i am working on a 30 second timer for a game. I am wondering how can i pause the timer.Id like when i click something--the timer stops. then resumes when i close it. Do i create another function to do that?
displayTime = 30;
countDown = function () {
displayTime--;
if (displayTime == 0) {
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
how to make a crappy game, and one of them was a pause button , i managed to add all the other things in, but im absolutely stumped on a pause button. I read one tutorial, which didn't really help. it was talking about a main game loop and all that crap that just baffled me. i did try it though, and i did not get any errors, just ALOT of laf, becaus what i did was put all my constructor code into the 'update' function, so it was running my spawn enemies every frame ect. but the i realised all i need to do is pause my timer, because thats the only thing that really needs to be done right?
here is my timer:
public function setCrates() { DropCrate = new Timer(10000+Math.random()*10000,1); DropCrate.addEventListener(TimerEvent.TIMER_COMPLETE, newCrate);
The main timeline has a movie that consists of three frames that are supposed to hold while a sound clip plays. I was thinking of having a timer for each of the three frames instead of putting like 600 frames in the movie. I did it this way in those three frames, just changing the timer variables[code]...
I have a couple of buttons that start and stop sound, and I understand how to use a timer so that I can pause sound also. What I want to do, however, is have a sound play as it enters a particular frame and then stop upon entering another frame. As a means towards getting this to work, I experimented with a button that starts a sound on frame 1 and then a second button which stops it on frame 2. This works great as long as both buttons are present on the frame where the AS is introduced (which seems inconvenient as one has to be placed off screen, but whatever...).
When I switch around the name of the functions called upon by the eventListeners though, so stopSound is on frame 1 and startSound is on frame two, it plays when it gets to frame 2, but won't stop when it goes back to 1. I seem to not be getting the principle somehow, because if the functions are play on 1 and stop on 2, I can go back and forth endlessly. How can the order make such a difference? How can I get around this? How can I design an MC to have a sound associated with it so when the playback goes to the frame it is on, it will play, and then how to stop it later on?
Here's the very simple code I'm working with: stop(); var soundReq:URLRequest = new URLRequest("TheCattleCall.mp3"); var sound:Sound = new Sound(); var soundControl:SoundChannel = new SoundChannel(); sound.load(soundReq); [Code] .....
I have written a timer code but now i want to be able to pause the timer on the click of a button...i have searched all over but cannot find what i am looking for.
I know you can trigger a function by adding through a timer like this i ActionScript3: Code: myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerDone);
But what I'm trying to do is just have a timer create a delay in between a couple of statements within the same function. Is that possible? Something very simple would do, like
public function changeVar():void { myVar = "red" xxxTIMER CODE HERE myVar = "blue" }
How do I leave myVar equal to red for 5 seconds and then have it change to blue?
I'm making a bannerslider that's going every 7 seconds to the next Movieclip/Image. But I made a play and pause button in it so that the timer would pause. But my problem is that the Timer doesn't pause.
My AS is as follows: slides = 5; //<------- Hoeveel afbeeldingen er staanwait = 7; // <------- Aantal seconde per afbeeldingplayclip._visible = false; contentHold.content1.button.onPress = function() { getURL("[URL]", "_self");}; [Code] .....
how I could go about pausing this timer on rollover of an object, stage... anything? I am just cycling images on the main timeline via this timer but would like the timer to pause if a user has mouse over one of the images.
I have been having trouble with the timer, knowing how to plug into the scripts/Functions the correct way. Below is the script (probably not written as efficently as it could be, but I'm trying) Anyway, the script is uses simple tweens for a movieclip. I would like to use the timer/setinterval function to pause the animation between tweens (Using the event listener after the tween stops to start the interval/pause) Is this the right concept or am I barking up the wrong tree.
at the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer; import flash.events.TimerEvent; var count:Number = 11;
What I'm trying to do is have an image fade in, pause for 6 seconds and then fade out.My 6 seconds is doing something, but it's not what I want it to do and I'm not sure why. Here's my code:
I am trying to create a pause button that will pause everything on the screen including movieclips/audio. Right now I can't figure out how to pause the movieclips.
I am using Macromedia Flash Pro 8. I have a flash intro that has words (phrases) which slide in. I would like to add a 7 second pause between each phrase to give people time to read them (no buttons). Could someone tell me the script(s) to use with all functions, etc. included - as I am so new to all this. I have been looking for weeks & tried many codes but none seem to work - or I don't know exactly where to place them - or both
I have a timeline of 30 frames, each it's own mc (page01_mc, etc.). In each mc I show a picture or two and hear narration.I have a first, prev and next nav on the main timeline. I need to add a play/pause btn that will pause both pictures and sound. I assume I do that in each mc, but do not know where to find the code.Here is what is in each mc now:
var mySound:Sound = new Sound(); mySound.load(new URLRequest("english/Intro01.mp3")); mySound.play()
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;
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.
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 am designing a flv player... my problem right now is when I pause the video, and press play button again, the video starts from begining and I need it to play where it's paused.[code]...