ActionScript 3.0 :: Timer Executing A Function Every X Seconds?
Jul 30, 2009I'm having no success getting a timer to work, let alone one that executes a function every X seconds (say every 10 seconds).
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I'm having no success getting a timer to work, let alone one that executes a function every X seconds (say every 10 seconds).
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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:
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I have a movie which plays for several seconds, then I stop it. I want to resume it playing automatically after 10 secs.
View 3 RepliesI want my code to wait for a couple of seconds before executing. So is there any function similar to sleep in flex?
View 3 Replieswhat the actionscript would be to make a button be clicked and held down with the mouse a certain amount of seconds before executing an action???
View 8 RepliesI'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].....
View 4 Replies 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();
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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);
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I would really like just something simple and basic and easy to reuse on multiple timers.
I put in a number, lets say 350 (seconds) and the desired textfield displays: 05:50
I'm really no good at math, and most solutions I find I don't understand what's going on to simplify it for my use.
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 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:
timer.currentCount + 4;
(does nothing)
timer.currentCount += 4;
(error: property is read-only)
I am currently working on a new game and am wanting to know how to make a timer going up in minutes, seconds, and milliseconds. This is for AS2
View 2 RepliesThe 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);
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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.
View 1 RepliesI need an Timer which starts counting on Buttonpress in secs:millisecs ... But independent from the Framerate (my movie has to run by 30 FPS)
View 1 RepliesHow to i create a timer that executes the following peice of code after 10 seconds:
Code:
_visible = false;
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.
View 3 RepliesI 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
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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.
View 4 RepliesI'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.
View 1 Replieshow to put a timer on a movieclip so that it appears and disappears after a certain amount of seconds
View 1 RepliesI 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.
View 2 RepliesSo I've got a flv embedded on my stage and I want to call a function (a getURL) after it finishes playing
View 2 RepliesHere's a damn useful snippet:
ActionScript Code:
/**
* Use in place of trace(). Calling function will be logged automatically.
* */
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Put that code in a utility class, and then from any function or method in your app, call myClass.reportStatus("Something happened"); and you will be rewarded with something like this:
060510 15:48:11com.foo.commands:oSomethingCommand/execute()Something happened
I have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called
PHP Code:
//Prototype....MovieClip.prototype.moveSprite function(speed, spriteType) // Generate random coordinates var tarX = Math.round(Math.random()*(400-
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A function has to "run"(execute) inside the onEnterFrame event method but the function does not seem to run when called.
Example:
_root.onEnterFrame()=function(){
if(something==true){
performFunction();
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how could I find out how long is some function executing?is this number, however small, always consistent for the same function or there may be differences (taking in consideration that only one function is running at each moment)?
View 1 RepliesI have a function and a movieclip prototype. When the prototype applies an onEnterFrame to an mc, it repeatedly calls the function (hitTests for all other mcs). Besides this, it also eases the mc to a new point. However, when the mc have reached this point, the function handling the hitTests stops being called.
PHP Code:
// Prototype....MovieClip.prototype.moveSprite = function(speed, spriteType) { // Generate random coordinates var tarX = Math.round(Math.random()*(400-this._width/2)+this._width/2); var tarY = Math.round(Math.random()*(300-this._width
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The function should trace "carn" over and over and over, but instead, it traces "carn" over and over until the prototype picks a new point to ease to.
I'm trying to execute a fucntion by calling it through an event listener I can't call it directly seems to be out of scope or un intialized or something. I've had luck calling variables in this manner but have never tried to call a function. Can I do it through the event?
PHP Code:
e.currentTarget.parent.timer.timekeeper.stopTicking();