ActionScript 3.0 :: Flash Packaging A Timer Class?
Mar 26, 2011
how should i run a timer in a class(.as file) to my timeline? im getting cofused by stage then timer? or direct code for timer?i got error and it says implicit coercion of a value of type Class to an unrelated type flash.utils:Timer.
I have developed a very simple app in flash cs5 and am ready to upload it to android market. However, users need adobe air to run it. Does anyone know if there is some way to package the app with air? I want to make it as easy as possible for people to run the app. Users will be prompted to download air and I can put this information on the apps page on android market but if there is some way to iclude this in the apk I'd love to know. Can't seem to find information on it on the web.
I have this application that is basically the ubiqutous page turning component you can find online, but modified for mobile. It's for kid's storybooks. It's a mobile flex application in FlashBuilder 4.6. When I export release build for my mobile project, I see an option for desktop .air packaging rather than mobile. Works and looks great....but you can't sell a .air file on Mac App Store. I want to bundle the air runtime to create a .app, which hopefully I can get on the app store. However, this option is not available in a mobile project. I've tried figuring it out via commandline...
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{ public var tmr:Timer = new Timer(1); public function MovingObject(){ tmr.addEventListener(TimerEvent.TIMER, Move); } public function StartMove():void{ this.tmr.start(); [Code] .....
Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer). How to make the objects move with their distances each other evened out.
I've been porting a Flex 4 codebase to iOS using the adobe packager, but have run into a snag when trying to package our whole codebase. The packager runs for a while and then throws an OutOfMemoryError - even if I increase the java heap size to 4GB. No single piece of code seems to be causing the problem, as it compiles successfully if I cut out large chunks of code, and I can change which chunks I'm omitting. It might be related to the size of the code itself.I've logged a very detailed bug report with adobe here: ou can package to reproduce the issue, a ruby script that generates actionscript codeto generate that AIRI file, and a summary of all of the things I tried before logging the bug.
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;
i am currently working on a project that would be greatly advanced if i can find out how to package a number of assets into a SWC file so i can use it as a theme pack.I have looked everywhere on the web and in a large number of books i have sitting in front of me and cant find out how to do it.
I want to put a bunch of images and movieclips into a SWC file and then retreive the swc dynamically at run time, however i do not know how to access indiviual assets within how to load an SWC and then gain acces to its assets?
I'm trying to create a motion comic using elements of 3d flash. I am trying to animate symbols on multiple layers, and then package all that into a movieclip so that movieclip in turn can be moved to display the 3d elements.
Whenever I create this containing movieclip, the layers (and thus the animation) are left behind, with the images being put into the movieclip.
I have tried the options given on Adobe Livedocs : adt -package -target native myApp.exe myApp.air, but I keep getting the message "-storetype required". I then try with adt -package -target native -storetype pkcs12 -keystore myCert.pfx myApp.exe myApp.air and get the same message. I have already created the .air file and the .p12 cert file in flexbuilder, and am just pointing to these in the command prompt in the specified places, but the same problem occurs. Any ideas?
I've created a very large scale Flash game and have apparently had a massive oversight - the flash portal websites wishing to host my game need it in one stand alone .swf. However, the problem is I load everything externally. I load the level data from .plist files, the images from .png and the sound from .wav, all located in folders in the .swf directory. They're loaded through Loader's and URLRequest.
Is there any way I can embed these so it will run as a stand alone? Preferably an easier way than individually writing embed lines, as there are 1000s of files.
put the macromedia logo on your cd packaging.I have done a multimedia cd that has significant flash content.Do i need to put an adobe logo on the packaging.
I have the code here in a Document Class - I'm trying to fade in a logo than after a set time fade it out.he logo fades in but when it starts to fade out I get a repeating error - the logo still fades out but there's obviously something wrong that I can't work out
Quote: TypeError: Error #1016: Descendants operator (..) not supported on type Logo. at Doc/fadeOut()
I'd like my application to be pretty light so it loads quickly. So i'd like to place all my assets (XML files, graphics, etc) outside from the main Air file and when the main Air file is loaded into memory, I'd like it to load in the asset files at runtimeSo how do I go about telling Flash builder to save my asset files locally when it packages my Air Application and also ensure I can access these files while debudding my application?
I want to add a child to the stage for 5 seconds and then remove it. When I use the following code I get a "1120: Access of undefined property WordoScreen." error.
In particular the problem only occurs when I use the "removeChild(WordonScreen);" using the TIMER_COMPLETE. If I remove that statement I don't have a problem.[code]...
I am developing a project where ClassA creates the instances of ClassB , ClassC and ClassD and adds the eventsDispatcher with them. ClassB and ClassC are able to dispatch the events back to ClassA which is fine. But ClassD is not dispatching the event. It only dispatch the event only when I call the dispatchEvent(new Event(Event.Complete)) function after giving 1 Second delay.
I'm in the process of making a game (a shmup) and I've started to question the accuracy of the timers in ActionScript. Sure, they're accurate enough when you want to time things on the order of a few seconds or deciseconds, but it seems to perform pretty poorly when you get to finer ranges. This makes it pretty tough to do things like have a spaceship firing a hundred lasers per second.
In the following sample, I tested how long (on average) the intervals were between 1000 timer ticks intended for 30ms. Time and time again, the results are ~35-36ms. Decreasing the time, I found the floor on the timer delay to be ~16-17ms. This gives me a max fps of ~60, which is great visually but also means I can't possibly fire more than 60 lasers per second :-(. I ran this test a few times at 100 and 1000 loops, but for both the 30ms test and the 1ms test the results didn't change. I print to a textField at the end because using trace() and launching the swf in debug mode seems to negatively affect the test. So what I'm wondering is:
Is this test a decent measure of the Timer class's performance, or are my results questionable? Will these results change dramatically on other machines? I understand this is dependent on the getTimer() method's accuracy, but the discussions I find on this topic usually center around getTimer()'s accuracy on larger intervals.
I am using the Timer class to time events. Although, I am not sure I have it set up correctly as after a few seconds the events start to get synchronized. first two, then three, etc. Here is an example of the code:
[Code]...
Does anyone know what could be possibly interfering with the Timer for this to happen? It mainly starts happening after you click on an mc and it is removed from the stage (this is for a game).
Im new to AS and this seems that it should be incredibly simple. I'm trying to switch between two statements based on a variable that is counting. I need to switch between two xml files every 5 seconds. It seems that the code reads my counting variable correctly when the code starts but never updates the statement in real time. Heres a simple example of what I'm trying to do:
My app is set up to pause the animation when the mouse is pressed down by calling Timer.stop(). While the mouse is pressed, the user can draw on the screen by dragging the mouse. When the mouse is released, the animation starts again with Timer.start() and is based off what the user draws.However, after I let the animation run for a while the app gets so slow that I can't even drag to draw when the timer is not calling the animation update without the drawing skipping hundreds of pixels at a time.
I've been coding actionscript poorly for about 5 years now. I'm actually pretty proficient at sloppy code. Well, now with the advent of AS3, I have to get everything right. So now it's all from scratch.
I have Lee Brimelow's example of the Timer class:
Code: Select all// We need to import the utils package import flash.utils.*; // Create a new Timer object with a delay of 500 ms var myTimer:Timer = new Timer(500);
[Code]....
However, I have no idea how to connect this to a movieclip without re-building the thing over and over again with a new instance name inside the function. This is horribly redundant, something I got used to using setInterval, and I want to break that habit.
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 am working on a card game.When the game initializes, 2 cards get dealt to the dealer and 2 to the player. Each card MC is created dynamically. When you hit the deal button, the cards are dealt, but all appear at the same time. So i figured i would try using the Timer class in order to delay each card so they are dealt one-at-a-time. Seemed easy enough, but evidently i am missing something obvious and probably embarrassing. The short, simple code, which i expected to be a no-brainer, doesn't seem to want to work. My ignorance with the Timer class isn't helping where i am going wrong or if i am way out in left field? I created a Timer that repeats 4 times(repeatCount). I was thinking that i could target e.repeatCount with a case statement and fire off each card. I can't seem to get it working though.
Code: Select allimport flash.events.TimerEvent; import flash.utils.Timer; var dealTimer:Timer = new Timer(200, 4);
I am making a circle countdown timer class. It works fine, however, the startAngle variable isn't really working the way I wanted it to. It seems to start at 45 degrees even though I have it set to 0. I want it to start at the top and work it way around like a clock. So it would start at 12 and end at 12. Here is my class
Code: // Create an instance of the class in an empty FLA import com.ronnieswietek.utils.CircleTimer; var counter:CircleTimer = new CircleTimer(15,0xff0000,0x000000);
I have been developing a game using Flex, and used the Timer class to keep the main loop going. However, when I tried using the enterFrame event to do the main loop, there were a few problems. First of all, physics simulation seemed way too fast. Is the enterFrame event called more than once per frame? I set the application's global frame rate to 24, so shouldn't the application set off the event every 1/24 of a second? And the second problem is that when the game runs like this, some MXML components that are added are not shown.
I have a project which consists of 4 frames (+ one starting frame), where each frame contains a Timer class based-animation. You can visit each frame by selecting the appropriate button.
Let's say the animation in frame1 lasts for a total of 30 seconds, but I'm too impatient to watch it and decide to go frame2, which also I don't like. In the background however, the animation for frame1 is still running, for when I go to frame 2 and go back to frame1, the animation starts both from the beginning and also continues to play from where I left off.
I also get an error:
TypeError: Error #1009: Kan geen eigenschap of methode benaderen via een verwijzing naar een object dat null is. at fl.transitions::TransitionManager/saveContentAppearance() at fl.transitions::TransitionManager/set content() at fl.transitions::TransitionManager()