Flash / Flex / ActionScript/Animation/Timer Event
Содержание
add the start() method to our program, things start happening:
package {
import flash.display.Sprite;
import flash.utils.*;
import flash.events.*;
public class Main extends Sprite {
public static const TIMER_DELAY:Number = 1 * 1000;
public var timer:Timer = new Timer(TIMER_DELAY, 10);
public function Main() {
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
timer.start();
}
private function onTimer(event:TimerEvent):void {
trace("Tick.");
}
private function onTimerComplete(event:TimerEvent):void {
trace("Ding!");
}
}
}
A timer that has just five intervals:
package{
import flash.display.Sprite;
import flash.utils.*;
import flash.events.*;
public class Main extends Sprite{
public function Main(){
var timer:Timer = new Timer(1000, 5);
}
}
}
Listening for Timer Events
package {
import flash.display.Sprite;
import flash.utils.*;
import flash.events.*;
public class Main extends Sprite {
public static const TIMER_DELAY:Number = 1 * 1000;
public var timer:Timer = new Timer(TIMER_DELAY, 10);
public function Main() {
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
}
private function onTimer(event:TimerEvent):void {
trace("Tick.");
}
private function onTimerComplete(event:TimerEvent):void {
trace("Ding!");
}
}
}
Using Timers
package{
import flash.display.Sprite;
import flash.utils.*;
import flash.events.*;
public class Main extends Sprite{
public function Main(){
var timer:Timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER, onTimer);
timer.start( );
}
function onTimer(event:TimerEvent):void {
trace("on timer");
}
}
}