i have start the timer timer.start();how I can determine how much miliseconds or seconds passed , since the timer passed [code]Returns the number of milliseconds that have elapsed since Adobe Flash Player was initialized.getTimer() display since the FlasPlayer starts, how to get value of timer
I have a gameloop, where I used to calculate the timedifference in seconds for time based movement.
ActionScript Code: var currentTime:int = getTimer(); var currentTimeDeltaInSeconds:Number = (currentTime - _lastTimeUpdated) / 1000;
now I've decided I want to use Miliseconds, so it looks like this:
ActionScript Code: var currentTimeDeltaInMiliSeconds:Number = currentTime - _lastTimeUpdated
So I've converted speed variables, by dividing them with /1000, it looked like this before:
ActionScript Code: var currentTimeDelta:Number = 0.036 ; // in seconds var speed:Number = 50;
[code]...
- But the result is still not identical, position is still 1000x more, I know it has to do with multiplying the velocity with the timedelta, which is 1000 times greater with miliseconds, but I dont understand why is it like this?
i want to make miliseconds reach 12 instead of 60 when the seconds start to increment. This is because I want miliseconds to represent months and seconds to represent years in my simulation.
Is there a way to get this code to work? It's meant to count the seconds passed while playing the game and gives a bonus multiplier to the current score when the game ends. I don't know how to get the returned value to combine it into the multiplier int variable. Is there any way to get this code to work or is it completely wrong?
When loading an external mp3, you can retrieve the total length of it, adn the current position etc right? If I want to get the total length of it, it gives me the result in miliseconds, which is fair enough.What's the formula to convert miliseconds into "real" time?
When i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60; sprite.onEnterframe = function(){ time -=1; ( this counts faster than seconds) }
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
I'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
I am currently using the following code to display the secconds of a FLV being played: ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code: function strPad(str, places, pad, side) { while (length(str) < places) {
1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
How can a pass an asp value <%thisvalue%> to a SWF file? I can get the SWF to connect to an XML database but need to be able get a value from the ASP code so I can compare the XML database table and extract the correct information.
I am trying to use the tutorial on this site to create a simple form submission to my database via ASP. I couldn't open the sample - I am on MX. But I followed the steps on the webpage.My variables are not being passed. All of the Response.Write statements in my ASP page are coming up blank.So I have the 3 input text fields. I specified each with the same variable name as used in the tutorial (fname, lname, email, message). I also used those same names as the instance names but that didn't help so I've deleted it. So currently there are no instance names, just variable names.And then there is a submit button with the code from the tutorial:
i'm trying to send out some input form variables top a php script via loadVariables() and it's working, but the only problem is that flash also sends out all the html font information along with the form data. so instead of getting something like "Name: Phil" the php script gets:[code]is there a way to keep this from happening in flash or do i need to start getting fancy with the php?
I am trying to use the tutorial on this site to create a simple form submission to my database via ASP. I couldn't open the sample - I am on MX. But I followed the steps on the webpage. My variables are not being passed. All of the Response.Write statements in my ASP page are coming up blank.
So I have the 3 input text fields. I specified each with the same variable name as used in the tutorial (fname, lname, email, message). I also used those same names as the instance names but that didn't help so I've deleted it. So currently there are no instance names, just variable names. And then there is a submit button with the code from the tutorial:
Why isn't the "finco" not recognised/passed to php? I'm not getting the text results!! Code: var finco = "motors01"; XMLParser.load("[URL]"+finco, onFinish); function onFinish($success:Boolean, $results:Object, $xml:XML):Void { if ($success) { category.text += $results.category[0].value; namez.text += $results.namez[0].value; [Code] ......
I have a flash file that I am trying to debug. It loads a second flash file which it passes data to, and then that data is sent to a server. Unfortunately the data isnt coming out how it should.
I would like to know if anyone knows of a way to see what data is being passed to the embeded flash file from the original flash file. I need to make sure the data going to it is correct.
I'm trying to catch when a second is passed using getTimer. I don't want to use setInterval, because I'll need to pause, and unpause it. So.. here's my code:
[Code]...
What is wrong with this code? It seems that the time variable reachs 1000 milliseconds too fast.I'm not getting a second interval. How would I fix that?
does anyone know how to encrypt the parameters that are passed to a flash movie? The case is, that the user should not be able to read the parameters in the source code in plaintext.
Basically, I have an XML object which is pulling layout variables, and then those variables are being passed to another XML object which is sourcing some video thumbnails.And its actually working fine, but only after some tinkering. It seems that the passed variables have to be redifined in some fashion within the scope of the new function.It might be easier to explain with the code:
function makeGrid(backwidth, thumbHolderX, thumbHolderY, numCols, tSpacing) { trace(backwidth); trace(tSpacing);both trace just fine but (See spacing variable below)
Like the subject says, I'm passing in a url string through swjobject, and then using that variable to make a url request upon an event. Here is the code. If I remove the loaderInfo and just declare my url in the actionscript itself, it works fine.
I'm using swfObject to load my flash. I need to call a function or pass new variables into the flash file without it reloading. The user clicks on a button and the flash text needs to change. I have it working but it reloads the flash file and looks very choppy.
Passing an XMLList to a function to layout text and link that text as a button.[code]...
So it displays fine but every link that is set up in the MouseEvent.CLICK is the last one that gets processed, even though it displays the text for every link correctly.
I have traced it inside and outside the MouseEvent and its all fine, but anytime i click any button it always goes to the one link (the last one processed)
why is my variable not being passed into my function?
Code: dealerLocate.urlButton.linkButton.onRelease=function(webAddress){ web=webAddress trace("this is web "+web);
[Code]....
the webAddress variable is from the exact same timeline making it one level up from this function. it traces out correctly too so I know the variable is there... just not getting passed!