ActionScript 3.0 :: Controlling A Timer With A Slider?
May 6, 2011
I am building a simple matching game that will allow a user to speed up. or slow down the delay between matching operations. I need to have the output of a slider place A parameter named "matchSpeed" into the "repeatCount" of a timer named "testMatchDelay:Timer". I have set a default value for "matchSpeed", but I can not get it into the "repeatCount" parameter of "testMatchDelay".
This time I'm attempting to make a timeline, that should control what frame of a movie clip on the root timeline is displayed. So relevant to where the user slides the slider bar, the appropriate information will be displayed inside that movie clip. Now I really have NO idea where to start the coding that will attempt to convert the slider's location on its on slider bar, to what frame is shown on that movieclip.
i made a slider that can control the blur of an image but now i just need to have two sliders. one can blur faster the other blur slower just like coarse and fine Focus of a microscope.
I've been following/combining a few tutorials across the Internet. I'm looking at controlling the speed of a video with a slider. I've currently got the slider working and the video on stage but I'm a little unsure as to the algorithm required to make such a slider work. The video I want to control needs to move from half speed, 0.5-1 on left half of the bar and to double speed 1-2 on the right hand side of the bar.
Is it possible to attach a timer to control a slider? Or alt remove the slider_mc and replace with a timer so that an image desaturated gradually after 60 seconds? Here is the file I am looking at [URL].
I have a flash movie playing some music, but the slider controlling the volume has become unresponsive. I have no idea why. msg me if you want the see the actionscript.
how to create a movie where a user can control the position of the playhead on a root or mc timeline with a scrolling slider mc? for example, check out [URL] home page (flash mx movie introducing ground breaking sites nike skateboarding, eagle f-1, and cbc home delivery).
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] .....
I was hoping to use the slider component to control some parameters in a game. However, after clicking on the slider to adjust it, the arrow keys start controlling the slider and stop controlling the character in the game. Is there a way to disable arrow key control of flash's built in slider component?
What I have is a map that you can click on points and it will zoom in, you can also click on a "plus/minus" buttons to zoom in and out (I even have the mouse wheel zooming in and out). The client wanted me to add a "zoom slider bar" to it so you know you could move it up and down to scale it. Everything is working except the slider, I can't seem to get it to work with the position of the slider. All of the zoom functionality is there but the slider is killing me.
I am putting up the fla file since there is a lot of code in there and I didn't want to put it all in the forum. if you look in the fla in frame ten on line 726 you can find the function that is supposed to handle the zooming when you move the slider. Up on line 74 you can find the slider onPress and onRelease functions, but those I believe should be fine.
I am trying to create a basic timeline, similar to the timeline we all use in flash (see attached).
I have a playhead slider, which when dragged, just drags within its startDrag() limits.
I also have horizontal window scroller which also when dragged, just drags within its startDrag() limits.
I am trying to work out how to get the horizontal window scroller to scroll when the playhead slider hits the left or right edge. I am using hittest for this collision.
I have the playHeadSlider scrolling along the top. When playHeadSlider collides with hittestThing I want mcContents to then move.
It kind of works.. mcContents moves when the playHeadSlider is in collision with the hittestThing.. but it just moves rather than 'drags' across. I have it set up so that mcContents is twice the width (approx) of mcScrollWindow.
I need to somehow update what I have so that if the playHeadSlider collides with hittestThing on the right, mcContents only moves to the right and if playHeadSlider collides with hittestThing2 on the left, mcContents only moves to the left.
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 just learning AS3, and have no idea whatsoever about the differences between 2 and 3. There is a bit of code from [URL] that I wanted to update to use AS3, but it was written in AS2. Here it is:
[Code]....
I get twelve total errors (there are six buttons with a slider next to them, and there are 2 types of errors). The first is: 1119: Access of possibly undefined property onPress through a reference with static type flash.display:SimpleButton. The other is 1120: Access of undefined property _root. The key parts of the code (I think) are the button names, and slider_mc., a little black square that slides up and down the height of the menu. All of the buttons are button symbols, each with a unique name. I read that to fix the 1119 error, I can convert them to movie clips, but then they no longer function as buttons (which is sort of the point).
I was wondering if anyone knew or could point me in the direction of a tutorial that will allow me to achieve this slider effect - but without using xml The effect is exactly what I need but on the particular network I need to upload to it doesn't seem to be able to load the images, I have tested it on other sites so know it is not a error.s there a way to achieve the same effect with the images already embeded in flash?
I'm a designer that inherited a project with a volume slider. I'm not that good with actionscript yet and haven't been able to figure out the code. The volume and slider starts at 100%, and I need it to start at 50%. Can you tell me how to set both the volume and slider at 50%? I'm sure it is a simple solution but I can't figure it out. I tried a few things but have not been able to get it to work correctly in both the volume level and start position for the sliderHere's the code on the 2nd frame of the mc:
Code: stop(); var NiVol:Sound = new Sound(_root.Container);
I apologize for being a newbie. I have been trying to figure out how to reverse an EKG movieclip to go from right to left instead of the direction it is currently moving:
I apologize, the math must be too complicated for my right-brained mind. I've created a slider bar widget with a slider knob thingie who's start/stopDrag is restricted to 100px along the x axis.
I need to resize another movie clip from 25%-400% based on the slider's knob position.
I need slider(and respective MC) to start at 100% by default. I've started with something like this (below) but the math is wrong, and I can't figure out how to do this for the life of me.
First, when you download attache file, make sure that file will be in same directory(c: emp). in file test.fla in frame 5 in layer snowing is movie clip, name mcPoly. Now, load testing.swf and hit the movie button. The movie(test.swf) is load, now push the play button and wait until the snowing come, then press the pause botton, and you will see that the snowing keep snow.My questions is, how to stop the snow, when the pause button is press, and when you move the slider, where the snow is starting, the snow has to rest until the play button is press.
I have been working through this tutorial [URL] and have everything working pretty well but have two questions/problems: 1. Does this only work with buttons? I have tried to replace the buttons with MC and keep the same instance name but then it does not work - can I get this effect using movie clips instead of buttons? 2. How can I get the slider to appear on rollover (on any button) and then start its sliding effect as demonstrated?