ActionScript 3.0 :: For Loop - Set The Timer So It Counts?
Nov 9, 2009
I need some help understanding for loop and timers and what I want to do is set the timer so it counts. Every 3 seconds add 1 to the count and then call a function. If the count reaches 3 then reset every thing and start over. But it isn't working the way I want it too.
Code:
//create timer for slide show
var delay:uint = 3000;
var myTimer:Timer = new Timer(delay);
I have this code for my timer, it counts down alright. BUT it is very buggy it most commonly counts down by 2 when it is meant to count down by one I have even watched my brother play our game and it went fron 20 to 7
Code: var cur_timer = 180;function timer() { if (cur_timer > 0)[code]....
I'm trying to synchronize external subtitles with my custom video player - Not FLVPlayback.Subtitles are in XML object from 0 - 12.I created a Timer that is checking when the subtitle 0 should be displayed according to playback time.I want to reach that after subtitle 0 disappear the next subtitle 1 will be checked when should be displayed.So all I want is 0 + 1But it is Timer and the result after Subtitle 0 disappear is 0+1+1+1+1+1+1+1+1+1+1+1 ad infinity And thats too many as I only want once add 1.
have images play automatically when you don't click on PREV or NEXT buttons in a gallery for a certain amount of time.
I've used the TIMER function, but found that, when I click on PREV or NEXT, the timer would be activated again on that picture, which messes up the entire browsing experience.
possible to have a timer that works inside a 'for' loop? I have created a timer but it only activates each time the frame is run through. I have a for loop with i++ so that I can put objects on the page with a small pause between them. The i++ loop puts all the movieclips on the page simultaneously. I need a delay and a loop because the shuffled arrays will be reset each time the frame refreshes.
I tried to move 4 movie clips in a loop and with a 3 seconds interval. So first I tried a loop and a timer function inside. I supposed by the loop the timer should start and finish for times. But itdidnt work. So I used another code which is longer and complicated. So it worked. do-while doesn work also with first logic-why?
here are the codes - m s are clips
// THIS CODE IS NOT WORKING - I CAN NOT USE TIMER MULTIPLE TIMES IN A LOOP var arr:Array=new Array(m1,m2,m3,m4);trace(arr); var timer1:Timer=new
I have a loop that replays on a random timer.Start of loop frame 1:
function pause(){ play(); clearInterval(timer);}[code]...
on the next scene i just want the frame to stop(); forever but it seems to play after waiting for the above designated timed pause.when i remove the code above, stop(); works fine again. How can i get it to work aside my timed pause? anyway to reset it..ive tryed adding clearInterval(Timer); before the stop on scene 3 and its done nothing
I have problem with moving bitmap array on second timer loop. I think this problem is related to the loop addchild was in, not sure how to solve it. The current code does create 14 images in a strip, the problem was I couldn't move them with another timer or just outside the completeListener function.
TypeError: Error #1010: A term is undefined and has no properties. at alpha_fla::MainTimeline/effectsTime() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
I am trying to loop through an array of 5 movie clips using a timer. Below is the script that plays the first movie clip, then plays the next clip over and over.
var timer:Timer = new Timer(2000); timer.addEventListener(TimerEvent.TIMER, onTimer); timer.start();
I want to create an endless loop of images through a timer.On the fla I have an MovieClip �ImageClip� Yousing a timer I will repeat the call to imageArea.addChild() with the next image.My question is am I going to run out of memory as addChild() implies this.I want to replace the image not add more images to a collection.
I set up a loop where a movie clip moves in a triangle over and over. It works, but I want it to pause for 5 seconds at each location, so I added a Timer (my first attempt). Now, it will go through the triangle once, pausing correctly, but then the main movie clip (target_mc) stops in the original position and never moves again.
Code: import fl.transitions.*; import fl.transitions.easing.*; var xMove0:Tween; var yMove0:Tween; var xMove1:Tween; [Code] .....
I have been developing a game using Flex, and used the Timer class to keep the main loop going. However, when I tried using the enterFrame event to do the main loop, there were a few problems. First of all, physics simulation seemed way too fast. Is the enterFrame event called more than once per frame? I set the application's global frame rate to 24, so shouldn't the application set off the event every 1/24 of a second? And the second problem is that when the game runs like this, some MXML components that are added are not shown.
How would I go about using a timer to initiate multiple movie clips at once, and then loop them if they are all different lengths so that they restart in sync once more?
For example, say at t=0, 3 movie clips are started. Movie clip 1 is 3 seconds long. Movie clip 2 is 6 seconds long. Movie clip 3 is 10 seconds long. Movie clip 1 would end before movie clip 2 and 3, but I don't want it to restart until the others are both finished.
Furthermore, is it possible to set a countdown so that the the movie clips are initiated not after a duration, but after a specific time? For example, instead of having a timer countdown from 10 seconds and then playing, it instead countdowns until say 12:00 PM and then plays the movie clip.
Basically I have an array map and I want to be able to create a little bit of code that counts how many there are of each number in the map:
[Code]....
Currently there are 3 number 5s but this will change and I want to create a bit of code that can change with them amount of 5s in each map. Unfortunately I have no idea where to start, can anyone give me a hand?
All variables start offset by 1 (a=1, b+2, c+3, etc..)I want the values to all start over when they reach 7.You can see the lower half of code displays these images, basically rotating around a circle.What is most efficient way to script? I assume an array.
a += 1; if (a==7) {a=1}; b += 1; if (b==7) {b=1}; c += 1; if (c==7) {c=1};
I understand the basics of reference counting but I am having trouble getting my head around one possibility. What happens while a class function/method is running - suppose the class instance removes the last reference to itself while executing - how does that get dealt with internally and is it dangerous? Perhaps while a class' function is running a temporary extra reference is held or else the garbage collector is otherwise not allowed to delete it.
Is there a script that counts how many time a projector has been open?I'm looking to make a demo projector that can only open a project 1, 2 or 3 times.
Does anyone know how to create a numeric display that counts down the time of a flv. For example if the time of the clip is 60, as soon as the clip starts to play it counts down 59 and so on.
timer = int(80-(getTimer()-/:starttime)/1000); if (Number(timer) == 0) { with (_root) { gotoAndPlay(70); } timer = 0; }
Above is my code on a frame in a movie clip. The movie clip contains a dynamic text box that counts down. The variable name and the name of the clip is timer. when the timer reaches 0 it is supposed to go frame 70 which says sorry you did not make it, instead it goes to the frame that says congratulations... What am I doing wrong?
How can I use the Timer class and timer events to turn this loop into one that executes chunks at a time? My current method of just running the loop keeps freezing up the flash/air UI. I'm trying to acheive psuedo multithreading. Yes, this is from wavwriter.as:
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 need to make a ticker counter that starts from 0 - 0 rand and counts up for this portion of dialogue.
a commission of between R6,000 and R12,000 per month, again depending on the amount of each person's purchases. 200 customers gives you R15,000 to R30,000. And 600 customers gives you a return of R50,000 to R100,000. Per month.
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.