ActionScript 3.0 :: Preloader Ran By Timer Not LoadProgress?

Nov 27, 2009

I would like to create a preloader type effect for when my Image gallery changes images. I have a timer that runs my function "changeFrames" that just MovieClip(root).nextFrame(); . out or point me to a good source for creating this preloader type effect based on a timer. I would like to show a progress bar that when it reaches the top will be when my timer is up and the changeFrame function starts. I could make a movie clip of a load bar that lasts the same amount of time as my timer but I would have to create many different load bars this way because some of my frames pause longer than others.

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I am making a visual timer using a preloader technique where you create a 100 frame animation and some simple math calculations and gotoAndPlay. I've got it working, but once it starts up, it wont play the frames. Just sits there for a second before the timer hits the first tick, then it goes on fine.

Code:
Select allvar seconds_timer:Timer = new Timer(1000); //One Second Delay.
seconds_timer.addEventListener(TimerEvent.TIMER, notifier);
function notifier(event:TimerEvent):void {
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[Code] .....

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I recently switch from AS2 to AS3 (too late - I know) and bump into (probably easy) problems now and then. I'm making this preloader in a class - I read that this might not be a good idea to put it in a class (?) - and I'm using a timer in it. But I keep getting this error message after simulating a download:

Code:
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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:

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The document doesn't mention anything about this:[URL]..

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[Code]....

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[code]....

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Ik got a game with a timer. When the game is finished you can play it again and the SWF file loads again. Everything is reset exept the timer. A new one starts but the old one is on the background.

The timer is the only code thats on the timeline..

I cant get the timer working in my AS file...

This is the code on the timeline:

Actionscript Code:
var timer:Timer = new Timer(60, 1000); timer.addEventListener(TimerEvent.TIMER, countdown);timer.addEventListener(TimerEvent.TIMER_COMPLETE,

[Code].....

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ActionScript Code:
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[code]....

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Code:
Scene 1, Layer 'Layer 1', Frame 2, Line 91120: Access of undefined property f1_SecondsElapsed.

[code].....

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everything is in the main timeline. I've tried a few different ways including setting how many times to run the timer but nothing seems to stop it if I use the gotoandstop.

AS3, Flash CS3

var moveTimer:Timer = new Timer(1000);
moveTimer.addEventListener(TimerEvent.TIMER, moveItOut);
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[code]....

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I'm animating a sunset and would like it to pause for a few seconds between motion tweens. I have one "pause" timer set up in
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this.stop();
var timelinePause:Timer = new Timer(6000, 1);
timelinePause.addEventListener(TimerEvent.TIMER,[code].....

but when I add another in a later frame, I get these errors: 1151: A conflict exists with definition timelinePause in namespace internal.

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