Hey everybody,

Johnny Blazed was asking about some framerate issues he was having with his Snake 2 game recently and I've run into some snags myself after a couple short tests.

I have a background in VB (try not to laugh too hard.) In VB, there is a way to request a timeout from within a loop so that the application does not become unresponsive. This was done by calling the DoEvents function at the end of the statement block of the loop.

The idea: I would like to use a "do ... while" for the main process of my game such that I can achieve a high resolution interval from which I can arrive at different framerates for certain kinds of animated elements that are on screen at the same time. For instance, a quickly flickering candle and a slowly waving flag.
The catch: the movie becomes unreponsive because the "do ... while" hogs the cpu.

Is there a way to force a "do ... while" loop in ActionScript to function in a similar way to DoEvents without canceling the loop entirely by using the break statement?