ActionScript 3.0 :: Call Different Time For Timers?
Jun 18, 2009
I have a timer with a default value of 10 minutes. If the user selects some radio buttons, time should be able to change accordingly.
Problem is I don't know if it's possible to alter a timer once created. Using a switch/case I declared[code]...
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Similar Posts:
Feb 2, 2012
var LevelCode:Array = [10,20,30,40,50,60,70,80,...,990,1000];
var Piece0:Timer = new Timer(50, LevelCode[0]);
var Piece1:Timer = new Timer(50, LevelCode[1]);
...
var Piece98:Timer = new Timer(50, LevelCode[98]);
var Piece99:Timer = new Timer(50, LevelCode[99]);
I want to start Piece0 timer, Piece1 timer, etc., at the same time. I tried Piece0+Piece1.start();, but it did not work.
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Feb 23, 2012
I wonder if you can get the number of milliseconds that have elapsed since an actionscript timer has started.I want to set a simple label in flex that has the value of how long it wil take before the timer fires (again).this is the code, at 'GET ELAPSED TIME', I need the time that the timer has been running (since it last fired the function):
var timer = new Timer (10000);
timer.addEventListener(TimerEvent.TIMER, foo);
timer.start();
[code]....
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Jun 18, 2010
I've been having some trouble with this line of code. This is being used in an .as class file for my Ball class. I can get it to move within the main .fla by using a timers but if possible I would rather avoid the timer. I'm trying to develop a system for my FLA like this:
Ball starts at x,y
Ball moves to waypoint x,y
Ball leaves stationary copies of itself along the way forming a line as it goes.
The file will do this several times so I am trying to base this on if/else rules rather than animate it out. I feel like I should contain all movement activity within the class file and leave the waypoint rules for the main .fla. My current issue is that the code below (without the hittest) works if the FLA has a timer triggering the moveTowards function. Without the timer in the fla, it still works but the ball just warps to the destination.So I have two questions:
Is there a way to control the while loop so that it pauses at the end of each loop enough to look like the ball is moving incrementally?Is there a way for me to have a drawball function within the ball class itself or should I make a new package/class within the class file? Ideally I would have the new ball creation be relative to the "step" variable.
Code:
public function moveTowards(pX:Number, pY:Number, step:Number)
{
var dir:Number = Math.atan2(pY - y,pX - x); //find angle direction[code]...........
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Apr 28, 2006
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?
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Dec 13, 2010
In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.
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Nov 29, 2011
PROBLEM SOLVED NO LONGER NEEDED
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Apr 5, 2011
Ok so if i have defined a function from a mouse click like this
ActionScript Code:
MySpinner.addEventListener(MouseEvent.CLICK, mouseDownHandlerSpinner);
function mouseDownHandlerSpinner(evt:MouseEvent):void
[code].....
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Jul 11, 2005
I have a function that calls another function once every 30 seconds. Each time it calls the function it updates the variables each time. My problem is that it only wants to call the function one time. All the variables are correct but it wont call it again.
Code:
//----LEVEL CHANGER----
newLevel = function(e_freq, s_freq, current_level){
clearInterval(_root.spawnInt);
[Code].....
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Apr 7, 2009
I have a piece of code, and in that function i call to another function that has 3 parameters.now i've decided that i want that last function to be called after a couple of secs, instead of immedietly. I can't simply use a timer, and addEventlistener, because then i cant give parameters.
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Oct 9, 2008
In the AS3 there is a remark, that a Class Constructor is just a method of the class, that is executed when an object of that class is created. So, since the constructor is just a method of a class, how can I call it directly from the other class methods?
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Oct 13, 2009
I was thinking can you call multiple functions at one time Like instead of
[Code]....
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Jul 13, 2010
i have a full flash template that im messing with, and inside i have added as a symbol, a flash gallery. The problem is how to call the gallery each time with different list of the xml. Heres my code, of the symbol flash_gallery, and it has one page alone.[code]The problem is after i hit the return button which calls the ret_click, it cant load any other list.
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Aug 29, 2006
I want to call a method at 23:55 of the day,
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Jul 14, 2009
so here's the function on main stage:
function slideImage(btnNum:Number)
{
trace("scrolling image");
trace(btnNum);
[Code].....
How can i acess slideImage function on the main stage. in AS2 _root.slideImage(btnNumber); would work. How Would I do this in AS3?
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Jan 18, 2010
I need to communicate to the server in real-time. I can't let clients write to remote shared objects so I have to forward their requests to the server which checks if the data is valid and then writes it to a remote shared object. Should I use NetConnection.call() to forward clients' request to the server or is there something faster than that?
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Dec 1, 2003
Is it possible to have external jpg files that can be imported if and when you want them? For example, say you have a spot set aside in your flash to display a 100x80px poster image, and you want the ability to call up a different image each time, can you have jpgs files in a directory, each set to 100x80px size, ready to be called up? I can do it with the images set up as little flash files, but I wanted to know if you do it with raw jpgs.
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Oct 24, 2005
what i'm trying to achieve is to be able to create a random time frame betw 1 to 8 seconds before it calls a movie clip from the library.
Code:
function layEgg(hens) {
//set random time in sec
var timeGap = Math.floor(Math.random()*(8+1))+1;
[Code]....
however the time interval is not working. i managed to trace the random timeGap.
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Mar 21, 2006
I have a sound clip running in flash and I want to jump to the next frame after a certain amount of time. Unfortunately it is not always the same time span. How can I measure the elapsed time and call a function accordingly? For example: after 17 second go to frame x, then after 25 seconds go to frame y, etc. until the end of the sound clip (2 min 50 sec.) Each frame holds an individual animation that is related to the current sound.
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Oct 26, 2010
In my application, I need to call a server based file, and about 50% of the time receive the following error.
[Code]...
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Feb 9, 2009
I have a simple getURL below and have been looking around for a way to #1 - set a time a time delay#2 - call an external js function#3 - load my page
butMov.onRelease = function () {
getURL("http://www.mysite.com"+myURL);
}
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Jul 21, 2006
I have a 'back,play,stop,next btn in my playa...how to call sound files from the library and play them each time I press the 'Next' btn & the previous sounds files played in order when i press the 'back' btn?
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Mar 15, 2010
how can i call function inside movieclip in library panel it is not on time line
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Aug 2, 2010
It doesn't load during the first load.
myVars= new LoadVars();
myVars.onLoad = function(works)
{
if(works){
[code].....
I am tryin to hit a servlet to get the data.
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Jun 28, 2011
i have some actionscript that makes a
ExternalInterface.call('someFunction');
call.is it possible to reference the html object that made the call to someFunction directly using the ExternalInterface.call call?
Assume that the object that makes the call also has some Callbacks (via ExternalInterface.addCallback) that are accessible via javascript.
Currently:
Actionscript source
ExternalInterface.call("someFunction");
ExternalInterface.addCallback("someCallback",someASfunction);
[code]....
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Jan 19, 2011
I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.
My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)
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Dec 5, 2011
In a function that creates a new timer every time it is called, is this the correct way to dispose of it?
private var _timers:Vector.<Timer> = new Vector.<Timer>;
private var _timer:Timer
private function timer():void[code].........
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Jan 7, 2010
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster
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Jan 7, 2010
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?
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Mar 11, 2010
I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
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