IDE :: AS 2 Adding Time To Timer
Jan 26, 2010I am creating a flash game with a timer and as you answer questions I would like the time to increase or decrease but I can't seem to figure out how to do so.
View 1 RepliesI am creating a flash game with a timer and as you answer questions I would like the time to increase or decrease but I can't seem to figure out how to do so.
View 1 RepliesI've looked all over the web and everyone can teach you how to make a timer for your game or a countdown, but I can't seem to find out how to add time to an already counting timer. So here is my counter class:
package {
import flash.display.MovieClip;
import flash.display.Stage;
import flash.text.TextField;
import flash.events.Event;
import flash.utils.Timer;
[Code] .....
That works without any issues or problems and just keeps counting upwards at a speed of 100ms, what I want to know is how to add say 30 seconds if something happens in my game, say you kill an enemy for example.
I'm making a game and it has a 20sec timer in it and I want to make a button/powerup thing that adds 5 seconds to the timer when you press it.I'm currently using: -
Code:
timerBTN.onPress = function(){
_root.countdown += 5;
[code].....
've created a simple flash game for moving a car round the flame to collect fuel cans and avoid traffic cones. The game has a 10sec timer running but i want to make it that if u hit a fuel can it adds 5secs to the timer and if u hit a cone it removes 2secs.This is my code so far
var fuelpoints = 0;
var conepoints = 0;
startButton.visible = true;
[code]....
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
View 1 RepliesI need to add in extra hours to the time, and the day will change automatically too. How should I change the code below?[code]
View 1 RepliesI would like to add a timer that keeps track of total time and also current time that runs next to my seek bar component for my flash movie. How can I do this? For example: 1:11 | 2:04 ... the 1:11 displays the current time of the movie and the 2:04 would represent the total time of the video.
View 20 RepliesI've been trying to make my own flash game based on the kirupa tutorial: url...My scripting is very similar to the scripting in the tutorial, but I obviously adapted it to my own design. Now I�m trying to add a time limit, which when the time reaches 0 it jumps to the time up screen. I have spent two whole days searching on google, trying loads of suggestions, trying to figure this out myself.[code]This scripting works on a test page (i.e. away from the actual game) but when I try to add it to my game it deletes the main movieclip (in this case a tank) which is used to play the game.
View 3 RepliesI finally added a timer into my XML AS3 gallery, but when the timer starts the images dislocate..
What is the problem here? I manually set the width and height in the XML with difficulty... (Because I couldn't find a way to automatically set the image to the horizontal and vertical center..)
But why does the position changes when the timer starts to play (every 10 secs)?
This is wat it looks like when the timer hasn't started yet (or when I browse through the images with the arrow buttons):
[Code]...
I made an app (Towers of Hanoi) and i added a "demo" button that solves the problem based on a recursive function. The button is supposed to make a move one step at the time, i mean one step at every few seconds so you can actually see how the algorithm works. The problem is i haven't really used the timer event before and i have no idea how to implement it in this particular scenario.
Code:
function hanoiPlay(n:int,a:Stack,c:Stack,b:Stack):void
{
[code]......
I am creating a game and want to reward the player at the end of a level by playing an animation. I have created a timer to add the animation to the stage but cannot figure out how to remove the animation once the timer has completed counting. I am sure you wise scripters out there know the secrete to this mystery.
[Code]....
The game contains a timer which displays on screen and counts up displaying hours, minutes and seconds.
When the hint button is pressed the game adds 1 to the penalty counter.
Code:
penalty++;
What I want to happen is for 20 seconds to be added the time shown at the end of the game for every time the hint button is pressed.
Below is the timer code:
Code:
function TimerHandler(e:TimerEvent):void{
var Seconds:String = String(uint(MyTimer.currentCount%60));
var Minutes:String = String(uint((MyTimer.currentCount/60)%60))
var Hours:String = String(uint((MyTimer.currentCount/60)/60));
[Code]....
having problems adding parts of a snake on through timer events
package {
import flash.display.Sprite;
import flash.events.KeyboardEvent;[code]....
This is TJenner2's code I got from this thread:
ActionScript Code:
var myBtnArray:Array = ["Apple", "Orange", "Blue", "Lion"];
var myFrameArray:Array = [2,3,4,5]
[code].......
I am working on a game and want to reward the player with an animation at the end of a level. I have created a time and added the animation to the stage but I cannot figure out how to remove the animation once the timer has completed.
Code: Select all/* Simple Timer
Displays a countdown timer in the Output panel until 30 seconds elapse. This code is a good place to start for creating timers for your own purposes.
Instructions:
1. To change the number of seconds in the timer, change the value 30 in the first line below to the number of seconds you want.
var celebration:Celebration;
var fl_TimerInstance:Timer = new Timer(1000,30);
fl_TimerInstance.addEventListener(TimerEvent.TIMER, fl_TimerHandler);
fl_TimerInstance.removeEventListener(TimerEvent.TIMER, removeTimer);
fl_TimerInstance.start();
[Code] .....
I set up a loop where a movie clip moves in a triangle over and over. It works, but I want it to pause for 5 seconds at each location, so I added a Timer (my first attempt). Now, it will go through the triangle once, pausing correctly, but then the main movie clip (target_mc) stops in the original position and never moves again.
Code:
import fl.transitions.*;
import fl.transitions.easing.*;
var xMove0:Tween;
var yMove0:Tween;
var xMove1:Tween;
[Code] .....
Anyone know if its possible to change the time for a timer i.e.
var tMovieTimer:Timer=new Timer(10); gives 10 mili secs. is there a way to change it to say 30 later or do I have to create a new one?
I'm working on updating a quiz game my employer has. One problem I encountered was that the timer that runs during the "exam" mode of the game wouldn't work, so I found a work around by replacing it with a timer that did. All that it is, is a dynamic text box on the first frame of the questions, with the following script embedded in the start button to make it run:
start_time = getTimer();
countdown = 7200000;
onEnterFrame = function () {
elapsed_time = getTimer()-start_time;
[Code]....
When the game ends following the completion of question # 20 (there's about 200+ questions programed into it, with the 20 chosen at random) the game is redirected to a frame with results page; and here the time stops, using this code: count=(stop); Rudimentary, but effective - at least in stopping the timer. On this page is the option to save the results, with input found on this page (score, name, date and time completed) being output on another page, in a form the user can save or print off. What I can't figure out is how to output the elapsed time paused in the resutls screen, to dynamic text box in the save form. What script do I want, to send this information to the proper text box at the end?
every time it gets to zero it goes back to 59:59:59:59.i need it to stay at 00:00:00:00 or even better make it flash.
var thisYear:Number = 2011;var thisDay:Number = 28;var thisMonth:Number = 2;var thisHours:Number = 19;var thisMin:Number = 30;var thisSec:Number = 0;var countdownXML:XML = new XML();countdownXML.ignoreWhite = true;countdownXML.load( 'countdown.xml'[code].....
im using a timer and am trying to find out how much time is left untill it fires off?
View 1 Replieshow to set variable time for a single timer, like I first setup this timer:
private function timer():void{
var randomTimer:Timer=new Timer(time,0);
randomTimer.addEventListener("timer", somefunction);
[Code].....
So how can I influence the time inside the timer? Do I create a global timer, remove the listener and recall the timer function? Would this work since the timer has already been declared, I a re-declare a timer?
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]...
View 2 RepliesI have a countdown script that pulls the users time, but I need the server time so visitors can't cheat the clock.[code]How do I get the server date and pass it to the date var startTime?
View 3 Repliesdoes any one know of any good countdown timer's for flash which i can use to be implemented in a flash game or quiz ? also i have the following line of code
var endDate:Date = new Date(2010,7,30);
how would i go about having the endDate to be the current time and date + 30 minutes ?
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 am using the Timer class to time events. Although, I am not sure I have it set up correctly as after a few seconds the events start to get synchronized. first two, then three, etc. Here is an example of the code:
[Code]...
Does anyone know what could be possibly interfering with the Timer for this to happen? It mainly starts happening after you click on an mc and it is removed from the stage (this is for a game).
I have to make a timer that starts off set at one minute and plays an animation mapped to the time remaining in the timer. I need it to start and stop on a button press, and once it has gone through the minute, I need to be able to add time to it and start it again (with the animation mapped to the new amount of time) by clicking and dragging (or maybe with a slider). I have the basic functions down, but I can't figure out how to get it to start over with the time added by dragging. Here is my code so far:
[Code]....
I'm trying to build a simple timer application in as3 that counts down and then plays a gongsound. easy right?There are 3 buttons that should change the time from 2,3 and 4 minutes. Default time is 3 mins but the buttons never change the time and I can't figure out why, the trace tells me the boolean values have changed but the time is always the same..To save time I changed the times to 3,5 and 7 secs. here is the code :
ActionScript Code:
//time selection buttons
var time;
[code]......
I used the Cowntdown timer from this page [URL]I wanted to know how can I adjust the time. For example, I want to change the ending time to 8.00 am, what do I need to change in the code for it to "explode" at 8.00am?
View 1 RepliesMaybe I'm blind (or just dumb) but I've been searching through the API trying to find out how to get the time elapsed for a Timer object. I want to, at any given time, find out EXACTLY how much time(in milliseconds) has passed since a Timer Object has been started.
View 3 Replies