Actionscript 3.0 :: First Frame Of Completion Screen To Stop Timer
May 14, 2009
In my .fla file, I have a text box instantiated as _text. The following code works good: my timer comes up and counts off.I need to write a code into the first frame of my completion screen to stop the timer. What would that code be? and what do I need to add to the Main.as code below?At the end of my Main.as file, I have this code[code]
I have a project which consists of 4 frames (+ one starting frame), where each frame contains a Timer class based-animation. You can visit each frame by selecting the appropriate button.
Let's say the animation in frame1 lasts for a total of 30 seconds, but I'm too impatient to watch it and decide to go frame2, which also I don't like. In the background however, the animation for frame1 is still running, for when I go to frame 2 and go back to frame1, the animation starts both from the beginning and also continues to play from where I left off.
I also get an error:
TypeError: Error #1009: Kan geen eigenschap of methode benaderen via een verwijzing naar een object dat null is. at fl.transitions::TransitionManager/saveContentAppearance() at fl.transitions::TransitionManager/set content() at fl.transitions::TransitionManager()
If i would like the timer to stop on a specific frame and show the time result how do I do that?With some kind of if-else statement, or some kind of function.stop.
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.
ive set up a timer on a frame that will countdown and then go onto the next frame.
it seems to work but im getting this message in the output section;
TypeError: Error #1009: Cannot access a property or method of a null object reference. at sub1/Atime() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
this is my code,
var mycount:Number = 3; var mytwo_Timer:Timer = new Timer(1000,count); mytwo_Timer.addEventListener(TimerEvent.TIMER, Atime);
I have a movie clip with a stop command on frame 1 and a stop command on frame 20.I'm trying to have two separate buttons that tell the MC (onRollOver) to play forward or to play backwards.
The actionscript on button #1- PHP Code: on(rollOver){ gotoAndPlay(_currentframe +1);} The actionscript on button #2-
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();
what I'm trying to do is Instance a rectangle and move it across the screen, and as it's moving, make more rectangles. For some reason though, it's only making one rectangle, and the timer is taking way more than what I thought would be 100 milliseconds. Any help would be appreciated. >
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?
How I can create a timer that will start from 00:00 and will stop at 3:25 or 2:53 and etc and stuck in that position? And I want it to be in a format of 59:59 (60 minutes and 60 seconds) and NOT in 99:99.
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.
In my game I've got a scene where you get 3 seconds to click a button otherwise its Game Over, only problem is my code only works if I press the button straight away.
During some testing I was waiting 2 seconds then pressing the button, but when I go to the next part of the game, it will carry on to GameOver as if the Timer has not stopped.[code]...
I've been following the book "Beggining Flash Programing for Dummies" and I have come up to a part where I create a very simple game. The script involved in the frames are FRAME here:
I am trying to set a timer when no activity removeMovie and attach screen saver. I am trying to use a global var so that I can reset the count. Here is my AS what can I do to reset my timer.
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.
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{
I have a project in which the main swf loads another into it. The swf that gets loaded has an xml driven slideshow that runs on a timer. To view what the timer was doing in the output I traced the name of each photo as the timer fired. When I unload the swf I've noticed that though it appears to be gone from the stage the timer continues to fire and the images are listed in the output. I know that I can stop a timer by using
ActionScript Code: photoTimer.stop(); but I can't figure out how to stop the timer in an externally loaded swf. I'm using this code to remove the swf
ActionScript Code: this.mc_content_box.mc_placeholder.removeChild(contentLoader); I'm worried that the timer may be loading the photos in the background somehow and increasing the workload.
I have a swf with a slideshow that runs on a timer that I'm loading into my main swf. When I remove the swf from the main swf the timer continues to load the images for the slideshow even though I can't see them on the screen. Does anybody have any suggestions on how to stop the timer once the swf has been unloaded?
I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.
I'm trying to do a simple game like tetris.I have a class "tile" that have got timer event, and every 50ms move my tile.y+=1. So every time I call for a new tile, it will go down until reach bottom of a stage. And the thing is, when the tile will hit another tile, he is still going down until bottom, becouse I dont know how to myTimer.stop(); in the tile class from the root.
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.
I want to detect if the cursor is over a movieclip to stop the timer that i have? What's the best way? MousEvent.ROLL_OVER will force me to use another function, leaving me with no access to do myTimer.stop();
Finally I was able to get my site running with a little FLASH ACTIONSCRIPT in it. (all courtesy of url....)I got so excited and published it right away 'cause I think for as a photographer, it's a huge accomplishment on my part.In my main movie, there are 3 BUTTONS namely: Portfolio, About me, and Contact.In the main timeline I added this script below
if you notice it, there is a 30 second timer set to purposely move the playhead back to "rewind" and load the RANDOM SCRIPT again. The problem comes whenever you click on either ABOUT ME or CONTACT, because once you are in those frame, the timer will bring you back at "rewind" naturally.I tried to search for some way to stop the timer when pressing ABOUT ME and CONTACT but haven't seen one yet.
I got some problems with removing a child from stage. The timer is still active I try to get rid of it with a killMe function. Called by REMOVED_FROM_STAGE event. But it doesn't work.
The following code for starting an event is quite okay. But how can I stop it after 10 seconds as it won't require anymore after 10 seconds of animation. I am using actionscript 3.
Code: var timer:Timer = new Timer(1000, 1); timer.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);