# Delaying a loop

**URL:** <https://forum.kirupa.com/t/delaying-a-loop/314669>\
**Category:** flash\
**Created:** [October 5, 2010, 11:31pm UTC](https://forum.kirupa.com/t/delaying-a-loop/314669 "2010-10-05T23:31:06Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![tomii01](https://avatars.discourse-cdn.com/v4/letter/t/9dc877/32.png) [@tomii01](https://forum.kirupa.com/u/tomii01)\
**Post date:** [October 5, 2010, 11:31pm UTC](https://forum.kirupa.com/t/delaying-a-loop/314669/1 "2010-10-05T23:31:06Z")

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Hi everyone!

I’m trying to create something that you could use in a game that shows you the points adding to your total score little by little (instead of it adding it all at once). I’ve managed to make a timer delay, but it will still only update once and I don’t know what to do. Perhaps someone here can help?

```auto

var pointBuffer:Number = 500;
var totalPoints:Number = 1000;
var scoreField:TextField = new TextField();

scoreField.x = 0;
scoreField.y = 0;
addChild (scoreField);
scoreField.text = "Score: " +totalPoints;

// Create the delay 
var pointDelay:Timer = new Timer(50, pointBuffer);
pointDelay.addEventListener(TimerEvent.TIMER,addPoints);
pointDelay.start();

function addPoints(event:TimerEvent):void {

	while (pointBuffer > 0) {
		pointBuffer -= 10;
		totalPoints += 10;
		trace(pointBuffer);
	
	}

	scoreField.text = "Score: " +totalPoints;
}

```
