Thanks Mike that helps... --- In [email protected], "Mike Britton" <[EMAIL PROTECTED]> wrote: > > You could use Timer, but this would also work. You may want to switch it to > use a Singleton. > > Usage: > > var myTraceBack:CommunicationManager = new CommunicationManager(); > myTraceBack.addEventListener(CommunicationManager.ANIMATION_COMPLETE, > onDoneMove); > myTraceBack.startCountdown(1000); > > > package > { > import flash.display.Sprite; > import flash.events.TimerEvent; > import flash.utils.Timer; > import flash.display.MovieClip; > import flash.events.Event; > > [Event(name="done", type="flash.events.Event")] > > public class CommunicationManager extends Sprite > { > public var myOwner:MovieClip; > public static var ANIMATION_COMPLETE:String = "done"; > > public function CommunicationManager() > { > super(); > } > > public function startCountdown( duration:Number ):void > { > var minuteTimer:Timer = new Timer(duration, 1); > > minuteTimer.addEventListener(TimerEvent.TIMER, onTick); > minuteTimer.addEventListener(TimerEvent.TIMER_COMPLETE, > onTimerComplete); > > minuteTimer.start(); > > > } > > public function onTick(event:TimerEvent):void > { > trace("onTick"); > } > > public function onTimerComplete(event:TimerEvent):void > { > trace("onTimerComplete!"); > this.dispatchEvent(new Event("done")); > } > > } > } > > > hth, > > Mike Britton > > On 2/26/07, nextadvantage <[EMAIL PROTECTED]> wrote: > > > > How would I go about changing view states say every 10 secs... with a 1 > > sec fade? > > > > > > > > > > -- > Mike > ---------- > http://www.mikebritton.com > http://www.mikenkim.com >

