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Make Code Wait...


I am going to a function to build a big combo box, then selecting an item from it... but it seems that the select is trying to happen before the box is finished building... any ideas?
Thanks




ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 09-18-2006, 09:55 PM


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How To Make Code Wait For An Event?
Hello,
I'm trying to make a slideshow that dynamically loads pictures, fades them in, and fades out previous images.

I've made some progress: The pictures load, they fade in, but now I'm stuck.

I've created the functions- displayImage(), fadeUp() and fadeDown(),
Clicking on a button will call displayImage which will load an image, start a preloader movie clip, and once the preloader hits frame 100, it invokes fadeUp(), making the new image visible.

But now I want to make the previous image fade out. How can I add this to the displayImage definition? How can I make the code wait for this event? I added it bluntly at first in a similar way to this: (pseudo code)


Code:
function displayImage(...) {
if(there is an image already loaded) {
fadeDown(the image)
}
loadMovie(imageName, "placeHolder_mc"); //load new image
preloader_mc.gotoAndStop(2); //begin preloader
}


but of course, the code will call fadeDown and not wait for it to do its business.As a result, there is no fade down, and the code immediately activates the fadeUp for the new Image.

What's the best way to do this? Have I gone down completely the wrong path?
I thought of another way which was to specify a global variable (let's say var imChange:Boolean) which gets set High at the end of fadeDown. Then I added a while(imChange == FALSE) loop to displayImage to make it wait, but it crashed the Flash player.

anyway, my main question is, how can I arrange my code so that it performs functions in sequence? i.e. it waits for one function to finish before performing another?

Main timeline code pasted below. Note that the code that activates 'fadeUp' is located in the preloader_mc. Here's a link to the entire package (including images): http://www.zen26398.zen.co.uk/files/Imageloader.rar
and without the images: http://www.zen26398.zen.co.uk/files/...oader%202c.fla

If anyone can give me any tips i'd appreciate it, I'm trying to improve my technique. Thanks for reading


Code:
var imageName:String;
var sizeLoaded:Number;
var totalSize:Number;
var imChange:Boolean;
_root.createEmptyMovieClip("placeHolder_mc", 1);
placeHolder_mc._xscale = 20;
placeHolder_mc._yscale = 20;
placeHolder_mc._visible = FALSE;

function displayImage(num:Number) {
imageName = "Image"+num+".jpg";
loadMovie(imageName, "placeHolder_mc");
preloader_mc.gotoAndStop(2);
}

function fadeUp(targetMc_mc:MovieClip) {
trace("Fade up init");
var i:Number = 0;
targetMc_mc._alpha = 0;
targetMc_mc._visible = TRUE;
targetMc_mc.onEnterFrame = function() {
this._alpha = i;
i += 10;
if (i>=100) {
i = 100;
delete targetMc_mc.onEnterFrame;
}
};
}

function fadeDown(targetMc_mc:MovieClip) {
trace("Fade down init");
var i:Number = 100;
//targetMc_mc._alpha = 100;
//targetMc_mc._visible = TRUE;
targetMc_mc.onEnterFrame = function() {
this._alpha = i;
i -= 10;
trace(i);
if (i<=0) {
i = 0;
delete targetMc_mc.onEnterFrame;
}
targetMc_mc._visible = FALSE;
};
}

_root.button_btn.onRelease = function() {
displayImage(1);
};
_root.button2_btn.onRelease = function() {
displayImage(2);
};
_root.button3_btn.onRelease = function() {
displayImage(4);
};

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I have an urgent problem.

In my code I have a loadMovie that loads an image onto a movieClip. I want this image to fade up and then some other things happen. The only problem is the fade and the other things happen BEFORE the movie shows up on the screen and that causes a lot of problems since the file is going to be online.

Is there a way I can tell the code to wait for the movie to load and then do the fade and the rest of the things?

here is the code:

im1_mc.loadMovie("image1.jpg");
//I want it to wait here until the image is loaded
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Any help is appreciated,
E

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hello,

i need to crate a slideshow that loads jpgs dynamically from a certain location.

I found something on http://www.macromedia.com/support/fl...slideshow_xml/

Does anyone know how I could add a fade transition effect to this and an autoadvance button that cycles through the slides in 4second intervals...? I have some basic experience in flash but when it comes to higher action script it easily frustrates me

I don´t know how to make flash wait simple 4 seconds...arrrgh...

I tried so many different things but I just can´t figure out how to make flash wait for 4 seconds and my transition effect looks weird because the image pops up for a moment and then starts fading in.#

Thanks for any help...
Aloha from hawaii
Attila

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Followup...
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ActionScript Code:
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Code:
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Code:
package {
import pl.mooska.asql.*;
import pl.mooska.asql.events.*;

public class mysql_query {

public function mysql_query() {
}
public static function getData(my_query:String):Array {
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connector.addEventListener(SQLEvent.CONNECT,handleConnect);

connector.addEventListener(SQLError.SQL_ERROR,handleError);

connector.addEventListener(SQLEvent.SQL_DATA,handleData);

connector.connect("MySQL-Server","User","Password","db_name",3306);//connecting to the server //arguments are host, user, pass, database, and port

function handleConnect(evt:SQLEvent):void {
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}
function handleError(evt:SQLError):void {
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}
function handleData(evt:SQLEvent):void {
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}
return Data;
}
}
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[Edited by z33man on 08-26-2002 at 05:39 AM]

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Attach Code

// create an object to store the variables
varReceiver = new LoadVars();
// load the variables from the text file
varReceiver.load("get_msg.php?file_id=1&msg_id=1", "POST");
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Hey everyone

I just wanted some idea's on how best to tackle this problem in actionscript.

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Attach Code

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hi i've created a virtual keyboard for a project i'm working on.

i'm completely stumped on how to make flash 'wait' for input from the virtual keyboard.

for instance, the user will use the keyboard to modify existing nametags. the virtual keyboard is called and the nametag is passed to the function for editing, however, the script just keeps on running without waiting for the user to finish the editing.

how can i launch the virtual keyboard, allow the user to edit text with it, and then when the user is done flash can continue executing code (such as saving the edited nametag to a database) ...?

hope i'm being clear on this, not really sure how to state my need.

insights greatly appreciated.

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How Do I Make An MC Wait A Random Amount Of Time Before Looping?
Basically I have an 80 frame movie clip that I want to stop at frame 80, wait a random amount of time (say between 1 and 5 seconds) before it does gotoAndPlay(1).

My thanks for any aid to this little issue

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[F8] How To Make Movie Wait Till The External Swf Is Loaded?
My question is in 2 parts:

1- I want to preload both -my main movie and an external movie, before it acually plays the main movie, how do i do that?

2- does my external swf get cashed this way? so if i used another main movie would it detect that i already cashed the external file before?

my preloader code is:
Code:
stop();
var total:Number;
var loaded:Number;
var percentage:Number;
this.onEnterFrame = function():Void {
loaded = this.getBytesLoaded();
total = this.getBytesTotal();

percentage = (!isNaN(loaded/total)) ? Math.ceil((loaded * 100)/total) : 0 ;
if(percentage > 100) percentage = 100;
this.loaderbar_mc._xscale = percentage;
this.loadertext_txt.text = ""+percentage+"%";
if((loaded == total) && (total>100)){

gotoAndPlay("init");
delete this.onEnterFrame;
}
};
thank you guys

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Wait Script Or Wait On This Frame Required
hey,

i want my movie clip to stop and wait on a definied frame for a definied amount of seconds...
(...without adding the right number of "empty" frames after the key-frame...)

how can i script an easy funktion() to make my movie-clip wait for some seconds on a key-frame??

can somebody help me on this???
thanks

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[CS3] Getting The Code To "wait" Or Pause For A Set Amouint Of Time.
How do i get the code to wait, lets sat 3 seconds beofore executing next step?
I have no idea how to do it so i cant give a suggestion. I have searched the flash help docs but nothing....

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[MX] Action Script "Wait" Code
I want my... command to wait a second before firing. How do I do this?

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How Can I Make Frame 2 Wait Of Frame 1 To Load Data?
In frame 1, I'm loading data (pulling it from a URL in XML, parsing it, etc). It takes a few seconds and I want frame 2 to wait before doing it's thing because it needs the data first (otherwise it shows blanks).

How can I make frame 2 wait of frame 1 to load data?

Thanks in advance,
Ron

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How To Make A "For" Loop Wait For Awhile?
Hi there
I'm trying to write a banner ticker that loads its swf file names from a text file. ticker should load the first swf and then waits and then does the same thing until the last file is shown in my text file. I wrote the code below and it works just fine. what I couldn't achive is making my "for loop" wait for a while before next swf is loaded. I think I have to use setInterval somehow but I ain't familiar with this function. Any ideas about how to do that? Thank you all in advance...


Code:
files = new Array();
lv = new LoadVars();
lv.onLoad = function(){
fl = this.filelist;
files = fl.split(",");


loadFile(targetMC);
};
lv.load("http://www.young.com.tr/files.txt");

function loadFile(targetMC){
path = "http://www.young.com.tr/banners/";
r = files.length

for (i=0; i<r; i++) {
loadMovie(path+files[i], targetMC);
unloadMovie(targetMC);
trace(files[i]);
}

}

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Trying To Make A Button Rollover, Wait And Recheck Rollover
hi. i'm mostly comfortable with the graphical elements of using flash and there a gaps in my knowledge when i want to polish things up.

i have a bunch of buttons which, when rolled over, trigger some text to sweep accross in an area above the buttons and sweep away when rolled out.
this works nicely but if the viewer sweeps the mouse over a few buttons quickly all the MCs with text in play and it gets very messy.

the only way i can think to tidy this up is to make the button delay when rolled over and recheck about half a second later. if it's still rolled over then it plays the MC. i tried this the obvious way (triggering a small MC with onRollover > play MC at the end) but it needs the actual act of rolling over to trigger so i had to roll out and over again which defies the point >.<

i realise this is a really specific problem and it's very cheeky to ask others to solve my problems but if any of you have come accross similar problems and can point me in a better direction i'd really appreciate it.

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How Can I Make This Code Better
heres my code


Code:
if (c[0]+c[1]+c[3]+c[4] + .... + c[40]==0){
do something
}

as u can see i figured out how to make an array ....... basically the code sums all the elements in the array.

Why??
On my map engine i have 40 pieces each having its own hittest with the main character. If hittest ==true on mc0 then c[0]=1. Therefore when there is no hittest the sum of all the arrays elements are Zero.

thanks

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Can You Make This Code Better?
Hi all,

I created an Infinite menu item and after reading through the forums I applied a few tweaks to get the follow behaviors:

a) only rolls when the mouse is over the MC
b) has a deadzone of about 200 pixels in the center for easy clicking

One problem i am having is that it will stop scrolling if I leave the swf above or below it, however sometimes it continues scrolling if I leave by the left or right edge.

I am also curious if this could be simplified.


Code:
onClipEvent (load) {
xcenterhigh = 442;
xcenterlow = 250;
speed = 1/20;
}


onClipEvent (enterFrame) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {

if (_root._xmouse>xcenterhigh) {
var distance = _root._xmouse-xcenterhigh;

} else if (_root._xmouse<xcenterlow) {
var distance = _root._xmouse-xcenterlow;

} else if (_root._xmouse>xcenterlow) {
if (_root._xmouse<xcenterhigh) {
var distance = 0;
}
}


_x += (distance*speed);
if (_x>0) {
_x = -692;
}
if (_x<-692) {
_x = 0;
}
} }
Thanks,

Eric

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How Can I Make This Code Better?
How can I make this code better:


ActionScript Code:
onClipEvent(load)
{
    speed = 10;
    speedx = speedy = speed;
    targetx = this._x;
    targety = this._y;
}
onClipEvent(enterFrame)
{
    _x += (targetx - _x)/speedx;
    _y += (targety - _y)/speedy;
}


I use the code to move object by changing targetx and targety with the click of a button.

The animation at the end seems to be 'jagged' - i.e. it kind of 'judders'.

How do I stop this?

Are there any better alternatives to the above?

AND... if possible, I'd like to do it in Flash 5. (But if there are better ways to do in MX, please let me know this as well.)

Thanks.


OM

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