have mysql set up and have my php set up which retrieves the data from sql database but i cant seem to make the label or dynamic text box to display the datais my php code
PHP Code: <?php $conn=mysql_connect("localhost","root","") or die(mysql_error());
how I could easily add more dates and dynamic text boxes on the stage without stressing the CPU too much. And I'd also like to know how I can convert everything to hours so it only shows everything in hours? Here is the code I have found and adjusted.
I am making a game and i need help. I want to make a timer that counts up and when it goes to the game over screen it will show the values or the time that you stayed alive on the gameover screen.
This is the code I have for a count down timer in days, hours, minutes, and seconds but I would just like a timer that counts up from 0 until what ever number I would like and I would like to be able to control the pace
var targetDate:Date = new Date(2012,3,5,13); addEventListener(Event.ENTER_FRAME, loop); function loop(e:Event):void
Is it possible to manually set the timer count? Atm i've got a timer that ticks for 30 seconds displaying an image every 10 seconds and I want to make a button that goes directly to the second image when it's clicked.
I made a simple count up timer, it is working just fine but I would like to have the %-sign next to the numbers so it would look as a preorder. But as I add "%" sign to the function, the counting never stops (at 100% any more), and continues counting.
var count:Number = 1;var myTimer:Timer = new Timer(10); myTimer.addEventListener(TimerEvent.TIMER, countdown);myTimer.start(); function countdown(event:TimerEvent):void{
How do you make a count up timer in flash? I have the custom counter I made in photoshop and I can get it to count up, but not with the dynamic text field I've created in flash, what do I need to do.simpl code:
var startT:Number = 1; var endT:Number =8000000; var tf:TextField = this.createTextField('counter', this.getNextHighestDepth(), 10, 10,
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]....
Just a quick question about the Timer class of Flex 4. I have a timer object with a set repeatCount. At the end of the set number of cycles, the TIMER_COMPLETE event is triggered and the timer.running changes to false. Now I can call the timer.start() function again. My question is that at this stage, does it also set the repeatCount property back to zero. Or does one have to explicitly call the timer.reset() function.
I want to create a dynamic text box. set a (start) and (stop) time. have the time change along with each frame. its a blank movie with 150 frames. this is in frame 1.
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've created a timer to count elapsed time on a flash player of mine, I can't figure out how to control it though. For example I need the pause/ play buttons to (you guessed it) pause and continue the count.The dynamic text field that keeps count is simply called "count" and the pause button is btn_pause and play button is btn_play
I have been trying to create a countdown timer but i cant seem to get the time to display, the first time i tried only letters where displayed instead of the number and after playing around now I only get the :'s (between the numbers) to display and the occasion '0' appears?[code]...
I'm getting an argument count mismatch error on something pretty basic. It's worked before, but ever since I edited some seemingly unrelated things it's broken. Here's the error message:
Code: ArgumentError: Error #1063: Argument count mismatch on Machete(). Expected 1, got 0. at flash.display::MovieClip/gotoAndStop()
[Code]....
Just for fun I've tried replacing the frame label with it's according frame number (13), but alas, to no avail.
I have 7 movie clip symbols which i would like to become visible using a timer.I would like to be able to make them appear one at a time, to a time of my choice after a 'start button' has been pressed.When the start button is pressed another movie clip already plays as a back ground.
I created a game in AS3 using a tutorial written for AS2 but I can't get the timer working correctly. The game contains 3 frames, a start screen, game loop, and end screen. the timer starts on frame 2, and counts down (tested this with a trace). When the timer reaches 0 I want to go to frame 3 which is the end game screen but my code isn't working.
var fl_SecondsToCountDown:Number = 30; var fl_CountDownTimerInstance:Timer = new Timer(1000, fl_SecondsToCountDown); fl_CountDownTimerInstance.addEventListener(TimerEvent.TIMER, fl_CountDownTimerHandler); fl_CountDownTimerInstance.start(); theTimer.text = String(fl_SecondsToCountDown); [Code] .....
I have been trying to execute functions in a sequential order, but I am totally stuck, and I dont know what else to do. I basically want different movie clips to be faded in and out, but one after the other... just like a movie intro with the name, stars etc.. text fading in, text fading out, etc etc... Maybe this is TOTALLY retarded what I am trying to do, but I didnt want to do the classic motion tween in the frames, cause thats just too tedious, and on the other hand I want to learn AS3.0. So here is the code, I am fading in the first movieclip, and displaying/delaying it with the timer function, so it sits on the screen for 4 seconds, until it fades out and stops. Problem is that both clips act the same, and I dont know how to delay //text 2 (clipTwo).
I'm trying to make a volume button for my site and it looks something like this:
- ||||| +
i want the volume bar to start filled and when the user hits the minus button it lowers the volume and when it hit plus it takes the volume up well when I go down and up the volume bars start to get crazy...it just works when I go down the whole way and after it goes up the whole way, when I change direction on the midle of the path it jumps some bars...
Code: volDown.addEventListener(MouseEvent.CLICK, menosVol); volUp.addEventListener(MouseEvent.CLICK, maisVol); var cliques:uint = 0 if (cliques == 7){
I made a scrollbar, but now I have a problem, need to read the number of lines of Dynamic text field and if it is greater than x show the scrollbar and hide if is less. Like this:
When I create a TLF text area that is editable at runtime (which means that it can get a user input at runtime) I set the text direction to the 'right-to-left' definition in both the 'container and flow' and the 'paragraph' sections and set the language for Arabic or Hebrew at the 'locale' setting. I also set the text alignment to the 'align to start' mode. Now at runtime there's a stange thing. When I try to click with the mouse cursor on the editable TLF text-box, it's not displaying the text icon cursor and don't allow me to insert text inside.
But when I move my mouse cursor over the right side of the editable TLF text box, it change his appearance to the familiar text cursor which indicate that if you click here you will be able to insert text input inside. So my problem is how can I make it that only when I will hover over the TLF text box itself, the mouse cursor will be changed to text cursor icon and when I will hover beside its right side, it will remain at the normal cursor mode.
I want to make some buttons and use the buttons.fla library. The button is inserted and given an instance name. A second button is inserted (same kind) and given a new instance name. But when I am trying to change the label text in one of my buttons the text is changing on the other button as well. I believed they where separate instances?
I have some text selected in a text areacomponent. I get a callback from another program (externalinterface included) to remove the selection. How do i deselect theselected text and retain the text without selection? I have read onthe .selected, .editable, .setSelected etc, but Im not getting it.This same prob exists with a normal text input type, it doesntdeselect there too.
I have an AS3 flash movie and each page is a new frame. On my pages are dynamic scrollable text boxes that I created with the text tool. I would like to be able to make a piece of text a link (ex. click here for prices) so that it will direct the view to another page (label). I cannot figure out how to do so.
I've found a simple count up script over on Actionscript.org
var count:Number = 0; var maxNum:Number = 1250; var num:Number = 1; this.createTextField("txt", this.getNextHighestDepth(), 0, 0, 100, 50);
[code]....
This works great for my use, but now I am trying to figure out how to make it count down. I've tried changing everything to opposites like count=1250 and maxNum=0 (I think this would be the minNum instead), count+=num to count-=num, and count>=maxNum to count<=maxNum.
When you select text in a Text or Label or TextArea (or other) control in a Flex application, the selection is shown in white text on a black background. Always.
I have a request to change that — and it seems to be a simple enough thing to want — but I can't find a style (or property) anywhere that permits that. Any ideas out there about how to do this, or reasons why it definitively can't be done?