ActionScript 3.0 :: Looping Multiple Timers?
Aug 5, 2009
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
ActionScript Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
[code].....
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Similar Posts:
Mar 27, 2012
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)
[code].....
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May 7, 2010
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.
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Oct 21, 2009
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,
[code]......
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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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Aug 27, 2010
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).
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Aug 9, 2011
I am trying to get this simple logic to work correctly. Right now, the trace is:
int 0
int 0
int 0
[code].....
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May 4, 2010
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]
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Dec 30, 2010
i use several timers with different delays at once. on timer complete, i want to fire specific events.
[Code]...
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May 4, 2010
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.
[Code]...
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Dec 5, 2009
I have many, potentially hundreds, of objects that are floating around the screen. These objects are named "Object1", "Object2", "Object3" and so on. Another object is moving around the screen and if it hits any of the other objects, it destroys them. The thing is, if I have a loop like:
Code:
for(var i = 0; i < ObjectCount; i++)
where ObjectCount is subtracted off each time an Object is destroyed. Now say Object1 is removed, then the loop will fall short and not check for a collision for the Object with the highest number. The way I am dealing with this at the moment is I am looping through the initial number of objects and not subtracting off ObjectCount, so when there is only say 10 of an inital 100 objects left, it is still looping through all 100.
Here is what the principle of it is:
Code:
for(var i = 0; i < ObjectCount; i++)
{
CurrentObject = GameArea["Object"+i];
[Code]......
And as you can see, if Object1 is removed, then the Object with the highest number on it will not be checked.
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Jun 9, 2005
I am preloading multiple mp3's dynamically using a looping array and it is working very well. However, I would like to display the percetage of the last mp3 loaded by the array.Does anyone know how I would modify the code to do this:
Code:
var my_array:Array = new Array();
my_array[0] = "Audio/audio_1.mp3";
[code].....
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Apr 8, 2004
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
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Apr 8, 2004
Ok say for example I have a sound of a bell chime. I want to play this sound independent of the mainstage and have it key off local system time. So naturally I want to have my sound loop twice at 2am/pm and eleven times at 11am/pm etc.
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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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Feb 2, 2010
The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
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Feb 2, 2010
I am fairly new to Flash and I am constructing a website. The issue I am running across is this: I encoded and embedded a movie clip to act as the background. There are other animations that can and will loop, as the movie resets itself. But there are some elements that I only want to run once and not repeat once the embedded movie loops (link introductions, where objects fly in and transition into the button). How can I set the one time animations to fire just once, while keeping the embedded animation on a loop?
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Feb 8, 2010
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;}
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Aug 30, 2011
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.
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.TextField;[code]....
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Aug 11, 2009
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?
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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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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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Oct 1, 2010
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?
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Jul 29, 2011
I keep getting this error, "Scene=Scene 1, layer=Layer 1, frame=2, Line 64')' expected".[code]
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Sep 15, 2009
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?
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Feb 23, 2010
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.
Code:
package
{
import flash.display.MovieClip;
[Code].....
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