ActionScript 3.0 :: Timer And Swap - Each 2 Seconds MovieClip
Mar 29, 2010
I am trying to make a timer that swaps two movie clips, so that each two seconds? Here is the code:
var leftPillar:MovieClip = new Right();
leftPillar.x=150;
leftPillar.y=250;
leftPillar.width=550;
leftPillar.height=400;
The idea is that each 2 seconds the movie clip should change to which ever one is now visible. What is currently happening is that only one of the clips ever shows, (newLeftPillar).
I am chasing a good tutorial on an image swap via timer. ( i dont want to tween).I just want to cycle around 10 small images, show for about 15 seconds then fade out/in the next image.
I've got a problem that must be simple to solve but it seems beyond me, I'm new to AS3 so please be as explicit as you can in your explanation. I have a timer counting down from 60 seconds, what I want though is when the user clicks, ten seconds gets added to the time. I've tried many different ways but none work, I understand why they don't work but I can't think of a way that does.[code].....
have a countdown timer counting down from 60 seconds. What I would like to happen is when the user clicks on the stage I would like the timer to increase by 10 seconds and then carry on counting down. e.g The user clicks when the timer is at 45 seconds so then the time jumps to 55 seconds and resumes counting down, whilst the time is displayed in a text box.
I asked in another forum and they pointed me to a link on adobe for the delay property. I gave this a go and I got it to add 10 seconds but then it kept on firing every 10 seconds (as you might expect) but not really what I was after.
here is the code for the timer.
Code: var count:Number = 60; var myTimer:Timer = new Timer(1000,count); myTimer.addEventListener(TimerEvent.TIMER, countdown); myTimer.start();
Im trying to reduce 5 seconds from the timer when the user clicks on the stage.This is the first time im using the Timer class and im not sure how to do this. This is the code i have so far,
Code: var theTimer:Timer = new Timer(1000, 60); theTimer.addEventListener(TimerEvent.TIMER, timerListen);
I have a timer and a dynamic textfield wich displays the time. Everytime my movieclip hits an enemy I want the timer to add 4 sec. to the current count. I would like to know why this isn't working:
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code: var timer:Timer = new Timer(1000, 1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
I had a function that occured on mouseclick called go_out. I want this function to occur when the timer fires after 5 seconds. After the 5 secons I receive this error:
I having a little trouble with the countdown tutorial here. I want to remove the milliseconds and have the timer based on seconds instead. How do I do that? I'm using Flash 8 if that means anything.
I'm building a continous move in flash, and I'm displaying some text and images and want to hold the timeline for about 20 seconds and then resume play again. I'm trying to write a simple timer in AS to keep from having to create 10000 frame long movie clips. Here's what I have so far:
stop(); this.onEnterFrame { time = getTimer(); if (time == 20) { play(); }}
Unfortunately, this isn't working for me, and 'm unsure why. I suspect two things, A: my "time" var takes only a snapshot value of the timer and not a continuous value, so the timer never reaches the value of 20. Or, B: I have somesort of syntax wrong and the if never gets a chance to load.
Any tutorials or source files for the timer. Just a simple timer that counts down by minutes and seconds for 10 minutes. The closest I got are a bunch of codes that I'm not really good at translating. Just a simple timer that will trigger the end quiz page when time is up.
I notice on my 30 minute countdown timer that the seconds seem to skip and/or hesitate at different intervals. It seems to run for the full 30 minutes but it will be shown on a HUGE screen and the seconds movements is very obvious. how to fix the code for complete accuracy in the timing? Not sure if I should add milliseconds. ( I dont want that to show in the timer though, just minutes and seconds 00:00. Here's the code
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'm creating an online power hour application. And i need to have a timer to alert the user every sixty seconds for 60 minutes.. Should be simple enough. I'm just having some difficulty.
I am looking for a countdown timer what will countdown mins + seconds. All Ican find is a countdown to an event christmas day etc, but this wont work for what I need. I need a timer countdown that wont start again everytime a user enters the game I need a timer so all users enter the game at exactly the same time to the second, I've tried to do it using as3 php mysql but there is to much time difference between users how will I do this.
URL...I've written everything to detect when colors and teeth are selected, but I cannot figure out how to swap one movieclip for another. Right now I'm not using an actual image, just colored squares. I've set up a movieclip variable that is named each color. Basically I'd like to click a color on the bottom, then each time I click a tooth have it swap whatever movieclip is already there for the one of the color I selected.[code]
I've followed a few tutorials on Swapping depths, but they all refer to swapping the depth by using behaviors such as onRelease etc.
I would like to swap a MovieClip with another, but i want to do it at a given point on a timeline as opposed to doing it through a behavior so the swap isn't immediate.
I tried using the following on a keyframe this.swapDepths(second_mc); but nothing happened, the movieclip just runs through
I've uploaded my test file here:
[URL]
As you can see each movie clip runs when you click it, but i also want it to swapDepth (so the second movieclip is now on top to be clicked).
I use swapChildren(mc_1,mc_2) to switch depth between 2 movieclips from the root level. Everything work just fine....
but when I create a container_mc and place the two movieclips into it then the 1120: nullobject reference error occurs?? container_mc.swapChildren(mc_1,mc_2);
I have some banners I am doing right now and have a pause timer question. I am fairly green at coding. In my first frame I have this:
[Code]...
I want it to pause each time in the last frame for 8 seconds and loop only 3x. Is there a better way to write this? I know all my code should be in the first frame but I still suck.
I am trying to create a basic example. Using frames i know how to do that but i want to know how this can be done using as3. Using frame: A movieclip in which there are 6 frames: Red rectangle in first 3 frames Blue rectangle in last 3 frames
I put 2 container named mcContiner1, and mcContainer2
And var mcImg1:MovieClip; var mcImg2:MovieClip;
[code]....
I want to swap these 2 images, that is I want mcImg1 can be displayed in mcContainer2, and mcImg2 can be displayed in mcContainer1, of course the easiest way is I load these 2 picture again, but of course, it's not the answer I expected, also, we can move the movie clip to make the change, I still think it's not the best method, because it will make program too complex.