Actionscript 3.0 :: Error When Manually Entering Timer Delay
Jan 16, 2009
In addition to a timer i'm making I simplified my code, but i'm running in to an annoying problem when I try to input the Timer delay manualy. I want to enter the speed and the number my timer needs to start running trough an input textfield. The counting number is no problem, but when I try to do the same with my delay it wont take it. Is there a way to get around this? I keep getting this error[code]...
There seems to be a time delay problem when the slideshow is playing. It will start playing, but as soon as I click on the next or previous button to view another clip it will mess up the delay time and screw up when the pictures will play. Is there a way on how I can fix this ... I attached a link to see what is happening. The following script is what I have playing for the images.
I'm trying to build a conditional statement that will addChild and removeChild at different Timer Delays. Before I go any further, I thought, I should mention that I'm usinig TweenMax to ease the alpha of ease Child from 1 to 0 and back during the process to imitate a fade-in/out.
I'm getting issue with only one line - inside a conditional statement.It's running "OK". The movie runs as I want it, but the remove/addChild transitions are not at the speed I want it at. I am getting an error message in the output, but other than that, the movie runs fine.
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?
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.
var timer:Timer = new Timer(x); basically x is an array... when timer.start() is invoked
it runs, the first count is 1000 ms, then the second 800 ms, and the third 6200 ms and so on. In other words, it's a dynamic change in the delay and not a continuous delay of x ms.
I am trying to delay the execution of the code within a function. But it is not working. I would like content of the doTour() function execute 25 seconds of interval.
I have a "News Bar" on my flash site that plays a movieclip I created to display the news. I would like a one-time delay of around 2.5 seconds before the movieclip starts playing. I'm comfortable with flash and am learning AS3 more and more everyday.
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'm new to concepts of AS 3 but i'm stumbling through it.So i'm looking to the Fourm for some Mentor ship
I have a simple Regular Flash slide show with 4 slides and an intro label. I need my Intro label to have a Timer or Delay event that holds on the "Intro" Label for a certain amount of time before the Timer expires and calls a function that tells FLASH to go on to slide "Slide 1" label.
The trick is i need this delay to run everytime the Timeline is at the "Intro" label as i have an animation playing while the timer or delay event counts down and finally at end goes to label "Slide 1" Can anyone share some simple code snipets that would point me in the right direction to accomplish this using AS3 ?
I'm trying to make a timer.. When I press a button a movieclip does this: gotoAndStop(2); I want it to go back to Keyframe 1 after 10 seconds. How can I get this to work?
I have the idea of scripting animations, placing them inside a function, so then I can recall them whenever I want: Code: function eyesleft(){ eyes._x=0 eyes._x=-100 } one question is I need some kind of delay timer to make the animation smooth, otherwise the animations would be all jumpy. Set interval seems a bit jumpy.
Ive noticed that i need a function that delays a callback. I use this quite often to delay animations and stuff. well anyhow. Before i just used Tweener to do this.Tweener.addTween(this, {time: 2, onComplete: callback}); This works fine but i belive that I get a small memory leak from this. So i made this static function. I think it look quite nice. But it only works sometimes.
[Code]....
If you try it with a loop of, say 10 so it will callback every one second for 10 seconds, its often it will skip a few. Have anyone noticed any problems with timer before or something similar. Or if you have a nice delay function you wanna share.
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.
at the tail end of my Flash cs4, actionscript 3.0 college project and want to incorporate a countdown Timer Event when there is a 3 minute delay of usage in the flash movie (interactive).Below is what I understand and want to accomplish.Is it correct to place the actionscript code in the actions layer of the 1st frame within the 1st scene?And will it be recognized throughout all the scenes within the flash movie?1. Have the flash movie recognize a delay of usage (no clicking) after 3 minutes to start a countdown Timer Event.??Where would I add code to the timer to fire every 3 minutes during a delay of usage?
import flash.utils.Timer; import flash.events.TimerEvent; var count:Number = 11;
I'm writing an upload program to upload multiple files. It works great as long as I only upload one file but as soon as I add a second file it throws an error saying it can only perform one upload at a time.Is there a way I can have it not loop back through the for loop until the upload has completed?Here is a chunk of my code
I only get this error when I hit the save button the second time, and I'm not quite sure why that is...Screenshots of what the xml looks like before and after save is attached. Here's the method that edits it:
ActionScript Code: private function createSourceNodePropertyForm(event:Event, propPanel:SuperPanel, form:Form):void {
i have been working on a reaction timer and i need to run the same program multiple times but put in different colored squares (when the square shows up click stop to get time) to see if that effected the reaction time so i made a bunch of seperate files with the different colors but i wanted to combine them and after i combined them i had a bunch of duplicates and i got those fixed but i still have error 1151.
i have the same text thirty times and where the numbers and myy is they are to get rid of duplicate terms var blueSquare=new blueSquare();
timeline 1 stop(); var myy1Timer = new Timer(2500);myy1Timer.addEventListener(TimerEvent.TIMER, blueSquareDelay1);myy1Timer.start(); var blueSquare = new blueSquare();
[code]....
if you are planning on building it to test i have three buttons the stop start and reset with the instances stop_btn etc. then there is an adaptive text box with instance of myText_txt i also have not put time in to get the start and reset buttons working it just starts on its own.
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 want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.
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.
In a game I'm creating, the only last part I have left is to create a timer. Or a countdown to be precise. But I get thrown an error when I go to the next frame when the timer is finished.
[Code]...
There must be a way that works so that flash will "gotoAndStop(2);" after 3 minutes?
I recently switch from AS2 to AS3 (too late - I know) and bump into (probably easy) problems now and then. I'm making this preloader in a class - I read that this might not be a good idea to put it in a class (?) - and I'm using a timer in it. But I keep getting this error message after simulating a download:
Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at MethodInfo-7() at flash.utils::Timer/_timerDispatch()[code].........
First time with a TIMER and get the error message. 1120: Access of undefined property timerForSounds. BUT I have imported the correct classes I think and the code is exactly the same as I see it everywhere else. It is pasted in my document class.
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;
I'm trying to play a sound after a 3 second delay. I'm getting the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::TimerEvent@3e021971 to flash.utils.Timer.at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
Code: var birdTransform = new SoundTransform(1,0); var birdStartTimer = new Timer(3000, 1); //milliseconds (1000 = 1 second), fire 1 time birdStartTimer.addEventListener(TimerEvent.TIMER, playBirdFunc, false, 0, true); birdStartTimer.start();[code]....