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Hi,
I want to delay in for loop. How can i do?
I will be grateful if you could help me.
Good work.
Code-driven animation is based on timers. Your animation setup code will set up all the required variables, then call a function that performs the first step of the animation. This function will then perform the first step of the animation, and if there are more steps, use a setTimeout() call to schedule itself to run again after the desired delay. This will repeat until there are no more steps.
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You DON'T put a delay in a for loop. What are you actually trying to do that you think this is a good idea?
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import flash.display.MovieClip;
import fl.transitions.Tween;
import fl.transitions.easing.*;
import flash.utils.setTimeout;
var bh:Symbol1 = new Symbol1();
var bhs:Symbol2 = new Symbol2();
var quest:Array = [1,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,1,0,1];
var len:uint = quest.length;
function bhchild(){
bh = new Symbol1();
addChild(bh);
bh.x = 415.7;
bh.y = 149.6;
}
function bhschild(){
bhs = new Symbol2();
addChild(bhs);
bhs.x = 519.25;
bhs.y = 149.6;
}
for(var i:uint = 0; i < len; i++)
{
if(quest[i] == 0)
{
bhchild();
//setInterval(bhchild, 1000);
}
else
{
//setInterval(bhschild, 1205);
//setTimeout(bhschild, 100);
bhschild();
}
}
stop();
According to the example above, I want the for loop to play the MovieClip type symbols 20 times. When I check with Debug my loop runs as many times as I want. However, when I run the animation, I cannot play the animation in the order the code is running. This animation is only once work.
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I want to create an animation that repeats according to the number of elements in the array, and add the symbol according to the element value of the array being 1 or 0. My goal is to create an animation by bringing up the two different MovieClip I created based on the number of values in the quest variable.
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Code-driven animation is based on timers. Your animation setup code will set up all the required variables, then call a function that performs the first step of the animation. This function will then perform the first step of the animation, and if there are more steps, use a setTimeout() call to schedule itself to run again after the desired delay. This will repeat until there are no more steps.
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