ActionScript 2.0 :: Creating A Counter That Goes Up All The Time?
Dec 6, 2009
have an odometer type thing, that would go up 9 times a second, and it would go up whether you are on the site or not.So if I started it now, and checked back in on the site in a couple of days it would be at say 300,000, and then I would check back in a couple days later and it might be at 600,000.How would I go about doing this. I have an mc with the actual digit animations..
if I started it now,and checked back in on the site in a couple of days it would be at say 300,000,and then I would check back in a couple days later and it might be at 600,000.I have an mc with the actual digit animations...
Everytime a monster dies, I want the monsters killed dynamic text field to increase the number by 1. I gave it a good shot but it feels like im missing something basic, Im fairly new to this still but picking it up quickly. The following code is inside of a movieClip dealing with the monsters. The second block of code is on my main timeline.
I have a flash ad on my site that cycles through about about 8-10 products each with their own buy button that adds the item to the shopping cart and takes them to the shopping cart page. What I want to do is create some kind of counter or tracker that keeps track of how many times each product was clicked on. I would prefer an external file to be generated and updated per new click. Is this possible?
I have followed the tutorial on creating a live page counter in flash and somehow run into a problem to which i don't seem to be finding the solution. Perhaps someone here might be able to offer his/her generous help in solving this issue. Problem: The page counter works just fine the first time i load the page. After doing a refresh using the Ctrl & F5 key or just by clicking on the refresh button in my browser the count keeps going up (which as far as i understood from the tutorial is not supposed to happen).
When i do the same kind of refresh on the tutorial page the count stays unchanged though! I also downloaded the finished fla file but for some reason or other flash MX doesn't let me open it, giving me the error: "unexpected file format". Here is my code of the php file that i wrote for the counter.
I am sure this is simple, but cannot remember how it is done. I just need to rotate an item counter clockwise 1/2 a time. The rotate option only accepts integers and when I do a motion tween it goes clockwise.
I've looked all over the web and everyone can teach you how to make a timer for your game or a countdown, but I can't seem to find out how to add time to an already counting timer. So here is my counter class:
That works without any issues or problems and just keeps counting upwards at a speed of 100ms, what I want to know is how to add say 30 seconds if something happens in my game, say you kill an enemy for example.
Any Way to make a gameplay time counter? I did make one but it only showed seconds and milliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I'm going to make a counter that will count the correct answers of an exam questions.The counter will collect only the correct answers from each frame.
Here is the first frame: var counter:Number = 0; var correctAns:Number; correctAns = ans1_mc.alpha; function clicked1(event:MouseEvent):void
i am currently working on a facebook game and i have a problem concerning the integration of a life counter which regenerates over time for a facebook game. The game is a simple Flash/AS3 shooter in which users are competing for the highest score. For monetary reasons every game costs one life and users should only be able to start a new game, if said life counter is >=1. To clear things up, i submitted a link to Popcap's facebook game "Zuma Blitz": ZUMA Blitz I can think of a few ways to do this, but i don't know which is the best/easiest approach. Would it be best to:
i am currently working on a facebook game and i have a problem concerning the integration of a life counter which regenerates over time for a facebook game.The game is a simple Flash/AS3 shooter in which users are competing for the highest score.For monetary reasons every game costs one life and users should only be able to start a new game, if said life counter is >=1.To clear things up, i submitted a picture of the life counter of Popcap's facebook game "Zuma Blitz":
I can think of a few ways to do this, but i don't know which is the best/easiest approach.Would it be best to:Make it in AS3 with server communication via php?Or do it in JavaScript and communicate the count back to AS3?Another maybe related question is, how do i tell my database that the data from the life counter should be stored when the game is closed (for example by closing the browser).Can i do this from Flash or do i have to apply a html/JavaScript method?
I asked for help earlier with a banner and a button that counts roll overs. I am having an issue where the first movie clips in the array play much more often than the others. When I mouse over every couple of seconds or so, only the red mc plays. When I go a little faster the red and blue mcs play back and forth, and when I do a bunch of mouse overs really fast, then all 3 play in order. What part of the code has something to do with amount of time between roll overs? I want it so that even if I roll over once and then again a minute later, I want the second movie clip in the array to play instead of the first again. Here is the code I have in the first frame of the main timeline, as well as a stop(); in the first frame of each mc.
How to make a gameplay time counter? I did make one but it only showed seconds and miliseconds (with gettimer())). As soon as the player hit the button "submit" the time has to start to count. As the player reached his maximum turns the game goed to the next frame and the timer should top. The game starts over (from frame2) so the timer has to begin over again.
I am using the attachMovie script in as2 and I want to use a counter variable to increase the depth each time so it doesn't replace the last one. Every tutorial i've seen for attachMovie mentions this but I can't find any information on how.
Also is it possible to use a different counter variable to change to y position of the attached movieclip, so that it adds another beneath the last every time.
I want to create some kind of counter that goes up as the buttons in several different scenes are clicked.In the final scene, I want an "if" statement that will use the number in the counter to determine which movie clips are visible and which are not.a.k.a,
If Counter.value == 1 onething.visible = true else if Counter.value == 2
way to take the contents of an array, which is full of texttype, and use them to create a stack of buttons. Now the actual text I have in the array will change every time the program is run.
For example, let's say my array is ["apples","oranges","pears"] I want to create three buttons (in this example) so that it appears
apples oranges pears
and when you click on "apples", it takes you to the corresponding "apples" webpage ("_blank").
What would be the best way to create an array that can have an index and a key at the same time? I mean something like this
index | key | value 0 | "myItem" | "Some value" 1 | "anotherItem" | "Some other value" 2 | "blabla" | "Bla Bla"
I know I can create a normal Array/Vector and then use an Object/Dictionary to map the keys to the index in the current array. But if the array changes then the Dictionary needs to change all the indexes that would have been affected because an item has been removed for example. I can go ahead and create a class that tries to synchronize the map with the array etc... But i dont think it is the best way of doing it at all...
I wanna use it to have a list... that holds queued items for example. You should be able to get a particular item by its key : item = list["myItem"] But you should also be able to find out the index of an item, they have to be ordered and it should be possible to loop through it as a normal array. What would be the best way to do something like this in as3?
This is my first flash project and I am attempting to create a slide show that automatically changes frame after a certain time, but also have buttons for each frame. [URL] is the page where i have the flash slideshow on. I used a tutorial to make the nav bar, and used what I learned there, as well as some googling to attempt the slideshow. So far I think its turned out pretty good, but I have a problem. THe buttons work fine, but the auto change gets stuck on the second slide, even if I click to a differnet button to goes back to frame 2. Which makes me think that the function doesn't even go past the if(frame==1). here is the code
Code: import fl.transitions.Tween; import fl.transitions.easing.*; import flash.events.MouseEvent; var img1FadeIn:Tween = new Tween(img1, "alpha", Strong.easeOut, 0, 1, 5, true); stop(); var slideTimer = setInterval(nextslide, 8000); [Code] .....
One thing that's really frustrating me about Flash is that the info panel doesn't display real-time width or height values.So if I'm drawing a rectangle, I can't just draw it out as do in Photoshop to say 400 X 200. I'll need to set this manually after I draw a small box.
I have a large number of bitmaps, all of different shapes and sizes, and all with associated data (i.e. name, description, cost, weight etc). I want to get all these items into AS in a data structure.Based on what I know I could put together an XML file and parse that and then load each bitmap individually, but that could be very slow as it would mean loading lots of little bitmap files one at a time.I could put all the bitmaps into one big bitmap and store their xywidthheight in the xml as well so that I only have to load one bitmap but that seems a bit tricky, especially if I need to add or remove items.
I could embed all this into a class and have it load everything at compile time which is ok but not very friendly to people who aren't programmers and or don't have the source file to recompile.Is there something i can do using maybe flash to create bitmaps with additional properties and put them all in a swf that would be easy to edit by anyone using point and click?
I have an app in which there are 2 identical units that have a timer that displays elapsed time. I'm using a single file for these units since they are identical. When a user turns one of the units on, its timer is supposed to start and when they turn it off, it should then stop. The problem I'm having is this:
If I go to one unit and turn it on, and, after 2-3 minutes, turn it off, then go to the 2nd unit, instead of displaying 0:00, it displays the 2:00+ that was on the first unit. If I go back to the first unit and turn it back on, instead of starting at the 2:00+ mark, it starts up at 3:00 or later. I'm not very familiar with the way getTimer works, but I had figured that could be set to start whenever I wanted.
If the user then selects a new module, instead of restarting at 0:00, it starts off at around 5:00 or so. It appears to be giving the time from when I started the Flash piece instead of since the beginning of the module like I thought it would. How should I code these timers so that they can start when the user selects a module and so that they can be distinct values?
New to flash and actionscript. Here's what I'm using:
Flash CS4 Actionscript 2
I'm creating a mixer interface that plays multiple tracks at the same time. I can play and stop all tracks, but I'm having a tough time figuring out how to pause/unpause the tracks. I have a [pause_btn] and an [unpause_btn] just don't know the code to get them working.
I am preparing a presentation DVD... DVD will contain wmv video, user manual and another flash exe file... So DVD interface will contain three elements; user manual, a flash exe file and video.. Flash video window will be short-time video, playing like 5-10 seconds then repeats itself... My question is, how could I accomplish to put video window playing certain amount of time then repeats itself, in main window? I need as3 fla example, which could be so useful for me..
I have a AS2 mp3 player that i need to adapt to count the number of times the track is played over the web.I'm not sure how to do it, or what to research, as i have not done this sort of thing before? I just need to return a count variable from flash to some sort of back end document/file that is not displayed!
I would like to make an .exe file that shows a starting number (that I would designate in the code), and then every 30 seconds, it adds 1 to that number. So for example, the exe begins by showing "11,057" on the screen, and then 30 seconds later, that number changes to "11,058", and so on. Is this possible? How do I do this? I wish I could find an .fla that does this so that I could understand everything from setting up the text box to show the number to assigning the actionscript code to make that number change.
PS - I need this counter to run as an .exe file on a Windows 7 computer that will not be connected to the internet, so code that requires PHP or running on a web server won't work. But an XML file called from the .fla would work, because I could keep the XML file in the same folder as the .exe on the computer.
Is there a way to put a hit counter into a flash video? Or is that something that would need to go into the HTML file? Also I need it to be invisible, but be able to check it somehow.
I have a flash website in AS3 and I added a HIT COUNTER that works with php and a txt database; the problem is that I have everything uploaded to my server and there's no #[hit count] where it supposed to, when i open the activity window [safari] I can notice that the browser.here are the codes:
AS3>[code]....
I already change the permissions of this php file and the "txt" database to 777 so I really don't know what else can I do.