ActionScript 2.0 :: Any Way Of Capturing GetTimer Result?
May 18, 2007
Is it possible to capture the time in a timer? I have some English learning games for my students that use a timer. It works fine as it is. Its starts when they click start and ends when they drag the last thing into place. What I would like to do is have a bonus scene when students do exceptionally well and get some crazy low score. I don't know how to go about capturing the end time though.
View 1 Replies
Similar Posts:
Oct 25, 2009
I'm making a racing game and am trying to have the final time displayed after I cross the finish line...In frame 4 (where the game begins) i have a setInterval timer that counts down from 20.when it reaches 0, my text is: startTime; where var startTime:Number = (getTimer()/1000).In frame 12 (where the game ends) i have
finalTime.text = endtime
// finalTime is a textbox
var endtime:Number = (_root.finishTime-_root.startTime);[code]...
when i finish the race, however, the word "undefined" is displayed in the textbox.
View 2 Replies
Nov 28, 2005
How do I reset a getTimer();? My script for my "game" doesn't work, here's the code:
Code:
on(press){
poang += 1;
_root.minpoang=poang;
this.gotoAndPlay(2);
[code]....
As you can see, I have tried to reset time to 0 again, but that doesn't work..[URL]
View 4 Replies
Jun 4, 2002
I have an empty movie clip that tells another movie clip on the stage to move based on a variable that's based on the getTimer results something like:
onClipEvent (enterFrame) {
targetx = 0;
_root.slide.gotoAndPlay("move");
[Code].....
Now, what I want to do is to reset the value of getTimer so my movie will loop,
View 5 Replies
Jan 5, 2011
I'm trying to catch when a second is passed using getTimer. I don't want to use setInterval, because I'll need to pause, and unpause it. So.. here's my code:
[Code]...
What is wrong with this code? It seems that the time variable reachs 1000 milliseconds too fast.I'm not getting a second interval. How would I fix that?
View 1 Replies
Jan 31, 2011
I have recently been working on a Flash file that dynamically loads a movie based on the contents of a simple XML file. I was concerned about caching issues so tried to set up the code to avoid the XML file being cached causing the wrong content to be loaded. I did this by adding a dummy query string to the file link which is a numerical value generated by getTimer().In practice the system mostly worked but occasionally old content would load even though the XML had been changed. The code runs a setInterval that checks the XML every 20 seconds and checks if the loaded file specfied has changed. The code loads the XML with the following code:
The getTimer() functions starts counting in milliseconds as soon as the movie runs so there is a chance that the same query string is assigned to more than one file, meaning that an old cached version is loaded instead of the new, live file. I am now thinking about ways to improve this code and generate unique values for the query string. I thought using the epoch time - the time in milliseconds from which Flash calculates time and dates which is set to Jan 01 1970 - would generate a new value every millisecond and maybe adding an additional random number to that value to further reduce the chance of the same query string being generated more than once.
this.onEnterFrame = function () {
var nowDate:Date = new Date();
nowTime = nowDate.getTime();
[code].....
View 1 Replies
Apr 19, 2004
this doesn't work...what's wrong with it. i want to stall the timeline in an MC for 5 seconds.
Code:
now=getTimer();
if (now > 5000) {[code].........
View 14 Replies
Aug 9, 2004
I have a simple slideshow that is non-interactive. It just loops five movie clips loaded externally. Each slide is shown for a certain amount of time that is determined with getTimer.The code for the slideshow is in the last frame of the root timeline. So, basically the slideshow starts when the root timeline finishes playing. The problem is that the timer works great the first time the code plays, but when I tell the player head to back up and enter the frame again, the clips play very rapidly, as though getTimer was not being initialized.
Here is the code:
stop();
square._alpha = 0;
[code].....
View 2 Replies
Sep 16, 2009
i have an .fla, which loads goes to different frames in the timeline according to the download speed of the user. i understand how it should work... start timer > upload file > stop timer > calculate download speed - easy?
so what is this simple code im missing to find the download speed? from my fruitless searching, the only relevant code i could find, is this:
Code:
var time1 = getTimer();
targetClip.loadMovie("example.swf");
targetClip.onLoad = function()
[Code]....
... but i have test this, which gives an undefined property error grrr.... so what is the actionscript 3, to find the value of the download speed?
View 4 Replies
Jun 18, 2009
I'm in the process of making a game (a shmup) and I've started to question the accuracy of the timers in ActionScript. Sure, they're accurate enough when you want to time things on the order of a few seconds or deciseconds, but it seems to perform pretty poorly when you get to finer ranges. This makes it pretty tough to do things like have a spaceship firing a hundred lasers per second.
In the following sample, I tested how long (on average) the intervals were between 1000 timer ticks intended for 30ms. Time and time again, the results are ~35-36ms. Decreasing the time, I found the floor on the timer delay to be ~16-17ms. This gives me a max fps of ~60, which is great visually but also means I can't possibly fire more than 60 lasers per second :-(. I ran this test a few times at 100 and 1000 loops, but for both the 30ms test and the 1ms test the results didn't change. I print to a textField at the end because using trace() and launching the swf in debug mode seems to negatively affect the test. So what I'm wondering is:
Is this test a decent measure of the Timer class's performance, or are my results questionable? Will these results change dramatically on other machines? I understand this is dependent on the getTimer() method's accuracy, but the discussions I find on this topic usually center around getTimer()'s accuracy on larger intervals.
[CODE]...
View 5 Replies
Jun 27, 2010
I'm programatically dragging the play head back and forth along a timeline based on a mouse event listener. The faster the mouse drags the faster the playhead rips through the frames (it's linearly proportional). I'm also firing a starter=getTimer(); event at the inital mouse_move Event trigger (and only on the initial event) and then firing a ender=getTimer() at the end of the code that calculates the new playhead position, but only if the calculation has resulted in the playhead being told to move at least one frame (the mouse can move a few pixels before playhead will move one frame). In essence it's giving me a frame per second rate.
If I look a the delta of the two timers I rarely get anything but 0. Occasionally I'll get a 1 but not very often. There are a good few dozen heavy lines of code that need to be worked out between the initial mouse_move and the decision to move the play head, and this has to be done for a number of mouse position changes before the playhead will move at all and the second getTimer call is triggered. Does the mouseEvent trigger every ms or does it trigger at the frame rate (enterframe rate) of the doc. If so the smallest delta I should see is 31ms.
This runs as an app in the standalone swf player (10.1) and never in a browser.
Are my results indicative of this? Can the compiler really run this fast? How does one do very small timing tests that appear to be beyond the millisecond clock granularity?
View 1 Replies
Jan 17, 2012
I'm working on the game. The gameplay is based on a really small time lapse (you have only 5 secondes to do an action). My timer works great in Flash Player, i DO have 5 secondes. In a web browser (firefox, safari ..) the 5 seconds timer is now 8 seconds.
[Code]...
View 1 Replies
Aug 4, 2003
I need to get my movie to check if the user has click anywhere on the interface (doesn't matter were), if there's not click after 60second, I need to send the movie back to frame1.I know is a combination of addListener(Mouse), onMouseMove and getTimer. but I'm not very good at action script yet to combine the three.
View 8 Replies
Oct 9, 2011
I'm encoutering something pretty weird. My framerate is set to 60 and I have a function that listens to enterFrame events and calls getTimer() to calculate the time between steps. That usually works nicely, however when I run the swf in flash player 10.3 or 11 standalones, the time delta is detected for many steps as being '0' because getTimer() returns exactly the same thing as on the previous step. The flash movie as such doesn't skip frames (except it looks bad since everything moves according to the time delta) and the framerate is 60 as it should (EDIT: Not actually true, 0 ms frames are skipped). It doesn't even happen every time. Sometimes I run it with the aforementionned players and it's just fine, apparently for no reason. I have tried the debug and release players and the problem happens with both.I'm targeting flash player 10.0 and it works well with that standalone player, as it does with 10.1. Not targeting 10.3 might be part of the problem I guess, but I have no idea really. At any rate, I was wondering if anyone else encountered that problem before, and hopefully would know the cause. I have found nothing about it on the web so far.Technical info: I'm using flashDevelop 3.3.2 and the Flex 4.1 open source sdk
EDIT: It would seem it's not a getTimer problem. The time delta between frames is reported correctly but faulty frames do last 0ms.
View 4 Replies
Apr 19, 2004
I want to stall the timeline in an MC for 5 seconds.
Code:
now=getTimer();
if (now > 5000) {
play();
} else {
gotoAndPlay(_currentframe - 1);
}
View 12 Replies
Feb 8, 2011
Does the getTimer function affect the output time? so it's seen different in each country? I've created adigital clock using the time received from a php. Customers see a different time than mine. (php file works perfectly and output the time in my timezone).
View 3 Replies
Oct 20, 2010
I'm currently working on a detailed music media management application in Flash. There is a mp3 player which plays music and has a playback seeker (keeps track of current time for track and a tiny pin that that increases its x position as the track plays). I have a simple play & pause button that does appropriate functionality of playing & pausing the track, but the issue is that I have to pause the Timer associated with updating the playback seeker. The seekerTimer object has a delay of 1000 (1 second), while I'm listening to a track, the timer may have already excuted 600 ms, only waiting for 400 ms till the next timer event is dispatched to update the playback seeker. If I hit the pause button at 600 ms of execution time and I do a seekerTimer.stop(); and then a seekerTimer.start();, the timer does not resume its execution and instead restarts executing from 0 ms. This means that the playback seeker is not updated accordingly.
How can I pause the timer when I hit my pause button (essentially store the execution time), and then resume execution when I hit the play button? The play button doesn't have any parameters to start executing from a certain time. I looked at tutorials online but they all rely on the getTimer(); function, this returns a value of how long the Flash player has been running (from initialization). The issue is that the mp3 player in this Flash app doesn't initialize upon the application initalization (I know its a bit confusing).
View 3 Replies
Sep 27, 2005
I don't know how to do the actionscript tags so I am gonna use the PHP ones!
PHP Code:
function startTimer() {
initial = getTimer()/1000;
}
If this function gets called, what exactly happens here? Does it reset the timer? Or just gets the time the swf has been playing? Because when you use this mouse listener
PHP Code:
mouseListener = new Object();
mouseListener.onMouseDown = startTimer;
It actually resets the time everytime you mouseDown.
[Code] .....
View 3 Replies
Dec 14, 2007
I calling a function using setInterval()... however, it behaves differently in IE7 and Firefox. It is working fine in Firefox but not in IE7.Can I use getTimer() to call a specific function in every 3 seconds...?
View 1 Replies
Aug 29, 2008
I came accross another issue regarding the accuracy between the getTimer and date.getTime functions.I use this simple script (AS2)
[Code]...
What happens if you let this simple app running is that the trace will show that the difference between the getTimer and date.getTime results slowly increases.I would assume some inaccuracy, but not one that would slowly increase during the lifetime of the application. The reason I want to compare the two values is that I want to see if someone is tampering with the application speed with a program such as Cheat Engine. And I noticed the date.getTime function isn't affected by that program, but the getTimer function is.
View 5 Replies
Aug 9, 2004
I have a simple slideshow that is non-interactive. It just loops five movie clips loaded externally. Each slide is shown for a certain amount of time that is determined with getTimer. The code for the slideshow is in the last frame of the root timeline. So, basically the slideshow starts when the root timeline finishes playing. The problem is that the timer works great the first time the code plays, but when I tell the player head to back up and enter the frame again, the clips play very rapidly, as though getTimer was not being initialized. Here is the code:
[Code]...
View 2 Replies
May 27, 2010
I am trying to use a getTimer method that takes me to another frame (frame is "memory") after a certain amount of time after the movieclip has been loaded. The frame that I want it to go was given the name already. The timer itself does count when tested, but it just continues counting.
[Code]....
View 2 Replies
Aug 18, 2011
Is there a how-to I can follow to help me in selecting technologies and in implementing my solution? the exact behaviour I would like to implement is as follows:
1) page loads
2) webcam starts recording
3) user hits button
4) webcam stops recording
5) video is stored on my server
I have an MVC3 app I need to enhance with video capture functionality. I don't yet understand all the pieces involved but it seems I may have to choose between Flash (which is not supported on iPhones and iPads) and Silverlight.it also seems I need a server-side component like the Flash Media Server. Honestly I'm overwhelmed with all the choices (having to learn ActionScript, Flex, what not).it just occurred to me: if anyone's come across a service that will manage the process for me, that too would be very cool. I'm thinking that maybe someone out there (haven't found them yet but maybe it's a matter of poor keywords) has servers and offers a url I could use in an iframe to have them capture the video for me
View 4 Replies
Sep 30, 2006
I have a Flash movie that uses actionscript to pause for 5 seconds on each scene. I would like to have a Pause button that, when clicked, can "override" the 5 second timer, and stay paused until the user clicks the "forward" button to resume the movie. How can I make the pause button override the actionscript that is counting 5 seconds and then going to next scene?
The actionscript I'm using for the 5-second-then-go timer is contained within a movie clip that has in frame 1:
endtime = getTimer() + Number(substring(_name,5)) * 1000;
_parent.stop();
then in that clip's frame 3:
if(getTimer() < endtime) gotoAndPlay(2);
then in that clip's frame 4:
_parent.play();
I put that clip on the first frame of each scene, and it counts 5 seconds before going to next scene. Works great. But when I put a pause button with the code:
on (press) {
_parent.stop();
}
... that button doesn't stop the movie. It seems that the timer movie clip overrides it and just keeps the movies moving every 5 seconds. how I can get a pause button to work on this? Then I would want to "resume" the paused movie by hitting the "play" button to go to the next scene.
View 2 Replies
Nov 23, 2009
There is a way to capture the list of parameters passed to SWF? Suppose that I have the following url:
Code:
mymovie.swf?level=1&score=100&23764826347
I would like to capture:
level
score
23764826347
Not the contents, but the NAME of the parameters!
This way, I can, for instances, pass a parameter that be the value itself, such as a code, like this:
Code:
mymovie.swf?427642833467
View 2 Replies
Mar 29, 2010
I have two columns of objects on stage, one on the left side column (A) and one on the right side (column B). Each column has 3 objects in it. For this quiz I want the user to be able to draw a line from each object in column A to the corresponding object in column B.To do this I need to capture the xy coordinates of the first object that the user clicks on and then capture the coordinates of the 2nd object the user clicks on so that I can draw a line between the two of them. Drawing the line is no problem but how do I capture the coordinates of the first object selected and then the 2nd object selected? This is as far as I've got with the code.
var clip:Shape = new Shape()
var startX=0
var startY=0
[code]....
View 1 Replies
Jun 25, 2009
I am trying to do an image capture while in full screen, however the full image area is only partially captured, or the coordinates are off (see images below). The document size is 100x700, and the stage is set not to scale / aligned to bottom.I've been able to capture the right size, however it always seems to capturing the image from the wrong start x,y position. There is some elements out of bounds but I am just trying to clip them depending on the current stage width and height. In the source files you will see a few of my attempts commented off (below/attached).Fullscreen Capture :Normal Capture :
CODE :
import com.adobe.images.JPGEncoder;
///---------- [ Set Variables ] --------///
[code].....
View 14 Replies
Mar 13, 2010
I have a Flash application in which I would like the user to scroll a UI element by moving the scroll wheel on the mouse. My problem is that the Flash application is embedded in an iframe that also has scroll bars. So when I use the scroll wheel, even when the mouse is above the Flash application, both the Flash application scrolls (like it should) but the webpage also scrolls, which I would like to avoid.
So is there some way to avoid this behavior? Can the flash application capture the mouse so that hte events no longer bubble up to the containing page?
View 3 Replies
Aug 17, 2010
I am currently doing Augmented Reality. I got my marker to detect my model but my problem now is how to screen capture the content that is in swf. (As in capture the dae model shown in the comp not from webcam.)
& also i just want to capture the swf window not the whole desktop.I read online, they say its impossible?
Or is it possible to call screen capture function in javascript to flash CS4? (LIke external data)
(Moreover, does anyone know how to detect multiple dae models with different markers?)
View 4 Replies
Apr 3, 2012
This question was posted in response to the following article:[URL]
View 10 Replies