# Event.ENTER\_FRAME or timer or what? Moving text BLAH!

**URL:** <https://forum.kirupa.com/t/event-enter-frame-or-timer-or-what-moving-text-blah/285680>\
**Category:** flash\
**Created:** [April 3, 2009, 8:38pm UTC](https://forum.kirupa.com/t/event-enter-frame-or-timer-or-what-moving-text-blah/285680 "2009-04-03T20:38:34Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Multi\_Task](https://avatars.discourse-cdn.com/v4/letter/m/c6cbf5/32.png) [@Multi\_Task](https://forum.kirupa.com/u/Multi_Task)\
**Post date:** [April 3, 2009, 8:38pm UTC](https://forum.kirupa.com/t/event-enter-frame-or-timer-or-what-moving-text-blah/285680/1 "2009-04-03T20:38:34Z")

</div>

Never had to move text across stage any ideas?

Moving dynamically generated text fields across stage from one point to another decrementing by -=1 each call time. Once the first gets to a certain point on stage I add another one, think “News Feeder”. This continues until the last is added and then starts all over again. I have everything working fine and dandy however;

There is a stutter whether I add a event.enter\_frame individually to each or as a whole and push each text field into an array and move them via a for loop. I have tried rewritting this thing about 30 times now all with different amounts of stuttering whether I have a timer or enter frame event.

My question is;  
Has anyone tried this and what methods did you use when actually moving the items?

Here is how I am going about it:  
actMover is the function getting called whether from timer or enter frame event. Hit me with ideas. Thanks in advance.  
MT

```auto

public function actMover (event:Event):void {
            
             for(var i:int=0;i<moveItemsArr.length;i++) {
                 var bitmap:Bitmap = moveItemsArr*;
                 moveIt(bitmap);
                 
             };
        };
        
        public function moveIt(bitmap:Bitmap):void {
             if(bitmap) {
                bitmap.x-=speed;
             };
             
             rightEdge = stageWidth - bitmap.width;
             
             if (bitmap.x == rightEdge) {
                 ///Adds another one
                 whereWeAt();
             };
             
             if(bitmap.x < leftEdge) {
                 //Removes past one
                 moveItemsArr.splice(0,1);
                 this.removeChild(bitmap);
                 bitmap = null;
             };
          };

```
