I am trying get a timer function that I can change the interval on? IE. I invoke the function for 5 frames and the last one I want to have a different delay time. It seems that for each action I have to create multiple listeners and multiple functions for? Surely there is a way, without producing a class, that I can just chaneg the timedelay? But, AS3 wants to declare the time before the function.
I really need a Timer that shoots multiple functions. The Timer Class just handles one function and therefore is not good enough for my project. The Timer should work something like this:
After 1 seconds fire functionOne After 4 seconds fire functionTwo ...and so on...
Time is really crucial in my project (down to milliseconds) so I really can't use the Timer Class and fire "new" Timers all the time because Flash needs some milliseconds to process all the code and in the end it sums up to kind of a lot of time.
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!
how to set variable time for a single timer, like I first setup this timer:
private function timer():void{ var randomTimer:Timer=new Timer(time,0); randomTimer.addEventListener("timer", somefunction);
[Code].....
So how can I influence the time inside the timer? Do I create a global timer, remove the listener and recall the timer function? Would this work since the timer has already been declared, I a re-declare a timer?
I'm having Error #1009: Cannot access a property or method of a null object reference. I'm not exactly sure how to solve this problem myself, I've traced to see if the object var enemySpawnTimer:Timer is actually null and it isn't. So I don't understand why I'm getting this error.
Anyway here is my code, it's a class I use to spawn blocks that fall from the top of the screen to the bottom and is removed from the stage once it reaches the bottom of the screen.
I've been practicing this tutorial: [URL] (Using the Document Class - how to use this new feature in Flash CS3 which makes OOP much easier.), and made my DocumentClass.fla and DocumentClass.as file. Both files reside in the same folder, D:Work\_FLA. I have set all data that are pointed in tutorial - DocumentClass name in "Document class:" section in Document properties, ActionScript 3.0 language for .fla, "Star" as a movieclip name and Class in Symbol Properties.
And my as file is like: Code: Select allpackage { import flash.display.MovieClip; import flash.utils.Timer; import flash.events.TimerEvent; public class DocumentClass extends MovieClip{ private var time:Timer = new Timer(100); [Code] .....
Unfortunately, I get: ReferenceError: Error #1065: Variable timer is not defined. at DocumentClass$iinit() In Output panel every time I try to export movie.
I know how to stop and start a timer, but how can you capture the timer value to a variable and resume it from there at a later time? I tried capturing the currentCount of the timer to an integer variable, but i cant modify it.....it says its read only.
I don't know why the value of my variable my_str is undefined outside of this function:
loadText = new loadVars(); loadText.load("data.txt"); loadText.onLoad = function(success) {
[Code]....
ps: I tried making my_str a global function or even defining it as _root.my_str but I always get the same result..it's undefined outside the function...I need that value for something else so...
I'm trying to repeat a function that basically will attachmovie on a "tileset", an image depending on the parameter. It's called AddID(i), and currently there's only 2 valid options, 0 and 1, images showing, X and O. There's a Button, and theres an array and a function that shows an image of the tile depending on its ID value loaded from the array.
My problem is: Everything works just great as if you repeat the function by clicking again, but... When repeating the function by code, all the tiles will have the Image of the last tile added.
I'm trying to do something simple in actionscript as simple as this:- Create a variable: var urlVideo:String;- Use that variable inside a function and give it a value: urlVideo = ideoElemento.url.text();- Then create a new variable and give it the urlVideo value: var url:String = urlVideo;
Here's my code: var idVideo:String = "12"; var urlVideo:String;
if defining variable types in function parameters gives any speed boost.
e.g
ActionScript Code: function DoIt(param1,param2,param3):void {
[Code]....
is there any performance difference between above functions. in theory compiler should be able to manage memory more efficiently when knowing what data to expect, but is it so in flash
How do you pass variable values between functions where the addEventListener is in the first function? I am trying to get the color value passed into my event handler. [code]...
Is it possible to pass variable as arguments for a function? I wish to update a boolean variable via a function, by passing the name of the variable to the function, like so:
Code: function ENVSegment(curSegment:Boolean, nextSegment:Boolean) { curSegment = false; nextSegment = true; } var attackSegmentIsRunning:Boolean = false; var releaseSegmentIsRunning:Boolean = false; [Code] .....
Much shorter, and easier to understand. Also, less repetition of the same blocks of code over and over...
I'm just getting into this and can't seem to make the simplest thing work! I'm trying to learn to define and call functions. I get no errors but it won't trace the variable:
I have 2 functions. Each one is being called by a different event listener. Both event listeners work because I am able to trace strings in both of them.. my problem is that i am trying to create a variable that is local to both functions. The first function "working" adds a number to the variable and when the second event listener triggers function "notworking" which retrieves this same variable called "counting" both functions are called automatically by event listeners.. how do I do this? i am stomped!
I am learning AS3 and I try to remake an SimDate game. I have studies the functions and the Steps of the game and now I try to make the Functions myself.
I have 5 Attributes: Strength Knowledge Charm Health Dollars
For each of them I have defined a variable. Now I need to make an math function. If I want to raise str: statusstrenght = statusstrenght + addstr
This code is not the original. My other code is down below. I only wanted to show the process. addstr == Math.random() *5 I wanted that the variable statusstrenght starts with 10. If I press the train Strenghtbutton the action addstr will be started and updates the statusstr with the new value. That's what I had in mind but I cant define the new value off statusstrenght + addstr. Do I have to add a new variable with newstatusstrenght or can I just overwrite the value of statusstrenght if I press the train strength button ?
Here is the code. The math functions aren't working. It is AS3. import flash.events.*; var statusstrenght:Number = 10; var statusknowledge:Number = 10; var statuscharme:Number = 10; var statushealth:uint = 100; var statusdollar:uint = 100; [Code] .....
I have been working on a Flash movie that loads variable data from an external XML file and dynamically displays the item names in a menu which may then be clicked to display other dynamically-loaded content that corresponds to the menu item that was clicked. I have now come to a standstill in the project as there is something I'd like to achieve but simply cannot work out how. This is my first attempt at working with XML in Flash and one of my early attempts at using variables. What I'm trying to achieve is; once the user has viewed the item's content, they can simply click "next" and "previous" buttons to display all of the content for the next or previous items in the XML document.
I know it probably sounds simple and I'm sure some of you could achieve this in 5 minutes (!) but I can't get my head around some of the coding. I assume previousSibling and nextSibling would come into play here as well as some sort of functions which access arrays of data for the previous and next items, but I'm just not sure how to correctly put these things to use. Rather than post my code and example images of the stage up here on the forums, I've created an html page here: [URL]
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 realize this is kind of an odd issue, but I am wondering if there's any way to get Flash to allow me to access a class's static functions using a class variable that points to the class. Example:I create a class called FooClass that has a static function named fooI then create a variable of type Class that points to it
Code: var class:Class = Class(getDefinitionByName("FooClass")); However, when I try to call foo() using the variable, it errors saying the function