>> Merrill thought I was mixing the timer with setInterval, but all of
that code was commented out.
Singleton, I didn't notice it was commented out since in my reader the
// was mixed in with >>, but either way, you really should just post the
relevant code if you want people to look it over. I a
- Original Message
> From: Glen Pike
> To: Flash Coders List
> Sent: Fri, June 18, 2010 11:25:24 AM
> Subject: Re: [Flashcoders] Function Doesn't Increment Properly
>
> t.start() ?
Oh :-} Yeah, that worked.
Merrill thought I was mixing the timer with setIn
t.start() ?
On 18/06/2010 16:52, John Singleton wrote:
First, a word of thanks to Glen Pike. That was slick, numChildren!
Second, I like Michael Mendelsohn's idea, however, for what event am I
listening?
package
{
import flash.display.MovieClip;
import flash.utils.setInterval;
Hi John...
You're listening for TimerEvent.TIMER.
when you instance a new Timer, you pass two parameters. First, you pass the
time in milliseconds, from your code, it was 15. Then instead of looping
through to get 10 instances of the fireball, just run the timer 10 times.
That's the second
lashcoders] Function Doesn't Increment Properly
First, a word of thanks to Glen Pike. That was slick, numChildren!
Second, I like Michael Mendelsohn's idea, however, for what event am I
listening?
package
{
import flash.display.MovieClip;
import flash.utils.set
First, a word of thanks to Glen Pike. That was slick, numChildren!
Second, I like Michael Mendelsohn's idea, however, for what event am I
listening?
package
{
import flash.display.MovieClip;
import flash.utils.setInterval;
import flash.utils.clearInterval;
import flash.utils.Ti
The timeout runs after the loop completes. The callback will use the
current value of i, and the loop leaves it at 10. So naturally, that is
what the timeout will see.
I fail to see the purpose of setting a timeout in a loop like this. Just
move the loop to inside the timeout. This way, you ca
Hi,
Maybe it's because you looped through the loop before you started
adding flames - e.g. i is 10 by the time the first flame is added...
Can you just use the number of children already in the container to
set the x position of the next flameNew?
Glen
__
Assuming you're using AS3, you might want to rewrite it as such:
public function Fire() {
mcFlameContainer = new MovieClip();
addChild(mcFlameContainer);
var t:Timer = new Timer(15, 10);
t.addEventListener(TimerEvent.TIMER, _addNewFlame, 15);
}
Forget the
//Try this :
package
{
import flash.display.MovieClip;
import flash.utils.setInterval;
import flash.utils.clearInterval;
import fireBall;
public class Fire extends MovieClip
{
private var mcFlameContainer:MovieClip;
private var uintMakeAFlame:uint;
Hi;
The following script fully increments the value of i every time it calls
_addNewFlame. I would have thought (and need) that the value of i would be
incremented with each call. Please advise.
TIA,
John
package
{
import flash.display.MovieClip;
import flash.utils.setInterval;
impo
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