ActionScript 3.0 :: Start And Stop The Timer Using The Keyboard?

Dec 19, 2010

I would like to run a programme whereby I press a key that starts the timer and then press another key to stop the timer,the delay will be displayed and used to move a object on the stage dependant on the delay.

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ActionScript 3.0 :: Timer Start And Stop ?

May 26, 2009

I have a timer set up like this:
 
[code]...
 
The problem is I cant figure out how to stop it or reset it after it goes to the next frame.

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ActionScript 3.0 :: Start/Stop Timer ?

Feb 13, 2008

I have a .fla where the timeline is controlled by a timer located on frame 1 in a layer named "Actions".Essentially every seven seconds it advances to the next frame by way of the variable nextItem. There are 9 frames, then it loops back to 1. This all works fine.The problem lies in starting and stopping the timer ONLY AFTER the movie has looped back to frame 1. Not only does it not stop on MOUSE_MOVE but then on MOUSE_LEAVE the timer seems to get faster .. or jump through the frames.

Code:
stage.addEventListener(MouseEvent.MOUSE_MOVE, timerOff);
stage.addEventListener(Event.MOUSE_LEAVE, timerOn);[code]...

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I want to start a timer when the game begins that counts up, but doesnt actually display the time during gameplay, but stops when a player has won and the screen goes to the player wins screen. From there I want that time to display in a text variable along with all the other statistics I have generated. The timer will also need a reset function when starting up the game again.

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ActionScript 3.0 :: Start / Stop Motion Tweens With Keyboard Event

Jul 10, 2011

What I want to do is create a powerpoint style presentation. But rather than change slides, I have one large "graphic" that I am moving around and zooming into by "motion tweening". Now all I need to do is: (with a keyboard event)
Start the motion tween and then let it play out
Then start the next motion tween and let it play out
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All I have is this, which allows me to start and stop it when it is tweening, but isn't as effective as it stopping at then end of a motion tween, then allowing me to push a key and for it to go to the next "slide".
Code:
stop();
var isPlaying:Boolean = false;
stage.addEventListener(KeyboardEvent.KEY_UP, keyUsed);
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Jul 10, 2011

i've been looking around for answers to my problem to no avail. What I want to do is create a powerpoint style presentation. But rather than change slides, I have one large "graphic" that I am moving around and zooming into by "motion tweening" Now all I need to do is: (with a keyboard event) start the motion tween and then let it play out then start the next motion tween and let it play out and so on. all i have is this, which allows me to start and stop it when it is tweening, but isn't as effective as it stopping at then end of a motion tween, then allowing me to push a key and for it to go to the next "slide"

[Code]...

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ActionScript 3.0 :: Start, Stop Motion Tweens With Keyboard Event (powerpoint Style)

Jul 10, 2011

What I want to do is create a powerpoint style presentation. But rather than change slides, I have one large "graphic" that I am moving around and zooming into by "motion tweening" Now all I need to do is: (with a keyboard event) start the motion tween and then let it play out then start the next motion tween and let it play out and so on...

all i have is this, which allows me to start and stop it when it is tweening, but isn't as effective as it stopping at then end of a motion tween, then allowing me to push a key and for it to go to the next "slide"

Code:
stop();
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stage.addEventListener(KeyboardEvent.KEY_UP, keyUsed);

[Code].....

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Apr 24, 2011

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:

Minutes = "00";
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[code]....

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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?

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Actionscript :: TIMER.start() Do If The Timer Is Already Started?

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The document doesn't mention anything about this:[URL]..

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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.

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Here is the action scrip that I created. Correct it if you can.

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[Code]....

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I got a small problem in timer,i am using timer code in my game,when i reached the 0 timer i need to start the timer again with out using any events how can i do this .please help me in this.I am using following timer code in my game:

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I have a function that fades out sound. It works perfectly well, yet the mirror of that which is supposed to fade IN my sounds does not start looping.[code]The issue is that the Fade_in_timer calling VOL_up never starts looping.And the very same code works well when dV is subtracted from setVol.setVol, dV and Vol are global variables defined at the top of my main code. "timers" is an array to keep track of all new timers in case I need to stop them all and remove them.the other fadeout function that works well only differs in the names of the timer and the stop criterion and that setVol is decreased gradually.

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Sep 11, 2011

I have a kiosk set up to load external swf's, and to keep them up as long as they are being played with. Once the swf sits for two minutes without being touched it goes back the attract sequence, which leads to the menu, where you pick your swf...

I am having trouble with the timer I have set to restart the program. I have it set up to reset and start the Timer whenever the stage is clicked, which works fine the first time you open the swf. But if you exit the swf, and later it is opened again, it will restart after two minutes whether it is in use or not. Does anyone know what might cause this?

[Code]....

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The game is like Asteroids where four rocks are placed in the corners of the stage at the beginning and then start moving randomly around the stage. The problem is the timer used is started the moment that the flash file starts not the moment the player clicks the start button. So if you are on the start screen for 5 seconds before you click play when the game actually begins the rocks are where they would be after 5 seconds of play, which could be right over the player.

package {
import flash.display.*;
import flash.events.*;

[Code]....

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I am using the mousewheel mouse event and keyboard keys to perform certain actions. But how can i check when the user has stopped using either the mouseWheel or keyboard?

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ActionScript 3.0 :: How To Stop A TIMER

Nov 15, 2010

How do i stop a TIMER? i want to stop it on click a I want to a add a button to start again

ActionScript Code:
var nextImagen:Timer = new Timer (5000);
nextImagen.addEventListener (TimerEvent.TIMER, playNext);
nextImagen.start();

[code]....

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ActionScript 3.0 :: Timer Won't Always Stop

Feb 5, 2011

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();

[code]....

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ActionScript 3.0 :: Stop Action Interfering With Keyboard Commands

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I have a simple Flash movie, and have used AS3 to allow users to hit the up arrow and go to a certain frame, then hit the right arrow to go to another specific frame. My problem is the minute I put in "stop();" in the script so my movie stops on frame 1, the keyboard controls do not work unless I double-click the playing video. The minute I remove the stop command from my actionscript, the keyboard controls work perfectly...but my movie obviously starts playing which I do not want.

I need both the stop command AND the keyboard controls, and am at a loss.

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needless to say, new to as3... What I want to do is control start and stop of stage playhead with keyboard control. What I have so far is the stop control, but cant figure out the play. I have tried setting a var and boolean, but am doing something wrong =(
// heres my code

[Code]....

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ActionScript 3.0 :: Stop Keyboard Action Repeating When Key Is Held Down?

Apr 10, 2009

I'm developing a game for my final year project at university that has a character who can move up and down on screen. The upper half of the screen is reflected in the lower half so that there are actually two characters on screen at once, each reacting exactly the same way to keyboard input.One of the mechanics involves the two avatars changing positions relative to their halves of the screen which requires a spacebar press to execute. The problem I'm having is that I don't want the characters to change positions once every frame if the spacebar is held down. I need to implement some sort of delay once the spacebar is pressed so that the characters won't swap positions for another second or so.

Code:
var plachaFlipPointY:Number = char.mc.y;
var shadowPlachaFlipPointY:Number = schar.mc.y;

[code]....

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ActionScript 2.0 :: How To Stop Timer Function

Nov 4, 2004

I'm using this timer code for my game.

It should play 10 seconds and then go to the next scene.

PHP Code:

function timer(){
seconds=seconds-1;
if (seconds < 0) {

[Code].....

Well that works, but when I click on the play-again-button in the next scene, it won't play for 10 seconds (but less). I think the timer goes on without stopping. How can I stop the timer function when I move to the next scene?

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