ActionScript 2.0 :: Stop A Timer In Progress In The Background?
Jun 8, 2011
Finally I was able to get my site running with a little FLASH ACTIONSCRIPT in it. (all courtesy of url....)I got so excited and published it right away 'cause I think for as a photographer, it's a huge accomplishment on my part.In my main movie, there are 3 BUTTONS namely: Portfolio, About me, and Contact.In the main timeline I added this script below
if you notice it, there is a 30 second timer set to purposely move the playhead back to "rewind" and load the RANDOM SCRIPT again. The problem comes whenever you click on either ABOUT ME or CONTACT, because once you are in those frame, the timer will bring you back at "rewind" naturally.I tried to search for some way to stop the timer when pressing ABOUT ME and CONTACT but haven't seen one yet.
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.
Is there anyway to kill a keypress event in progress(bubbling?). Basically I have a chat app that on pressing enter sends the message, also in the keypress handler it clears the input textfield. however it still adds the return back into the field and since its doing it after the keypress i cant shift the carret to zero. so you always ended up starting on line 2 with a on line 1. I tried to null and void the keypress when it hit my handler but that did not change anything. is there anyway way to kill the event once its called? basicly making sure any other handlers after it dont get called?
I have a situation where I'm using the FLVPlayback component and it starts off blank, meaning that it shows the video player skin but doesn't load a movie until prompted to do so. However, the progress bar in the skin is acting as if a movie is being loaded. I'd like to make it invisible or stop it until I need it, but I can't seem to target it. I've tried the following with no success.[code]
I've built an online magazine, that has several links to videos. One page has four of them. They all work great except under one specific circumstance. If the user quickly opens a video, and closes it, moving on the to next, and doing the same, the 3rd or 4th video may appear unresponsive. I've narrowed this down to being a bandwith issue. If I look at my activiyt in Safari, the FLV files continue to download even if the user closes my player.
Is there anyway to kill this download if the user closes a player?[code]...
have a movie clip that I am moving with tweens. When the user clicks a button it creates a new tween and the movie clip moves. However, I have another button that sets the position of the same movie clip. The problem comes when this button is clicked if the tween is in progress. The tween continues and my content moves out of view. Is there a way to stop or delete the tween when the second button is clicked?Here is a simplified example of the relevant AS:
I want to stop ProgressEvent.Progress and two seconds to determine whether the Internet connection is dialup. Is there a way to stop ProgressEvent.Progress when bytesLoaded < bytesTotal? Right now, the event continues until the entire *.jpg file is loaded and/or creates a fatal error closing Flash. Here's the code I'm using:
I'm running into some problems using the close() method.I'm trying to build a class that checks a resource size before loading it.it's very simple: I use the Loader class to load the resource, listens to the first progress event and immediately closes the connection with the Loader.close() method.However, the close() doesn't seem to stop the Loader after the first progress event dispatched.here is a quick copy & paste frame code just to demonstrate my point:
I have a few questions... All of which have to do with this website: [URL] 1) First off, is there any way to pre-load externally loaded .jpg's so that there is no time delay between each background image? (You can see what I mean by clicking the "-" and "+" buttons on the bottom left corner. Here is the code that I'm using for the background images/buttons:
everything is in the main timeline. I've tried a few different ways including setting how many times to run the timer but nothing seems to stop it if I use the gotoandstop.
AS3, Flash CS3
var moveTimer:Timer = new Timer(1000); moveTimer.addEventListener(TimerEvent.TIMER, moveItOut); moveTimer.start();
It should play 10 seconds and then go to the next scene.
PHP Code:
function timer(){ seconds=seconds-1; if (seconds < 0) {
[Code].....
Well that works, but when I click on the play-again-button in the next scene, it won't play for 10 seconds (but less). I think the timer goes on without stopping. How can I stop the timer function when I move to the next scene?
How I can create a timer that will start from 00:00 and will stop at 3:25 or 2:53 and etc and stuck in that position? And I want it to be in a format of 59:59 (60 minutes and 60 seconds) and NOT in 99:99.
I have a .fla where the timeline is controlled by a timer located on frame 1 in a layer named "Actions".Essentially every seven seconds it advances to the next frame by way of the variable nextItem. There are 9 frames, then it loops back to 1. This all works fine.The problem lies in starting and stopping the timer ONLY AFTER the movie has looped back to frame 1. Not only does it not stop on MOUSE_MOVE but then on MOUSE_LEAVE the timer seems to get faster .. or jump through the frames.
In my game I've got a scene where you get 3 seconds to click a button otherwise its Game Over, only problem is my code only works if I press the button straight away.
During some testing I was waiting 2 seconds then pressing the button, but when I go to the next part of the game, it will carry on to GameOver as if the Timer has not stopped.[code]...
I would like to run a programme whereby I press a key that starts the timer and then press another key to stop the timer,the delay will be displayed and used to move a object on the stage dependant on the delay.
I made a simple count up timer, it is working just fine but I would like to have the %-sign next to the numbers so it would look as a preorder. But as I add "%" sign to the function, the counting never stops (at 100% any more), and continues counting.
var count:Number = 1;var myTimer:Timer = new Timer(10); myTimer.addEventListener(TimerEvent.TIMER, countdown);myTimer.start(); function countdown(event:TimerEvent):void{
I have a project in which the main swf loads another into it. The swf that gets loaded has an xml driven slideshow that runs on a timer. To view what the timer was doing in the output I traced the name of each photo as the timer fired. When I unload the swf I've noticed that though it appears to be gone from the stage the timer continues to fire and the images are listed in the output. I know that I can stop a timer by using
ActionScript Code: photoTimer.stop(); but I can't figure out how to stop the timer in an externally loaded swf. I'm using this code to remove the swf
ActionScript Code: this.mc_content_box.mc_placeholder.removeChild(contentLoader); I'm worried that the timer may be loading the photos in the background somehow and increasing the workload.
I have a swf with a slideshow that runs on a timer that I'm loading into my main swf. When I remove the swf from the main swf the timer continues to load the images for the slideshow even though I can't see them on the screen. Does anybody have any suggestions on how to stop the timer once the swf has been unloaded?
I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.
I'm trying to do a simple game like tetris.I have a class "tile" that have got timer event, and every 50ms move my tile.y+=1. So every time I call for a new tile, it will go down until reach bottom of a stage. And the thing is, when the tile will hit another tile, he is still going down until bottom, becouse I dont know how to myTimer.stop(); in the tile class from the root.
I want to start a timer when the game begins that counts up, but doesnt actually display the time during gameplay, but stops when a player has won and the screen goes to the player wins screen. From there I want that time to display in a text variable along with all the other statistics I have generated. The timer will also need a reset function when starting up the game again.
I want to detect if the cursor is over a movieclip to stop the timer that i have? What's the best way? MousEvent.ROLL_OVER will force me to use another function, leaving me with no access to do myTimer.stop();
I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code: var timer:Timer = new Timer(1000, 1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
I am making a game where I want to have a timer running over each level (a total of 4). When the user has finished the game, I want the timer to stop and then display their time. I have 2 dynamic text boxes with the varibles set to them as "Seconds" and the other as "Min". Here is the ActionScript I have for it right now: