Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed
Here is the code:
import fl.transitions.Tween;import fl.transitions.easing.*;
var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,
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.
reset in google yields only its use for timers.However I have code bg.reset() which I suppose puts the background back to the beginning of its timeline.
There is probably an easier way to do this and I would be great full if someone has the solution. This code is on frame 1 and is the only frame in the .fla, I am trying to get it to start over once it finishes the last timer. What I really want to do is create a picture banner with 4 images visible at a time and each one transitions to 2 or 3 different images periodically. Is there a better way of doing this with code? I really don't want to animate this all on the time line. here is the code I have
I have a swf containing 3 scenes (all individual external swfs) at 10 second intervals. This is how I do it:
[Code].....
So after the 10 seconds are up, it goes to the next frame, where I have the same script, with another Timer variable (MyTimer2), loading another swf. Same for the 3rd scene.
All is fine, until I need to manually change scenes. I have 3 buttons, each representing a scene. When the user clicks on any of them, the scene will change to the one selected. I think you have a good idea how it works.
Now, as you might have seen it coming, the manual "override" messes up the original looping Timers. I currently have gotoAndPlay("frame") on each button, and this causes 2 Timers to run at the same time (the current Timer, and the new one).
The program I aim to create here will run a series of countdowns, all day long, one after the other, basically counting down to the next event.For example:
-1 minute countdown til game begins -20 minute countdown til intermission -2 minute countdown til second half -20 minute coundown til games over -5 minute countdown til new game starts
I have been given a lists of times for which to begin each timer (and its duration), but the tutorial I followed earlier uses an onEnterFrame function.I need some way to determine the closest timer that should be running, without killing the CPU with onEnterFrame. This task seems like it should be simple, but I can't quite wrap my head around it.[code]
I've successfully made a countdown timer countdown to a predefined date (Christmas, and yes it was a tutorial). The program I aim to create here will run a series of countdowns, all day long, one after the other, basically counting down to the next event.
For example:
1 minute countdown til game begins 20 minute countdown til intermission 2 minute countdown til second half 20 minute coundown til games over 5 minute countdown til new game starts
I have been given a lists of times for which to begin each timer (and its duration), but the tutorial I followed earlier uses an onEnterFrame function. I need some way to determine the closest timer that should be running, without killing the CPU with onEnterFrame. This task seems like it should be simple, but I can't quite wrap my head around it.
Just new in forum and just new in as3 programming. All i want to do is to make some physics simulations (i'm physics teacher...). So i made my first sim with the following code, just to simulate a simple motion with constant velocity. It works ok, except the part i need to reset the display by the means to start the motion all over again (reset button). Then the motion starts but the traces of the previous motion remains on stage. I tried the null command (sp=null) but the sim could not start again because the sp nedded to be non-null...
I have an issue with adding a reset button to my drag and drop movie clips.The problem is, if a student drags a movie clip to a wrong location on the SWF file I want them to be able to hit a reset button that would take them the same SWF that they opened and what would showup would a clear page for them to restart their drag and drop exercise.I know how to make the button for this just want the proper action script to be able for user to start over with no movie clip symbols on the page.
The Setup: For each movieclip the hittests a set of "target" movieclips an array is given a value. If mcIcon1 is dropped onto mcTarget1 the first number in the vacant array is given the value of one. The Issue: If I remove mcIcon1, for example, from the mcTarget1 movieclip I can't find a way of just removing the 1 from that array without the rest of the array numbers being reset.
With out getting into a ton of background I am wondering if there is a command that will reset all the variables in a swf at once with out having to do them individually?
I've googled and searched my books and can't find anything. Another option I could see is having the current flash reload, that would set everything back to the start but I couldn't find how to do that either.
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...)
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
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?
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.
As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.
PHP Code: private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.
circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink) var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer); function onTimer(evt:TimerEvent):void{ alpha +=7;} function onBlink(evt:MouseEvent):void{ timer.start();} function unBlink(evt:MouseEvent):void{ timer.stop(); alpha = 100;}
I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
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.
take an arbitrary variable, and create that number of timers, with a corresponding number of listeners? And then write a function to deal with the listeners?
I have an object that contains a timer. I do addEventListener on the timer and start the timer.At some point the object is deleted but I find that the timer keeps firing (using trace statements).What I don't get is, how come when I delete the only object that has a reference to that timer, the timer doesn't go away along with the event? Or do I have to do a removeEventListener() on the timer before removing the object for it to go away?
this code is supposed to, on mouse over, move a mc 50 pixels to the right in 10 frames, and on mouse out, move it back. im also trying to take into consideration what happenes if the mouse event occurs during the movement, but im seeing some very strange behavior, draw a block on the stage and make it a movie clip and ull see what i mean. sometimes the block moves 5 pixels and stops, other times it moves untill it leaves the stage.
I prepared a educational game at flash with actionscript. I newable at flash. But i have a problem. I create a main.swf and other swf's. I call others to main.swf with addchild() code. The swf which I called has sounds inside (i called sounds from file not embedded in timeline or linkaged from library). I create also some timers on other swf files to ease my job. Timers control timeline. But not controls the sounds. The problem is that when i unload or remove the child at the stage i can clear all of the items. But timers still continuning . I search the problem at web a bit and i meet by chance the following code,
ar t:Timer = new Timer() TimersManager.getInstance().register(t); ... TimersManager.getInstance().stopAll();
it is for Flex i understood. But it can be possible with flash? anyone knows that how i can create a timersmanager class and register my timers on it.