Post-Event Updates for Timer Events : Timer « Animation « Flash / Flex / ActionScript

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Flash / Flex / ActionScript » Animation » Timer 




Post-Event Updates for Timer Events
 
package {
  import flash.display.*;
  import flash.events.*;
  import flash.utils.*;

  public class Main extends Sprite {
    public function Main(  ) {
      stage.frameRate = 1;
      var timer:Timer = new Timer(1000);
      timer.start(  );
      timer.addEventListener(TimerEvent.TIMER, timerListener);
    }

    private function timerListener (e:TimerEvent):void {
      var rect:Sprite = new Sprite(  );
      rect.graphics.lineStyle(1);
      rect.graphics.beginFill(0x0000FF);
      rect.graphics.drawRect(0015075);
      rect.x = Math.floor(Math.random(  )*stage.stageWidth);
      rect.y = Math.floor(Math.random(  )*stage.stageHeight);

      addChild(rect);

      e.updateAfterEvent(  )
    }
  }
}

        














Related examples in the same category
1.Creating a Timer
2.Repeating a Task over Time
3.Two timers are set, one for a square sprite and one for a circle sprite
4.Change text value in a TextField in a timer
5.draws a single line with a random stroke style every 250 milliseconds. It uses clear( ) to erase the previously drawn line.
6.Creating Symbols Within Flash CS3
7.Defers the call to the deferredMethod( ) method for five seconds:
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