, stage.numChildren returns to 0 after all my objects have exceeded the stage boundary. I have to mention that I am moving objects from left to right (it's a game) and the object's X and Y properties eventually exceed the stage boundaries. Does something happen automatically then??? Like... events removed or something like that? This is a continuation of this thread of mine, where I initially thought addChildren has issues: [URL].

View 5 Replies

Actionscript 3 :: Way To Remove A Timer?

Sep 20, 2011

I'm not sure if the way I did makes the garbage collector remove the timer. Here are my two functions:

public function newWave() {
var callTimer:Timer = new Timer(800);
callTimer.start();

[code].....

View 3 Replies

ActionScript 3.0 :: Remove Child With Timer?

Dec 8, 2008

Would the following code be correct and if not can someone assist me in making it work

var fw:Fireworks = new Fireworks(590,300);
addChild(fw);
var t:Timer = new Timer(10000, 0);

[code].....

View 1 Replies

ActionScript 3.0 :: An Array With Objects Stored In It - When I Remove It - Flash Doesnt Seem To Mind Its Absence?

Jun 16, 2011

ive come across this method 'as' and I dont get it.I am following a tut, and i have an array with my objects stored in it(for reference to control these sprites).They are instantiations of my sprite class 'Ball.as'

Code:
for(i=0;i<3;i++){
var myMCs:Ball = myMCs[i] as Ball;
}

when I remove it - flash doesnt seem to mind its absence.

View 5 Replies

ActionScript 3.0 :: Remove A Child Within Timer Class?

Dec 9, 2011

I want to add a child to the stage for 5 seconds and then remove it. When I use the following code I get a "1120: Access of undefined property WordoScreen." error.

In particular the problem only occurs when I use the "removeChild(WordonScreen);" using the TIMER_COMPLETE. If I remove that statement I don't have a problem.[code]...

View 5 Replies

ActionScript 3.0 :: Timer Still Plays After Remove Child?

Jul 16, 2009

I have a main swf that loads swf with photo gallery. Photos change with timer. But when i remove child with gallery in main swf timer still works and loads photos. I can see that in my trace window and in bandwidth profile while testing swf. Is there any special reason why removing child does not kill/stop timer and do i have to stop it from my main swf or is there any workarounds?

edit: I just read this article: [URL]

So i have to remove listener in my main application in order to stop timer?

View 3 Replies

ActionScript 3.0 :: Remove Children Added Using TIMER?

Jan 2, 2010

i want to do is to remove all the children (ninge) added with Timer when the user rolls out the mouse. The ideea is when the user moves his mouse over the movieclip it begins to snow and when it moves away i want all the snow to disappear.

ActionScript Code:
rama2_mc.addEventListener(MouseEvent.MOUSE_OVER, rama2);
function rama2(event:MouseEvent):void
{

[Code]....

View 3 Replies

ActionScript 3.0 :: Remove Child Stop Timer?

Jul 20, 2011

I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.

View 5 Replies

ActionScript 3.0 :: Does Stopping A Timer Remove Its Listeners As Well

Nov 10, 2010

just cause i'm trying to optimize my project to the fullest (concerned about garbage collection and all that...), i want to know something about timers...is the killTimer function enough? or do i also have to remove the listeners?

PHP Code:

[code]....

View 5 Replies

ActionScript 3.0 :: Remove The Child Object From A Sprite Using A Timer?

May 19, 2010

I got this error upon trying to remove the child object from a sprite using a timer.

function notify(e:Event){
var bx = new box();
con.addChild(bx);

[Code]....

View 3 Replies

ActionScript 2.0 :: Remove The Milliseconds And Have The Timer Based On Seconds Instead?

Dec 1, 2006

I having a little trouble with the countdown tutorial here. I want to remove the milliseconds and have the timer based on seconds instead. How do I do that? I'm using Flash 8 if that means anything.

View 1 Replies

ActionScript 3.0 :: Global Timer Control - Remove Instance Refs From Array?

Sep 15, 2008

I'm writing a video game and I have used timers all over the place to make everything go. Now I want to be able to pause the game, completely. Meaning, I need to stop and start all timer instances at once, or globally. So I created a Timer subclass called CustomTimer, put some statics in there, came up with the attached code. Now my problem is that I'm pretty sure I've created a memory leak, in that the instances array will just grow and wont allow or gc. So, my question is, is there an "onDestroy()" method or somesuch, that I can override, and use that moment to remove instance refs from the instances array? Or, is there a smarter way to do this? an application object with a pause method perhaps?

View 11 Replies

ActionScript 3.0 :: Removing Display Objects Using Timer?

Jan 1, 2010

I have an animation of footprints being left on the ground as if by an invisible man or ghost. the animation consists of:

1 movieclip containing --> 5 footprints each one is an individual movieclip. Each print fades in and out using the Tween class with an alpha effect

The main timeline uses the following code to create random instances of the animation:

var myTimer:Timer = new Timer(12000);
myTimer.addEventListener("timer", timedFunction);
myTimer.start();

[Code].....

so it looks like the function is being called correctly and removing the first instance of FOOT from the stage. but the 2nd iteration generates the error. Is this is a problem with the timer? I would like to send this to someone for examination and assistance.

View 3 Replies

ActionScript 3.0 :: Getting A Timer Counting Down From 5 To Go Back Up To 5 When Objects Collide?

Apr 23, 2009

Not only am I a newcomer to these forums but I'm also very much a newcomer to ActionScript, so I hope you will have some patience if you are able to provide me with a crystal clear answer to my problem and I'm still a little lost! Basically, I have made a flash game where the player moves around on screen and tries to collect a little ball. There a timer on the ball that counts down to 5. One of two things can happen from here: 1. If thetimer reaches 0 before the player collects the ball, the ball is moved to a new random location, the players "lives" count goes down by 1 and the timer goes back up to 5. 2. If the player collects the ball before the timer reaches 0, then the player's "score" count goes up by 1 and the ball moves to a new location with the timer going back up to 5.

[Code]....

View 5 Replies

AS3 :: Flash - Use An Timer To Execute And Loop Movie Clips Of Different Length?

May 13, 2011

How would I go about using a timer to initiate multiple movie clips at once, and then loop them if they are all different lengths so that they restart in sync once more?

For example, say at t=0, 3 movie clips are started. Movie clip 1 is 3 seconds long. Movie clip 2 is 6 seconds long. Movie clip 3 is 10 seconds long. Movie clip 1 would end before movie clip 2 and 3, but I don't want it to restart until the others are both finished.

Furthermore, is it possible to set a countdown so that the the movie clips are initiated not after a duration, but after a specific time? For example, instead of having a timer countdown from 10 seconds and then playing, it instead countdowns until say 12:00 PM and then plays the movie clip.

View 2 Replies

ActionScript 2.0 :: Remove Movie Clip, Remove Child?

Jan 8, 2009

do to the lack of good on Kongregate, I have come here =D

if(_root.row2.block1._x == _root.row1.block1._x)
{
_root.row2.block1.removeMovieClip();

[code]....

View 9 Replies

ActionScript 3.0 :: Removing A Bunch Of Objects Added At Runtime Via A Timer?

Sep 23, 2011

After adding an image to the stage, turning it into a Movie clip, and setting linkage in library to Export for Actionscript, I'm now using a timer to add a bunch of roses to the stage as a video plays.How can I get rid of all these clips once the video is over?Do I need to add all of them into an extra container and then just removeChild that container at the end? Or do I need to use something like getNumberOfChildren and then create a loop that removes them one by one?The clips (myRose) are fairly small and do not have any event listeners added to them.  I just use TweenMax to move them from top to bottom of the screen.

public function roseTimer():void
{
MonsterDebugger.trace(this, "in roseTimer");[code]......

View 4 Replies

ActionScript 3.0 :: Remove Objects By Name?

Aug 23, 2011

I have some objects on a form with the following instance names:

item_box1
item_box2

The following code will NOT remove all objects with "item" as the first part of their name. Why and how can I fix it?

ActionScript Code:
for(var i:int=0;i<main.numChildren;i++) {
if(main.getChildAt(i).name.substr(0,4) == "item")

[Code].....

View 6 Replies

IDE :: How To Remove Sprite Objects

Jan 31, 2010

I once saw an effect on a flash add I wanted to try make myself also - the cursor makes a vake that blur out and disapear, much like the vake of a plane, just faster. The problem is I need to remove the vake when it has faded out, or else it just stay in the background and fill up forever! I know there must be an easy way for this. Can some of you tell me the best way here? I have attached the fla-file and scripts. You see a comment where I try to put the code...

View 1 Replies

ActionScript 3.0 :: Proper Way To Remove Objects?

Jun 4, 2009

I am making a flash game. The game starts off running fast and smooth, however 15 minutes into the game it's noticibly slower. I worry that I am causing memory leaks by not removing objects from my game properly. I understand the whole garbage collection idea, but I still need confirmation.

[Code]...

View 6 Replies

ActionScript 3.0 :: Remove Objects From Memory?

Feb 10, 2010

I have a class "Ball" which display graphical circle ball in random x&y axis and Ifade out it with Event.ENTER_FRAME and specify removeEventListener if it reach alpha<=0 .Now I made multiple object from "Ball" class. Now, In my stage it works nice but when I see my Computer Memory status. my current flash.exe is increasing memory rapidly. Is how to remove my unusual object from my Memory. So that it would not get hang.

View 2 Replies

ActionScript 3.0 :: How To Remove All Objects From Array

Nov 23, 2009

I'm trying to remove all objects from an array, and then emptying the array using splice. I'm restarting the game, removing all objects etc so that I can add them again. But what happens is that no object (enemies, blocks, bullets etc) is really removed. It's not visible anymore, but it's still on the stage wreaking havoc (hit detection still working, so enemies are avoiding enemies that were supposed to be removed, bullets hitting them and so on). And then when I restart the game a couple of times I have way too many objects and the game starts to lag. Code below: This is the code for the enemy, I have different loops for the other objects, but they all look the same:
Code:
for(var a=0; a<enemy1.length; a++) //loop through enemy1 {
if(enemy1[a].dead == true) //check if dead {
removeChild(enemy1[a]); //remove from stage
enemy1.splice(a,1); //remove element from array
}}
So to reiterate, I need to remove the objects from the stage, and clear/empty the array.

View 6 Replies

ActionScript 3.0 :: How To Remove Dynamic Objects

Nov 25, 2009

So far I have this squid-shaped MC floating and making bubble-shaped MCs which rise to the top of the stage. The bubbles get generated by following the squid's (x,y) cordinates. The whole thing looks convincing enough. The only problem is that as the memory gets full, the bubble animation degenerates, so I want to remove them once they reach the top. I figured I could use a removeChild() function tied to the same EventListner that makes them rise, but once removed it will look for the object again and throw an error. I know I'm missing something simple here, but I can't pin it down.!

Code:
var bubbleTimer:Timer=new Timer(1200);
var i:uint = 0;

[code]....

View 6 Replies







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