Actionscript 3.0 :: Test Reaction Time "how To Create It"
Feb 18, 2009
Does anyone have any idea of how I could create something like this? Here's the link:Now, I'm not too concerned about giving the user multiple times to try but I would love to know how this little flash game calculates your reaction time.
I want to create a game similar to all the reaction time games out there, with the difference that my game has a set amount of time that you as the player will have to guess when it occurs (with a simple click). Each player has a number of tries where the closest time from the set time wins.
I am randomly placing several display objects on stage using a for loop.My problem is that sometimes they overlap and i need to avoid this.While is pretty simple to check two given objects for collision using sprite1.hitTestObject(sprite2), i am wondering how can i test several instances at the same time. i think the logical thing is creating other loops and place my objects into an array but can't make it to work
is there a simulator or a way for Adobe Device Central to read CS5 created iOS published SWF's or ipa's for testing purposes?At the moment, I make a change in Flash CS5, publish the SWF and IPA, delete the old version from my phone, drop the new IPA in, re sync and test. This is not good for the workflow. What are the options for testing and developing?
it's quite hard to explain, especially cause i'm not a native english speaker.. i've uploaded my >fla< and the >swf< as wellplease have a look at it. when handle 1 is being dragged, handle 2 swings elastically on one axis around handle 1.in case of dragging handle 1 (upper) everything is just perfect. but when i drag handle 2 (lower), the movement of the line, which connects the two handles all the time, is slower than the movement of handle 1.why? both handles have got (basically) the same code.
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.
Is there a better way than in Flash? It would be a test of 50 multiple-choice and true-false questions, which would follow 300-400 PowerPoint slides. The slides could be jpg's loaded via xml or even put right into the fla/swf. The slides could also be on another part of the site and just the test would be in Flash.
I is chuckmul again. I am starting a new game of war stratigy. It has an Isometric veiw point. I was just wondering how I could first make the I sometric grid using flash and second make a fully interactive enviroment
I'm trying to test a custom Flex 4 skinnable component, using the FlexUnit UIImpersonator class. If I run my tests from a FlashBuilder Spark only project everything works fine. If I try to test from a project with the mx component set on the classpath I get a "getElementIndex not available in non Flex 4 projects" error.Can I unit test spark components in FlexUnits visual test environment while still having the mx component set on the classpath?
UIImpersonator delegates it's method calls to a "testEnvironment".The implementation used for this "testEnvironment" is decided by the VisualTest EnvironmentBuilder class and the FlexEnvironmentBuilder class. If the FlexEnvironmentBuilder class can find the "mx.core.Container" on the classpath it returns a MX environment, else a Spark environment. Only the spark environment has valid implementations for Flex 4 relevant method calls on the UIImpersonator - like the addElement method.
My buttons only work when I click on them on the stage while having the "enable simple buttons" option on. They do not work if I try to "test movie," "test scene" and publish it to a SWF. Nothing responds whenever I am in these modes. I am using Adobe Flash Professional CS5 Actionscript 2.0.
i have a movie that has worked fine in past during Html test but ive been doing some dubugging using the flash test latly and it runs fine here but when i go back and try to test in Html mode no errors come just the movie never fully starts (starts up about as much as if there was an error).
I have two scenes in my flash file and in scene 1, first button takes you to frame 2 where movie clip is -works
on (release) { gotoAndStop("scene1",2); } second button takes you to frame 3
but on scene 2 that performs same function as scene 1, the first button
on(press){ gotoAndStop("scene2",2); }
instead of going to frame 2 goes to frame 3. and the second button goes correctly to frame 3.that happens when i test scene! when i test movie all buttons work properly.
Trying to do circle circle collisions via math which I'm really having trouble with. One circle (player) just moves from keyboard. The ball reacts to the player. All the code shown is in my players class and I passed in a reference to the ball.
On my enterframe I have:
Code: var xmov1 = xSpeed; var ymov1 = ySpeed; var xmov2 = ballRef.xSpeed; var ymov2 = ballRef.ySpeed;
[code]....
Perhaps I'll go with a box2d equivalent instead of trying out my own physics shenanigans.
In FlexUnit 1 it is possible to access the name of the currently-running test using the TestCase.getName() method because all tests subclass TestCase. In FlexUnit 4, however, there's no base class for tests; the tests are identified by annotations. So, how can I replicate the getName() functionality in FlexUnit 4?
I'm using Flash CS3 and want to create a custom ComboBox. I've followed the steps outlined in "Editing component skins in a new document" (http:/[url]...), but every time I get to the step where I drag the ComboBox Assets folder from the HaloTheme.fla library into my library, if I test movie at that point my combobox has become an unclickable white rectangle with no label, button or anything.
I would like that my executeShape function insert a new XMLChildnode called "adverts" to my Pages:XML via the evenListener of the execute_bt. I tryed copying the nodes and it works but it copy a blank "adverts" node in betwen each node copied. so i tryed with appendChild, but it works only once, then it say error. so i tryed with inserChildafter or inserChildbefore but this one doesnt work at all because "advert" doesnt exist. I understand why all my suggestions does'nt work (copied or append or insertchild), but i dont figure out how to get what i want . i love AS but im no advance in enought..
My XML structure that I want is quite simple : i just want that every time I press the execute_bt, a new "adverts" is added to the Pages XML[code]...
I am attempting create a class for the first time. My idea with this class is that you will be able to pick a colour scheme "warm", "cold" and all the code will be there for you when you need it. So with warm, I have it randomly selecting different warm colours.
I have the code working the way it should in an action script 3 file, but when I transfered it into a class I have gotten many problems which I probably half solved. If someone could take a look at my work and let me know what I might be missing that would be helpful.
Right now when I go to preview it it just shows a black box. I'm assuming its something to do with my "beginFill();" which just has a "1" in it right now becuase I can't seem to write anything correctly!!
I would like to create a digital time which only show min and sec. This time is use in a game in order to test the users speed and accuracy. When the user finished the game, the time will stop and then have to check the time user has spent to finish the game. So, if the user manage to finish the game before 10 min, will get 100 points. If is between 10 and 15 min, will get 90 points and so on.
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.