ActionScript 1/2 :: How To Reset Timer Back To Zero
Aug 26, 2010
how to reset timer back to zero I have a button in the parent timeline of the code below and when I click it I want the behavior of the time will go back to 1 or 0. Button clicked, timer back to 1 or 0.
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
Ik got a game with a timer. When the game is finished you can play it again and the SWF file loads again. Everything is reset exept the timer. A new one starts but the old one is on the background.
The timer is the only code thats on the timeline..
I cant get the timer working in my AS file...
This is the code on the timeline:
Actionscript Code: var timer:Timer = new Timer(60, 1000); timer.addEventListener(TimerEvent.TIMER, countdown);timer.addEventListener(TimerEvent.TIMER_COMPLETE,
so I've got a working Timer, which will stop() when I call it to and start, but I can't get it to reset(). It just starts from where it left off.Code for the timer
/*This creates a new timer object, that fires every 1000 milliseconds (each second), and will fire 10 times after it is started, then stop. Next we will create an event listener that will catch the Timer event, and call a function "changeText".*/
var alienTimer:Timer = new Timer(1000,10) // declare an integer that starts the timer at 10! this shows the seconds left on the timer var secondsLeft:int = 10;[code]................
How would I get a timer function to reset after no buttonswere pressed for 3 minutes?Right now I have my timer starting on load, and then when abutton is pressed, it stops it. I basically want to restart itafter 3 minutes.
the code I have: [PHP]var timer:Timer = new Timer(5000); timer.addEventListener(TimerEvent.TIMER, playSlides);
I have an increment timer on a game I have created, but the thing is it refuses to reset at the end of the game.If I do timer.reset(); it is not visible then if I cal timer.start(); immediately after, it will continue from it's former position at the end of the 8th level.It's really annoying me as it's the only thing that won't seem to reset, everything else is fine.
function incrementCounter(event:TimerEvent) { count++; var whole_value:int = int(count / 100); var tenths:int = int(count / 10) % 10; var hundredths:int = int(count) % 10; gamePage.timer_txt.text = whole_value + "." + tenths + "s"; }
I have made a counter but i want it to reset 3 times a week at specific days of th week. I want it to reset first every Tuesday at 9:45,Every Thersday at 18:00 and every Saturday at 12:00
I have a kiosk set up to load external swf's, and to keep them up as long as they are being played with. Once the swf sits for two minutes without being touched it goes back the attract sequence, which leads to the menu, where you pick your swf...
I am having trouble with the timer I have set to restart the program. I have it set up to reset and start the Timer whenever the stage is clicked, which works fine the first time you open the swf. But if you exit the swf, and later it is opened again, it will restart after two minutes whether it is in use or not. Does anyone know what might cause this?
Having a little issue here with TIMER, basically I am looking for the timeline to advance 1 frame after 3 seconds, OR on MouseEvent.CLICK advance to next frame (before the 3 seconds it up). Which would then reset the TIMER. So, on CLICK go to next frame, OR wait 3 seconds and go to next frame (while having the TIMER reset both times). So...
Wait 3, (timer resets) wait 3, (timer resets) CLICK, (timer resets) CLICK, (timer resets) CLICK, (timer resets) wait 3, (timer resets)wait 3, (timer resets)CLICK, (timer resets)CLICK... You get the idea.My issue is the timeline, over time the TIMER time doubles, it doesn't reset... I am sure this is pretty basic and I am over thinking.
I have a movie clip that sits just of my stage. When clicked the mc slides out based on the _x,_y position. The problem I have is how do I close my menu or reset it back to it;s original position as to appear closed. Heres the code I've placed in the timeline:[code]indicate what code would I use within the 'else statement'. I have this cmmon problem when I want a button to provide a loop type function. I.e toggle sound on and off with one button.I want this menu to be available all the time so it would sit in the _root (index swf file). The rest of the pages are called using loadMovie as external files.
Basically what happens is 5 eggs fall from the top of the screen. What I'm trying to have happen is, to have flash recognize when all 5 have been clicked and goto and stop on frame 3. The other problem is I want the animation to reset when the timer runs out. Thus clearing all current eggs off the stage. I've zipped the 2 files I'm working with the (fla and as files).
I've got 3 pages each with their own portfolio loaded dynamically from an XML file. Everything is working great with the thumbnails i added using the "adding thumbnail" tutorial. There's only one quirk I can't figure out. If you've scrolled to the end of the thumbnails on the first portfolio, the scroller stays in the same place when you go to the next portfolio rather than reloading back at the beginning. I hope that makes sense because it's hard to explain, but the site is [URL] here's the partial code for the thumbnails...
How can i reset a frame so everything starts again instead of manually coding for everything to go back to normal positions because i have lots of objects and it makes it real hard.
Not only am I a newcomer to these forums but I'm also very much a newcomer to ActionScript, so I hope you will have some patience if you are able to provide me with a crystal clear answer to my problem and I'm still a little lost! Basically, I have made a flash game where the player moves around on screen and tries to collect a little ball. There a timer on the ball that counts down to 5. One of two things can happen from here: 1. If thetimer reaches 0 before the player collects the ball, the ball is moved to a new random location, the players "lives" count goes down by 1 and the timer goes back up to 5. 2. If the player collects the ball before the timer reaches 0, then the player's "score" count goes up by 1 and the ball moves to a new location with the timer going back up to 5.
I used the 3d transform tool to rotate and move an mc in 3d.How do i make it to behave as a 2d movie again... Reset doesn't work... it only resets all to 0 but it's still 3d.The only way I found was to delete it and drag it back from the library but is there a more common solution?
Just new in forum and just new in as3 programming. All i want to do is to make some physics simulations (i'm physics teacher...). So i made my first sim with the following code, just to simulate a simple motion with constant velocity. It works ok, except the part i need to reset the display by the means to start the motion all over again (reset button). Then the motion starts but the traces of the previous motion remains on stage. I tried the null command (sp=null) but the sim could not start again because the sp nedded to be non-null...
I have an issue with adding a reset button to my drag and drop movie clips.The problem is, if a student drags a movie clip to a wrong location on the SWF file I want them to be able to hit a reset button that would take them the same SWF that they opened and what would showup would a clear page for them to restart their drag and drop exercise.I know how to make the button for this just want the proper action script to be able for user to start over with no movie clip symbols on the page.
reset in google yields only its use for timers.However I have code bg.reset() which I suppose puts the background back to the beginning of its timeline.
With out getting into a ton of background I am wondering if there is a command that will reset all the variables in a swf at once with out having to do them individually?
I've googled and searched my books and can't find anything. Another option I could see is having the current flash reload, that would set everything back to the start but I couldn't find how to do that either.
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip { private static var _stage:Stage; private static var _timer:Timer;
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
I have a Flash website with 3 interfaces( 3 frames with movie clips inside). they have a button that goes to different loaded .html page(text). But once the back button is pushed on the web browser, it always goes back to the first frame instead of the actual last page, which might have been frame 2 or 3.
I have a project (see attached) where I need to have the folders seem like they are floating in space, and I need the best way to make it so when you click on a back folder, it slides off the screen and come back in front of all the folders.
Anyways I am using action script 3.0 and I created multiple layers using just one scene. I created a layer with lables on them to mark where I want my buttons to point to and go to. I have the stop (); on the first frame. And I made my buttons mostly interactive with movie symbols and tweens.My first scene I have 2 doors, the user can pick which door to go to and it takes them into a different path.I made the buttons that are clicked to go forward, and then I tried to make an invisible button on the button edge of the scene to go backwards However, the PROBLEM is when I click my button to go backwards I am stuck on the first page and can't move forward.
function gotoOne(evt:Event):void{ gotoAndStop("one")}backbutton1.addEventListener("click",gotoOne); function gotoFour(evt:Event):void{
I have a GUI using Flex. I have a condition like i need to execute some command line arguments in the local machine and get the results back or output back to a textbox area. How can i do a button on submit, execute command in the local machine and return the output?Command to execute example:
echo logfile.log | grep username
Code:
button1.onRelease = function () { // in this computer, it will now run a command, please wait. }
I am working on a having external swfs get loaded into the main swf one by one from an array.I can get the first one to load, but it just keeps on playing the first item in the array over and over, instead of loading the next movie. I have a container on my stage, cleverly named "container" and I am using AS2 and loadMovie.
I am guessing my conditon on my if statement is off, but I am not sure how to tell the onEnterFrame to check the currentframe of the loaded swf and not the container itself. I might be way off, but in my mind I feel like this mostly makes sense, but knowing Flash it is probably not nearly enough coding.I might also add this won't be running on the web, so I don't need to worry about preloading swfs since it will be running directly off a PC onto a screen in our office.Here is my code:
Code: var myClips:Array = ["movie1.swf", "movie2.swf", "movie3.swf", "white_logo.swf"]; var i:Number = 0; _root.container.onEnterFrame = function() {[code].....
I've got the standard scene 1 with three frames on it. the first frame has a movie clip with about a 70 frame timeline. the second frame has a movie clip with about a 20 frame timeline. the third frame is black with a stop action. i'm trying to make a leaderboard banner, and i need each clip to play one after the other.
right now, when ctrl+enter it plays nothing. i actually have to rewind it to have it play the first clip. then it just repeats the first clip and completely skips the second. in the first clip's timeline, I have a parent.gotoAndPlay(2); on the last frame.