My client wants me to have these vertical buttons work automatically and switch slides every 30 seconds or so without having to click on them. Then if the user clicks on any of the vertical buttons, the timer is turned off for good and it would then work how it does currently. Does anyone know of a way to place a timer on the actions that the buttons normally cause, then turn that function off once the user clicks on one?
where i see something cool in a product site, then click a button and it gets added to my wishlist, and is even there the next day when i look. i guess putting it together would be similar to a shopping cart, but im wondering what would be the best way to approach it, with a login and php/mySql, or with a sharedObject?
I'm using a localconnection to allow communication between an actionscript 2 swf and an actionscript 3 swf.Localconnection objects share a global namespace across a user's pc.So, this means, a user can fire up my flash app in one browser, and submit commands, back and forth, which is what i want. But the user can also fire up another browser, and all commands sent to my application will be handled by the first application if its still loaded in the first browser.When I make the LocalConnection, I specify an id, but the id must be known to the actionscript 2 swfs, and therein I find a problem. I don't know how to let the actionscript 2 swfs know what the unique id is.
I have a question I wanted to ask you guys, it's pretty complex because it involved classes and interfaces and can get confusing. I'll try my best to explain it below. The gist of the story is, when I click the duck, I want it to give birth and also increment the number of ducks in my farm. Here goes:
I want to make a turn base strategy game. I was just curious if anyone had any sources or books that explains the concept and architect of designing a turn based strategy game or any turn based game.
I'm creating a flash application that will post images to a url for saving to disk/display later. I was wondering what are some suggested strategies for making this secure enough so that the upload is verified as coming from the application and not just some random form post. Is it reliable enough to check referring location realizing that I don't need bulletproof security, or perhaps setting authentication headers is a better strategy even though it seems unreliable from what I have read. The application and the server script will reside on the same domain and is in java - is there a way to check for a 'session' or something like that?
Another thought I had was some sort of simple hashed key type system, I could hard-code a key into the flash application and pass something to the server based on that - the server would also know this key and be able to verify if the value passed was based on that? The app is a public app, so authenticating users is not an option. After more research I am thinking about using a hard coded salt key on both ends, then sending an MD5 hash of the base64 encoded image bytearray+salt to be matched on the server side.
I'm designing a countdown timer that starts when you press a button.There are 4 buttons altogether in which i placed preset values like say, 5,10,15.20 mins.You get the drift.and it is supposed to start counting down from there.
However,when i press the button,it just gets stuck at a certain number e.g 4:58:49 and it doesnt count down.My actionscript is written like the one below.i don't understand why it doesnt work.A
I have an opening screen which asks the user to enter the first name and then they click the "start" button.This then loads an external swf into it and it starts a quiz on a timer.All that works except that the timer starts sometime during opening swf.I'm not sure if it's when the main swf is loaded or if when the user clicks in the input box but it is definitely not when the user clicks the "start" button like I have programmed.I even tried to stop the timer until the user clicks a button on the second swf (the external swf that is loaded into the main swf)[code]In the loaded swf I have a clock_mc that holds the timer.the first frame has a simple stop(); and the second holds all of the code that makes the clock run.I then have code setup so that when the user clicks a button the clock_mc.gotoAndPlay(2)[code]
I am trying to use the Boolean datatype for the first time. I have code that I want to mute sound. My function in my external movie works, but I cannot get the mute to convert to turn up the volume after I've set the volume to 0. Attached is my code:
ActionScript Code: mute_btn.onRelease = function() { var muter:Boolean;
[Code]....
The only trace I get is "false". All I want is a simple mute button.
i've given the variable as "countdown" When i press a button, i want to start count down 60 seconds, and when they passed go to the other frame (frame 2) and show my statistics.
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'm trying to broaden my horizons with it and so I'm trying to do an update of a quiz program my employer has. Everything has worked well, except for the timer. The button that starts the game has two options, "study" or "exam"; if the study is selected, there is no countdown, just the score keeper. If the exam option is selected, the timer is show (counting up). But, press "Start" and while the quiz begins, the timer, in either case, does not.
I'm going to post the actionscript for the timer that was already there, as well as the start button. I'm hoping someone can explain how this timer is supposed to work and why it's not; and where the disconnect lies in pressing the start button and making it run.The timer is embedded in a movie clip, with two dynamic text boxes, that are for some have no instance name; and actionscript spread out over several frames.Frame 1:
OK, so in the project i'm building this is the code for my timer[code]...
What i want is mytime to be called from my xml file. it also has to change for each image that shows up
This seems to me like it should be SO easy but I can't figure it out for some reason. I call images / links and text all from this file and i can't seem to get this all to work.[code]...
Is it possible to put a flv or swf on a frame and in a frame above or below or for that matter on the frame itself have a timer that I could time to be the same as the flv or swf.I would like to do the in actionscript 2 The idea behind this would be if I had a 30 second video I could set the timer for 30 seconds so upon completion, or in other words after the 30 seconds it would gotoAndPlay the frame requested.
I want to make a circle/pie (2d) chart and use it like a timer, at first the circle shall be all black then every second it shall get more red(the pie pieces shall turn from black into red then) and after 60 seconds the whole circle shall be red, I have a few other things I want to do too
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,
I'm working on a simple catching game where you have monsters coming out from the corner of the screen and you need to get them with the mouse.What I want to do is change the rate at which the monsters come out depending on the score. The higher the score, the more monsters should come out.The code for creating new monsters is a simple timer event:[code]it works when I declare the variable locally within the function. But then I can't access it outside of it, so it's no good!
I am trying to create a count down timer in as3 that will accept how many minutes passed to it for example one part of the swf I have to make a 30 minute countdown timer...on the other part, I have to 0 out the timer and start a 35 min timer.
I have a game that causes you to lose if you don't complete a task in a certain amount of time.I want is for the timer to cause the player to be sent to a lose frame.Im using AS2 in Flash CS5
Im a complete noob to flash cs5 and i was wanting to make a small animation. For this i need a delay between each frame. I tried using the prebuilt actionscript code since my for loop delays were horrible. But i keep getting this compiler error:
Code: Scene 1, Layer 'Layer 1', Frame 2, Line 91120: Access of undefined property f1_SecondsElapsed.
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); moveTimer.start();
I would like to add a timer that keeps track of total time and also current time that runs next to my seek bar component for my flash movie. How can I do this? For example: 1:11 | 2:04 ... the 1:11 displays the current time of the movie and the 2:04 would represent the total time of the video.